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feat(content): more superalloy armor options #3956

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merged 4 commits into from
Dec 26, 2023

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@chaosvolt chaosvolt commented Dec 22, 2023

Purpose of change

I ended up deciding to just commit the JSON I'd started writing up that I mentioned in #3950. Doesn't depend on anything in that PR aside from just using the same consistency standards that PR establishes.

Describe the solution

  1. Added item definitions for superalloy versions of all other properly steel-tier armors the player can make. That'd be: light plate armor and its components (arm guards, leg guards, cuirass), ornamental plate armor, barbute, great helm, welded shield, and buckler. Follows the copy-from conventions of 60% the base item's weight, double the price (if it exists, absent for welded shield), and double the post-apoc price, and 5 lower encumbrance (set explicitly instead of using relative due to proportional and relative no longer update encumbrance at all #3861).
  2. Added recipes for all the above items. As with superalloy survivor gear it follows the same conventions being established: 2 higher fabrication skill (up to a max of 10), booklearns 2 levels higher (allowed to max out at 10 as if fabrication could go past 10, where relevant instead of staying 1 level below difficulty), and uses 1 superalloy sheet per call to steel_standard the other recipe would use (or in the case of welded superalloy shield, an alloy plate in place of a steel one).

Describe alternatives you've considered

  1. Rebalancing superalloy armor to have 5 lower encumbrance OR 80% encumbrance, whichever is lower. Would make the benefit more noticable for the heaviest items.
  2. Adding superalloy counterparts to relevant iron-tier armors like lorica segmentata, scrap armor, or plated leather armor. These would be harder to balance since steel-tier armor is meant to be an upgrade over iron-tier, while superalloy is meant to be equal to steel armor while being lighter, so superalloy counterparts to iron armor would end up getting both a defense upgrade AND an encumbrance upgrade.
  3. Adding superalloy versions of welded and/or spiked shields. Those don't involve any forging or welding in their manufacture and if anything could possibly afford to be iron instead, so I figured I'd skip them for now.

Testing

  1. Checked affected files for syntax and lint errors.
  2. Double-checked while adding the items and recipes next to their steel counterparts that encumbrance, skill requirements, and alloy requirements are the amounts I intended.
  3. Ported JSON changes to build 2023-12-22-0038 and load-tested.
  4. Spawned in some items and confirmed that sprites are correctly being inherited from the base items, both regular item sprites and worn overlays.

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I think it's good to have super-alloy armor like this. I think scarf is going to cry a little bit that we have extra bloat since we have no way to create a dozen variants instead of a dozen new full items and full recipes.

Variants is an idea many months or years off though.

@scarf005 scarf005 self-requested a review December 24, 2023 03:36
@scarf005 scarf005 self-assigned this Dec 24, 2023
@scarf005 scarf005 merged commit ca4d642 into cataclysmbnteam:main Dec 26, 2023
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scarf005 commented Dec 26, 2023

i cri

@chaosvolt chaosvolt deleted the superalloy-armors branch December 26, 2023 08:53
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