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Broken Cyborg - Left lab subject #6614

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merged 8 commits into from Mar 14, 2014

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@Soyweiser
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commented Mar 13, 2014

Inspired by the eclipse phase discussion and this image, http://matiasmurad.deviantart.com/art/Future-333064056 I created a broken cyborg.

The idea behind it, some poor sod was hurt bad, and the lab techs used a lot of experimental (and non salvageable) bionics and cybernetics to try and save him. The experiment worked. And then the cataclysm happened. It was only step one, so a random normal person was used. And now he is crazed, confused, and his body is running on automatic. (which of course is just a random self defense system).

The cyborg repairs itself, and the human has been revived a few times already. So it cannot control itself, has no idea what is going on and cannot die.

Spawns 10% of the times near a dissector in the lab.

@Rivet-the-Zombie

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commented Mar 13, 2014

I like it!

I'd like to suggest that maybe they could have a small chance of dropping a power storage bionic when butchered (experimental bionics still need power cells, right?) with a particularly high survival roll required to scavenge it.

@John-Candlebury

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commented Mar 13, 2014

Yay!

This game really needs more cyberpunk.

@Soyweiser

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commented Mar 13, 2014

Yeah, will have to look at the butchering bionic thing. Will put the PR on WIP and add that.

Added new monster tag CBM_POWER gives a chance 33% of 1 power CBM on …
…butchering, or a burnt out bionic otherwise.

The new broken cyborg monster has this tag.

Works in addition to the normal CBM tag.
@Soyweiser

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commented Mar 13, 2014

Added new monster tag CBM_POWER gives a chance 33% of 1 power CBM on butchering, or a burnt out bionic otherwise.

The new broken cyborg monster has this tag.

Works in addition to the normal CBM tag.

@KA101

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commented Mar 13, 2014

Uh, why not based on Survival?

@Soyweiser

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commented Mar 13, 2014

I just used the same code as the CBM tag.

@Soyweiser

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commented Mar 13, 2014

And the CBM tag has a 50% chance of CBM's being broken (apparently) I reduced it to one in 3.

@KA101

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commented Mar 13, 2014

I don't see the need to reduce it, but wev.

if(one_in(3)){ //The battery works 33% of the time.
m.spawn_item(u.posx, u.posy, "bio_power_storage", 1, 0, age);
} else {//There is a burnt out CBM
m.spawn_item(u.posx, u.posy, "burnt_out_bionic", 1, 0, age);

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@narc0tiq

narc0tiq Mar 14, 2014

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So, it says "You discover a power storage" even if what you actually discover is a burnt out CBM? Or am I misreading that?

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@Soyweiser

Soyweiser Mar 14, 2014

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Yeah, but that is just the same as how the previous butchering CBM mechanics worked.

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@narc0tiq

narc0tiq Mar 14, 2014

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Yes, but that was a generic "you discover a CBM" -- burnt-out bionics are CBMs. However, I would disagree if you tried to tell me a burnt-out bionic was a power storage.

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@Soyweiser

Soyweiser Mar 14, 2014

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Fair enough. Seems somebody already merged a fix.

@kevingranade kevingranade merged commit bbd0b62 into CleverRaven:master Mar 14, 2014

@Soyweiser Soyweiser deleted the Soyweiser:cyborg branch Mar 16, 2014

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