Moving in an inactive exoskeleton is less exerting than moving in powered medium or light exoskeletons
Describe the bug
MOVEMENT_EXERTION_MODIFIER values seem to be incorrect for the new Exoskeletons. The powered light and medium exoskeletons (mk3 & mk2 respectively) are more exerting to move in than them being inactive. Only the powered heavy exoskeleton (first generation / least advanced) is less exerting. Numbers below.
Gameplay wise, this means that it's more efficient to turn the suit off when moving to conserve your calories, when using the mk2 or mk3 suits.
Attach save file
N/A
Steps to reproduce
- Create a new default character
- Spawn in combat exoskeleton mk1, mk2, mk3, and heavy batteries
- Reload, activate, and wear each.
- Observe as all mk2 powered, mk3 powered, and inactive all are 'Brisk' Activity level, only mk1 powered is 'Moderate'
- Edit the
MOVEMENT_EXERTION_MODIFIERvalues for any suit indata/json/enchantments.json, then test again. Setting it to 2.0 causes Activity level to massively increase, and 0.1 only 'Light', so bigger number = more exertion.
Expected behavior
I would expect that powering all the exoskeletons would make them less exerting to move about in it, not more.
Intuitively, powering the exoskeleton should cause it to be less exerting, and more advanced / later generation / lighter suits should be less exerting.
Screenshots
No response
Versions and configuration
- OS: Linux
- OS Version: LSB Version: n/a; Distributor ID: ManjaroLinux; Description: Manjaro Linux; Release: 24.0.2; Codename: Wynsdey;
- Game Version: cdda-experimental-2024-06-25-1641 50f8ab2 [64-bit]
- Graphics Version: Tiles
- Game Language: System language []
- Mods loaded: [ Dark Days Ahead [dda], Disable NPC Needs [no_npc_food], Portal Storms Ignore NPCs [personal_portal_storms], Slowdown Fungal Growth [no_fungal_growth] ]
Additional context
"combat_exoskeleton_inactive" > [ { "value": "MOVEMENT_EXERTION_MODIFIER", "multiply": 0.5 }
"combat_exoskeleton_heavy_active" > [ { "value": "MOVEMENT_EXERTION_MODIFIER", "multiply": 0.4 }
"combat_exoskeleton_medium_active" > [ { "value": "MOVEMENT_EXERTION_MODIFIER", "multiply": 0.6 }
"combat_exoskeleton_light_active" > [ { "value": "MOVEMENT_EXERTION_MODIFIER", "multiply": 0.8 }
Powered heavy suit is least exerting, then inactive suit, then powered medium suit, then powered light suit.
Don't hesitate to ping me next time you find something wrong with something I'm responsible for. I'm very active and always happy to fix my stuff.
Will do for next time. I don't use github, so I wasn't sure what the etiquette is for pinging others, so I went the safe route and chose not to.
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