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Follow-up updates after ballistic damage PR #1473

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merged 1 commit into from Apr 26, 2022

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chaosvolt
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Summary

SUMMARY: Balance "Add missing ballistic armor to clothing mods, mutations, bionics"

Purpose of change

Some follow-up updates to the ballistic damage PR, incorporating some stuff that was added later on.

Describe the solution

  1. As promised, I said I'd update clothing mods to add bullet protection when the ballistic damage PR was ported over, so here we be. Notable divergences from DDA's version are that steel padding's bullet resist is closer to the difference the steel material actually has, presence of superalloy padding,
  2. Ported over updates to alloy armor CBMs. Description is closer to the original, and encumbrance not ported over for now (can if requested), but did grab the ballistic protection and the updates making the relevant CBMs cover subordinate bodyparts.
  3. Ported over adding ballistic armor to shell mutations. I left chitin mutations untouched for now on testing and confirming that "physical" includes bullet damage.
  4. Added bullet values to several cases of mutation armor that don't cite physical damagetype combo.

Describe alternatives you've considered

  1. Could port over encumbrance for armor CBMs if requested.
  2. Should we break up all cases of "physical" mutation armor into different amounts of bash/cut/stab/bullet or leave them like they are now?

Testing

  1. Checked affected files for syntax and lint errors.
  2. Compiled to load test.

Additional context

Sources:

  1. Clothing mod update, by SirPendrak: Tweaks to clothing_mods.json CleverRaven/Cataclysm-DDA#45713
  2. Alloy CBM updates, by anoobindisguise: Alloy CBMs more protection, more mutation conflicts, added encumbrance.  CleverRaven/Cataclysm-DDA#51578
  3. Additional CBM updates, by souricelle: Update bionic armor for bullet protection CleverRaven/Cataclysm-DDA#43151
  4. Shell mutation update, by souricelle: Shell mutation volume/armor fix CleverRaven/Cataclysm-DDA#43212

Stuff I still need to do:

  1. Mess around with ballistic damage of materials to make ballistic armor properly more effectively, in line with current plans for the ammo rebalance project.
  2. Military robots and zombies generally shouldn't have a ballistic armor value lower than their cut armor value.

@Coolthulhu Coolthulhu self-assigned this Apr 25, 2022
@Coolthulhu Coolthulhu merged commit 110b793 into cataclysmbnteam:upload Apr 26, 2022
@Coolthulhu
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Would be good if ballistic defaulted to cut armor.
Also, most things shouldn't have ballistic armor lower than cut, ballistic type has more dmg per hit.

@chaosvolt
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I plan to mess with monster armor values as a followup, yeah. At bare minimum, military armored zombies and robots should have higher ballistic

My rough planned numbers, based off how the ammo rebalance PRs have been going, will likely lean towards target ballistic armor of 24/25 for kevlar vests, 50-60 for hard vests, so value in between those (undetermined just yet) for army helmets, so monster armor reworks will be somewhat in line with those when I get to them.

@chaosvolt chaosvolt deleted the bullet-followup-tweaks branch April 26, 2022 18:40
@Coolthulhu
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I forgot a note: run cataclysm-tiles --check-mods
One of the mods complains about incomplete material defs.

@chaosvolt
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Nice, I should've checked for that myself, but I'd assumed all the essential load-error stuff was taken care of in #1458 since that's where the feature was implemented.

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2 participants