-
Notifications
You must be signed in to change notification settings - Fork 259
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Armor implants and hediffs buffed #3340
Armor implants and hediffs buffed #3340
Conversation
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10268835334.zip |
adjustments from upstream
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10486143416.zip |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
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.
...Expanded - Phytokin/Patches/Vanilla Races Expanded - Phytokin/GeneDefs/GeneDefs_BarkSkin.xml
Outdated
Show resolved
Hide resolved
ModPatches/Save Our Ship 2/Patches/Save Our Ship 2/Hediffs_SOS2.xml
Outdated
Show resolved
Hide resolved
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10524785382.zip |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10931069587.zip |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10931066430.zip |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10931184734.zip |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
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.
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10931246827.zip |
13c4b5b
into
CombatExtended-Continued:Development
Changes
Reasoning
Alternatives
Testing
Check tests you have performed: