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Features/updates for bio-weapon characters #168

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chaosvolt
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  • Updated augmented abominations to be on the very edge of hostility. Makes them still noticeably more hostile than undead augmented abominations, starting at Tracking instead of Ignoring.
  • Added an anger_relations property to the failed bio-weapon profession. This gives them more leeway around augmented abominations due to being one of them, but the monster version will still rapidly figure out that the PC is a renegade and turn hostile accordingly.
  • Added some unique benefits to each of the four main bio-weapon professions, defined in their genetic marker mutations. Alpha gains a benefit to max HP the more they keep their ravenous hunger at bay plus a minor impact on dodging, Beta gains a boost to stamina regeneration plus bleed resist to facilitate a sustained fight, Delta gains bonuses to the assorted stealth modifiers to encourage slipping past enemies, while Gamma gains a crafting skill bonus to certain technical skills, along with an aggression modifier that makes robotic creatures less likely to notice them (since most robots have 100 aggression, it takes a very high modifier to push them down to Tracking).
  • Added a overrides for military robot species, defining anger triggers so that Gamma can't exploit this reduced hostility indefinitely. Eventually you'll piss them off. The use of a separate species was to prevent non-hostile robots like cleaner bots from rapidly turning hostile, and limit Gamma's bonus to robots that are explicitly military (i.e. the CROWS turrets/bots and the upgraded grenadier bot, but not police bots, cyborgs, or non-military labsec bots).

* Updated augmented abominations to be on the very edge of hostility.
Makes them still noticeably more hostile than undead augmented
abominations, starting at Tracking instead of Ignoring.
* Added an anger_relations property to the failed bio-weapon profession.
This gives them more leeway around augmented abominations due to being
one of them, but the monster version will still rapidly figure out that
the PC is a renegade and turn hostile accordingly.
* Added some unique benefits to each of the four main bio-weapon
professions, defined in their genetic marker mutations. Alpha gains a
benefit to max HP the more they keep their ravenous hunger at bay plus a
minor impact on dodging, Beta gains a boost to stamina regeneration plus
bleed resist to facilitate a sustained fight, Delta gains bonuses to the
assorted stealth modifiers to encourage slipping past enemies, while
Gamma gains a crafting skill bonus to certain technical skills, along
with an aggression modifier that makes robotic creatures less likely to
notice them (since most robots have 100 aggression, it takes a very high
modifier to push them down to Tracking).
* Added a overrides for military robot species, defining anger triggers
so that Gamma can't exploit this reduced hostility indefinitely.
Eventually you'll piss them off. The use of a separate species was to
prevent non-hostile robots like cleaner bots from rapidly turning
hostile, and limit Gamma's bonus to robots that are explicitly military
(i.e. the CROWS turrets/bots and the upgraded grenadier bot, but not
police bots, cyborgs, or non-military labsec bots).
@Noctifer-de-Mortem Noctifer-de-Mortem merged commit 0f850e6 into Noctifer-de-Mortem:master Mar 10, 2020
@chaosvolt chaosvolt deleted the failed-bio-and-stuff branch March 10, 2020 02:39
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2 participants