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Bionics Package #6056

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merged 34 commits into from Feb 12, 2014

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@Rivet-the-Zombie
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commented Feb 11, 2014

New professions:

Razorgirl/boy
Commercial Cyborg
Bionic Soldier
Bionic Assassin
Cyberjunkie
Bionic Monster

New bionics:

new CBM units
CBM: Monomolecular Blade
CBM: Adrenaline Pump
CBM: Internal Chronometer
CBM: Leukocyte Breeder System
CBM: Synaptic Accelerator
CBM: Dielectric Capacitance System

new failed installs
Bionic Nostril
Self-Locking Thumbs
Squeaky Ankles
Visual Disruptor
Motor Control Overstimulator
Bionic Short Circuit
Leaky Bionic
Endocrine Enervator
Bionic Deformity
Voice Remodulator
Bionic Visual Impairment
Itchy Metal Thing

And lots of minor bugfixes and etc.

@@ -119,7 +120,7 @@
"name" : "Internal Climate Control",
"active" : true,
"cost" : 1,
"time" : 30,
"time" : 100,

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@KA101

KA101 Feb 11, 2014

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Nice, though not sure what Shoes'll think. ;-)

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@Rivet-the-Zombie

Rivet-the-Zombie Feb 11, 2014

Author Member

Since the power armor mk II bionic does this plus powers the armor itself all at the same time and for only 1 point per 50 turns, I figured this really could use the boost.

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@KA101

KA101 Feb 12, 2014

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Acceptable, though you actually have to find and use the armor. ;-)

"id" : "bio_pokedeye",
"name" : "Bionic Visual Impairment",
"faulty" : true,
"description": "Due to a badly misplaced dielectric stylette you are now suffering from mild optic neuropathy. Increases eye encumbrance by one."

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@KA101

KA101 Feb 11, 2014

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I'd definitely reload to avoid this one. Have had eye encumbrance cause Problems with trap-detection.

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@Rivet-the-Zombie

Rivet-the-Zombie Feb 11, 2014

Author Member

That's why I kept it at a single point. Any more and it would be a super-duper-dealbreaker.

},
{
"level": 1,
"name": "survival"

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@KA101

KA101 Feb 11, 2014

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Fits, though the Special Op was supposed to be a bit of a flash-in-the-pan, IIRC? Not a dealbreaker, but noticed.

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@Rivet-the-Zombie

Rivet-the-Zombie Feb 11, 2014

Author Member

Since this is a pure-flesh profession, I wanted it to stay flashy when compared with the 5 point bionic professions. Nothing large, just a handy extra point.

"bio_carbon",
"bio_geiger",
"bio_night_vision",
"bio_torsionratchet",

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@KA101

KA101 Feb 11, 2014

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Seems underpowered for military use, but probably right for balance.

"briefs",
"socks",
"pants",
"wristwatch"

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@KA101

KA101 Feb 11, 2014

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Surely a watch for both?

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@Rivet-the-Zombie

Rivet-the-Zombie Feb 11, 2014

Author Member

Derp wrong line!

@@ -1080,7 +1182,8 @@
"both": [
"sneakers",
"jeans",
"tshirt"
"tshirt",
"ear_plugs"

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@KA101

KA101 Feb 11, 2014

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This will be much appreciated.

"bio_storage",
"bio_watch",
"bio_recycler",
"bio_batteries",

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@KA101

KA101 Feb 11, 2014

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This is the only downside I'm seeing, and Battery System isn't too bad. Might consider dialing this one down a bit?

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@Rivet-the-Zombie

Rivet-the-Zombie Feb 11, 2014

Author Member

K, gonna drop the recycler unit.

},
{
"level": 1,
"name": "mechanics"

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@KA101

KA101 Feb 11, 2014

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That many installs might justify another point in each.

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@Rivet-the-Zombie

Rivet-the-Zombie Feb 11, 2014

Author Member

Remember that many of them are from back-alley chromeshops in the sprawl.

@@ -1549,6 +1549,10 @@ int trial_chance(talk_response response, player *u, npc *p)
chance += 40;
if (u->has_trait("ELFAEYES"))
chance += 10;
if (u->has_bionic("bio_voice")) //come on, who would suspect a robot of lying?
chance += 20;

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@KA101

KA101 Feb 11, 2014

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I would. If nothing else, it can be programmed to say whatever its programmer wants it to say.

And that's not a robot, anyway.

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@Rivet-the-Zombie

Rivet-the-Zombie Feb 11, 2014

Author Member

I'll call it a ten instead of twenty.

@@ -1581,14 +1591,20 @@ int trial_chance(talk_response response, player *u, npc *p)
chance += 15;
if (u->has_trait("ELFAEYES"))
chance += 10;
if (p->has_trait("TERRIFYING"))
chance -= 15;

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@KA101

KA101 Feb 11, 2014

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I think the idea here was to code for NPCs having TERRIFYING at some point. Might be worth commenting it out or somesuch, rather than deletion.

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@Rivet-the-Zombie

Rivet-the-Zombie Feb 11, 2014

Author Member

Done.

add_disease("visuals", 100);
}
if (has_bionic("bio_spasm") && one_in(3000) && !has_disease("downed")) {
g->add_msg(_("Your malfunctioning bionics cause you to spasm and fall to the floor!"));

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@KA101

KA101 Feb 11, 2014

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SIngular, I think?

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@Rivet-the-Zombie

Rivet-the-Zombie Feb 11, 2014

Author Member

Could really go either way, but I can change it.

@Zireael07

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commented Feb 11, 2014

A suggestion: can we have a bionic equivalent to Quick or Fleet-Footed? Preferably the first?

@Rivet-the-Zombie

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commented Feb 11, 2014

There you go!

Rivet-the-Zombie added some commits Feb 11, 2014

@Zireael07

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commented Feb 11, 2014

I ♥ you, Rivet!

@KA101 KA101 self-assigned this Feb 11, 2014

@KA101

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commented Feb 12, 2014

Most of the new ones are risky installs at 11 IN and 12 in each skill. The arm probably isn't that tough, but I'd agree with the adrenal and immune augs being Tricky. Still testing.

Update: the adrenaline pump stacks positively with itself, largely thanks to the stim boost (so hitting it once or twice during comedown largely negates comedown effects, even after you go back into comedown). Seems worth downtuning/eliminating those or increasing the pump's cost, IMO.

And because WBLOCK is overpowered, the hulk I called in didn't put up much fight against the blade and skill 3 melee/dodge/cutting. Not a major problem.

Dialectric v. shocker didn't stop the melee shocks, and it didn't see fit to drop a bolt at me.

@Rivet-the-Zombie

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commented Feb 12, 2014

The Faraday bionic blocks the electric field effect. I'm not worried about melee shocks cause that's outside the scope of a capacitor-shield anyway.
I can boost the stim effect of the adrenaline a bit, to make it a higher risk.

Rivet-the-Zombie added some commits Feb 12, 2014

Stim boost to adrenaline bionic.
Makes it more risky and !!FUN!!

@KA101 KA101 merged commit 7cc0f10 into CleverRaven:master Feb 12, 2014

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@Rivet-the-Zombie Rivet-the-Zombie deleted the Rivet-the-Zombie:CBM-Bionic-Nostril branch Feb 12, 2014

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