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Aftershock: Shield bionics deploy Riemman shields

Open John-Candlebury opened this issue 1 year ago • 2 comments

Summary

Mods "Aftershock: Shield bionics deploy Riemman shields"

Purpose of change

Use the new energy shield functionality across the mod bionics. Makes it simpler to track player power across the mod.

Describe the solution

Removed and migrated all bionics but 3:

  • Hawking Corps Mark I Shield: 120 shield hp + 0.5hp/s 1kw power draw
  • Hawking Corps Mark V Shield: 550 shield hp + 2hp/s 2kw power draw
  • Kinnetic Annulment System: 10000 shield hp + 20hp/s 150kw power draw.

All in all its pretty hard to keep these going unless you actively use a power generation bionic.

Since they now use the Riemman shell armor piece, they now provide full protection to all physical damage types.

Testing

Lots of testing including possible conflicts with the backpack generator I think I caught all the buggy interactions already, Making them turn each other off would be nice but not possible atm.

John-Candlebury avatar Nov 30 '24 23:11 John-Candlebury

Assigning myself to migrate some of the obsoleted models to XE potentially. Will review and decide tomorrow and merge this after I decide on if I'm creating xe_ versions of any of the old ones.

Maleclypse avatar Dec 02 '24 06:12 Maleclypse

Imo its probably best to use the energy shield type armors over there too, since it offers extra levers for balancing in the long run. You could also make versions of them that only defend against specific damage types, I tested that works correctly in the first pr

I made everything defend against all damages here because the cognitive load is smaller for the player, since they have to track power and shield hp now.

John-Candlebury avatar Dec 02 '24 13:12 John-Candlebury