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Exosuit Update 3: Overheat Edition #22538
Merged
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Document the changes in your pull request
Exosuits now have an overheat level which is built up when using things like weapons or the gygax's overload. After it reaches 100 it causes sparks and damage while slowing the mech down, eventually disabling it at 150 until it cools back down to below 100. Overheat level decreases by 5 per second, or up to 15 if standing still for long enough.
EMPs also cause less damage and power loss, at the cost of adding overheat based on severity. The overheat from EMPs cannot go over 130 to prevent permanently disabling a mech by spamming an ion rifle.
New equipment for managing heat:
Radiator:
Active cooling system:
Heat sink:
Other changes;
Medical beam:
Afterburner:
Armor:
Why is this good for the game?
Currently there isn't really any sort of balancing mechanic for mechs other than "use more power which can be entirely negated by using an infinite slime battery" or "damage your own mech immediately which makes using it at all a permanent setback until you get out and repair it."
Testing
mech_overheat_test.mp4
Spriting
Wiki Documentation
Guide to robotics needs the new equipment added to it.
Probably also needs a mention of the heat mechanics but I'm too lazy to do that at the moment.
Changelog
🆑
experimental: Added overheat mechanics to exosuits
bugfix: Fixed charge and integrity not updating properly on diagnostic HUD
bugfix: Probably other stuff that I forgot about
imageadd: Added HUD icons for overheating
imageadd: Added sprites for new mech equipment
/:cl: