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Features/updates for bio-weapon characters #168

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Commits on Mar 8, 2020

  1. Features/updates for bio-weapon characters

    * 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).
    chaosvolt committed Mar 8, 2020
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