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Combat exoskeleton update #68758
Combat exoskeleton update #68758
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Updated json flags to accommodate for future items
Exoskeleton helmets serve no function anymore
@BalthazarArgall Thanks for picking this up, shoot me a message on Discord if you run into any issues or questions. Are you going to do all the suits? My main goal was the armor plating and power supplies, in the write-up for the rest I was going to leave the existing pockets/storage intact. The power generation part is automatic now based on fuel type, and the stuff like strength bonuses should be easy effects. |
Still very much WIP but the abstract exoskeleton item should give an idea of what I'm going for. Also implemented abstract item for armor parts.
…rArgall/Cataclysm-DDA into CombatExoskeletonUpdate
I am indeed going to do all the suits. I'll change the PR comment to answer all these question and go more in depth with my plans but basically I planned pretty much the same. You can already check the updated power_armor.json commit to get a preview of the changes. On a side note, it's actually uncanny, I was thinking about how I would rework the exoskeletons a couple months back and when I checked Github to actually do it I saw your PR and you had pretty much all the same ideas. Even down to the possibility to modify the utility exoskeleton into a makeshift combat exo. (Not that surprising actually, the concept is epic). |
…BalthazarArgall/Cataclysm-DDA into CombatExoskeletonUpdate" This reverts commit 7b9b9b6, reversing changes made to 3d13b2a.
Definitive weight and volume for exoskeleton armor parts
@Drew4484 I already sent a DM your way through Discord so this is redundant but I really need some clarifications here. I just can't find your comments, where are they? |
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@Drew4484 Perfect, thank you very much. |
Applied Drew suggestion for salvaged exoskeleton description Co-authored-by: Drew4484 <[email protected]>
remove environmental flags from salvaged exoskeleton Co-authored-by: Drew4484 <[email protected]>
…rArgall/Cataclysm-DDA into CombatExoskeletonUpdate
@Drew4484 While we wait for anid to give their opinion, can you tell me if the PR is in a good state after this last round of changes? |
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I wasn't able to do the playtest I wanted to this weekend but will ASAP. |
@Drew4484 No worries, take your time. 👍 |
This looks good to me, it's a huge step forward. |
Whoa, great to see it made it in! |
Summary
Content "Rework exoskeletons"
Purpose of change
While combat exoskeletons are "functional" at the moment I think they have a few big issues:
While a single one of these issues may only require tweaking some values, I think that at this point it would be easier to completely rework them.
Those were only examples, basically I aim to bring exoskeleton up to modern standards regarding armor, fix their inconsistencies and add some features to them.
Describe the solution
Before describing my implementation, I would like to put a disclaimer: exoskeletons IRL while under development for military applications are not meant to be used in combat in any capacity, the existence of "combat exoskeletons" is fictional and while I tried to keep my implementation grounded in reality using real life examples and common sense the very concept of them needs to be accepted as such.
I will now give an overview of the changes I've made to combat exoskeletons:
There's other minor features that I didn't mention like the ability to put MOLLE attachments on the torso armor for example.
Describe alternatives you've considered
Testing
Spawned, equipped and turned on every exoskeleton with different armors. I may have missed broken stuff and there is always a possibility that I may have missed something when copy pasting my jsons from my game directory to my github folder.
Additional context
This is my first PR but I'm confident I can do it. I also aim to update this description as I am working on the PR to match the changes done as well as adding some context to the changes made. I would like to mention @Drew4484 as I'm basically finishing what he started in #61486.
Edit: well, this took me a while, I went through a lot of concepts, ideas balance changes, a broken laptop and more. I'm sorry it took that long but I think working on this PR was a great learning experience, I'm pretty sure future PRs will take me less time, I think I now have a pretty good idea of what belongs or not in the game and how it should be implemented.
Here's a table of most balance-relevant values for the updated exoskeletons and their armor: