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Armor implants and hediffs buffed #3340

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SamaelGray
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@SamaelGray SamaelGray commented Aug 6, 2024

Changes

  • Multiplied the sharp armor value of armor genes, implants and other similar sources that increase the sharp armor of a pawn by a factor of 1.5.
  • Reduced the minimum natural armor ratio of humans from x0.75 to x0.5.

Reasoning

  • The values are anemic and pointless, they were kept low because natural armor used to not degrade but with degradable natural armor being a thing, there is no reason to keep said implants that require a lot of investment and come with their own penalties as anemic anymore.
  • Compensation for the buff to the hediffs and genes.

Alternatives

  • Smaller ratio for the increase?
  • Suffer.

Testing

Check tests you have performed:

  • Compiles without warnings
  • Game runs without errors
  • Playtested a colony (specify how long)

@SamaelGray SamaelGray requested review from a team as code owners August 6, 2024 14:50
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github-actions bot commented Aug 6, 2024

You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10268835334.zip

@github-actions github-actions bot added the Download in Comments This PR has a zipfile download available. label Aug 6, 2024
adjustments from upstream
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10486143416.zip

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@N7Huntsman N7Huntsman left a comment

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I'm against a broad doubling of the implant armor values just because they can now be degraded--particularly in cases where they were already providing >1mm of Sharp armor. Lowering their max natural armor threshold doesn't change that.

Even before the increase, these were levels of protection that effectively provided immunity to sharp melee attacks from animals and any humanoids not equipped with very good melee weapons. The fact that these attackers can, on paper, eventually chip their way through this armor doesn't change the enormous strength of these implants/genes in practice.

While I'm okay with potentially modestly increasing armor that was already tough enough to be well beyond the ability of melee to scratch it (mostly expensive implants archo or ultra tech level) or that only goes on animals (since they could do with a boost), I don't see any merit in doubling "free" armor that comes from genes or lower tier stuff like ToughSkin--they were already doing a good job providing a modest level of base armor and damage reduction.

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10524785382.zip

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10931069587.zip

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10931066430.zip

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10931184734.zip

N7Huntsman
N7Huntsman previously approved these changes Sep 18, 2024
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Approved. Made various upward and downward adjustments--for the lower levels of armor, I used the Militor's armor values as a convenient reference point.

  • Commented out Big & Small patches, as those are commented out in the base mod as well.
  • Updated Anima Bionics to the 1.5 fork and updated accordingly.

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10931246827.zip

@N7Huntsman N7Huntsman merged commit 13c4b5b into CombatExtended-Continued:Development Sep 18, 2024
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@SamaelGray SamaelGray deleted the SamaelGray-ArmorBuffs branch September 19, 2024 05:42
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2 participants