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Bulk combat changes; Armor Divisors, bullet balance, mob health/armor…
…, etc. (sojourn-13#5029) * Impliments Eris style armor-divisors. Tweaks bullets oh my GOD holy FUCK jesus CHRIST. ports discordia-space/CEV-Eris#7353 Currently not working but saving my progress here. * first workiing version. Ports even more random bullshit from Upstream to get this working. SEEMS to function and has no serious runtimes on basic testing but some behaviors seem odd(HP does less damage than its wounding would suggest against unarmored targets. Possibly because of lower armor divisor?) * Update code/game/machinery/vendor/misc_vendors.dm * Update code/game/objects/items/stacks/matter_synth.dm * Reduces mag capacity of 12mms which are frankly disgustiing right now lmfao. They're back to 7/5(auto/revolver). Also nukes mob-modifiers and fixes them to mesh with new code. Generally weak mobs don't get to have modifiers other than speed Also ports MORE coe that Rebel and Co.:tm: failed to port when doing erismed 4 and seems to have fixed wounding mults to...actually work. * tweaks Slugs AP down from 2 to 1.5 slug damage down to from 45 to 35 slugs wounding from 1.5 to 1.25 big mobs(berserkers, nightmares, renders) all given a pretty significant boost in armor rating up to 100% more. - Note, simple mobs armor appears to not function as expected so this may make 0 difference. Hopefuly fixes mobs not taking halloss and brings agony armor to the same standard as other combat armor types. For future reference, if your mob is meant to be pain immune make it 100 or whatever other arbitrary number. Moves the last of the guns with agony damage to halloss in line with other weapons. Nerfs buckshot a tiny bit, halloss 5-0, damage 15-16(remember that these numbers be applied up to 4 times depending on range.) Brass kit pen bonus down from 1 to 0.5 other weapon mods that give penetration generally reduced in effectiveness(by about half on average). unfucks the clothing readout, it has obscuration + stiffness again. adds some new greebles to the gun info readout(including roughly how much damage it'll do against various levels of armor. for reference, 10 armor is the bullet armor of a plate carrier. Another small note, the numbers displayed in the info tab SHOULD be accurate but please let me know(with specific detail) if you find any of them are or feel off, the most info the better. * more tweaks Tweaks the balance on some weapon mods, particularly those that remove armor pen multiplier. Hopefuly fixes the issue with supereffective damage being bork'd. makes HP/rubbers not sharp, makes HV sharp(this was a weird choice anyway and was causing issues). Nukes halloss from HP, raises HP damage a bit. They should generally perform akin to ball with better damage against unarmored/soft targets. also fixes a misstype <:3 oops * SLIGHTLY functional. Fixes a few bugs. * updates to master or something * Fixes, more more fixes. Rats are no longer immune to bullets. Simplemobs are no longer immune to bullets. Wield Delay Factor raised from 0 to 2, this will result in a slightly higher amount of time to wield(and thus higher vig needed to instant wield) but my testing didn't....really show that it was super significant. you can still instant wield a nagant with 25 vig(starting for BS) and i suspect this may need to be tweaked later. * fixes some armor values that i forgot to set. Oops lol! * [BOUNTY] MELEE REWORK! (#7780) * Bring back the past * spears can't broadstrike * ui * Fixes and indicators * push attack * fixes * intervention attacks * distant attacks * human shield grabfu * fixes part 3 the fixes strike back electric boogaloo * fxi + grab stuff * Update human_defense.dm * Apply suggestions from code review Co-authored-by: Pink-Chink <[email protected]> * Update melee.dm * Update item_attack.dm * Update item_attack.dm * Update item_attack.dm * Update living_defense.dm * Update item_attack.dm * Update item_attack.dm * last one? * yep * Update alerts.dmi Co-authored-by: Pink-Chink <[email protected]> * Makes melee less cringe (#7801) * melee is less cringe * pulling attacks * better name for attacks * Update code/modules/mob/living/carbon/human/human.dm * Update code/modules/mob/living/carbon/human/human_defense.dm Co-authored-by: Firefox13 <[email protected]> Co-authored-by: hyperioo <[email protected]> * Another(last one) batch of melee rework fixes (#7821) * afsd * Update energy.dm * Update code/modules/mob/living/carbon/human/human_defense.dm Co-authored-by: KIROV#6255 <[email protected]> * Update human_defense.dm Co-authored-by: KIROV#6255 <[email protected]> * Update mob_grab_specials.dm * double tact changes (#7847) * Blocking(melee) (#7704) * Update click.dm * blockin' * fixing * fixes and hud * fixes * god help me * Update base_screen_objects.dm * PIECE OF FUCKING SHITTY GARBAGE * DONE?! * Finally done. * Update human_defense.dm * hotkey command hijinks * visual clue * rng gone * tgui shit i swear if it breaks something * Update human_attackhand.dm * Update human_attackhand.dm * Revert "tgui shit" This reverts commit 944a03e04333a5a15e56241ae573c7f749de5c0d. * Apply suggestions from code review Co-authored-by: Pink-Chink <[email protected]> Co-authored-by: Pink-Chink <[email protected]> * Eris melee, Eris blocking, oprobably more bugs, * i hate code. comments out ricochet mod, may or may not have been working but needs tweaking anyway. attempts to fix a bug where weapons/projectiles with the sharp flag didn't cause damage to structures. creates some new defines for fast-tweaking mob health. Not actually implemented fully yet, but look forward to that. * fixes 'n nuffs. claymore is bulky, gets double tact. absolute shortsword is not bulky, now normal size with some "extra bulk" added facto and psi omnitools no longer have double tact. Some minor fixes for info displays for armor/tools/weapons. Gleam midlaser undone, has a proper heavy laser like its parent again. * more tweaks. TK no longer suffers from windup on every swing. some more RIGs have a bit of ablative above standard. HP have less base damage so they actually function as intended. Buffs baseline plasma & light plasma bolt by like, five points each. * ugh fixes penetration mods making guns AP go down instead of up. * more fixes Spiders have had their health reduced by half across the board. Injection armor resistance math works again Armor divisor readout fixed. turns out i fucked up the math on armor divisor multipliers for firearms and most of them actually had less than 1(because it was intended to b additive, which wew handle differently to Eris. This has been fixed, guns will no longer make their own divisor lesser unless its on purpose. oopsie! armor divisor multiplier fixed fr fr this time, oops. fixes bluecross armor math, maybe. oops! * Update vacuum.dm tersus no longer has double tact. * NERFS Actually implements more of the mob health defines, and makes the following tweaks. Termite health cut by 50% Cavemob(Wurms/Sargoyle) cut by 25% ameridien golem health cut by 50% Weak greyson mobs(roomba/drones) cut by 20% Robust greyson mobs(Synths/mechs) cut by 30% Voidwolf healths cut by 25% psimobs health cut by 50% Daskvey mobs health cut by 40% * buffs guns, nerfs not guns Full auto no longer carries a -0.2 damage penalty. * ygh guns display pain they inflict properly again. Double tact no longer applies to bulky items that aren't wielded, now only applies to HUGE items that aren't wielded and anything larger, period. Negative proj_pen_base now actually displays it as a downside. voidwolf reavers and excelsior mindslaves no longer use HV ammo- they're dangerous enough without hitscan AP stuff. if this neuters them too much we will adjust to some inbetween. OKB given armor against pain, radiation and bio. because duh. * ugh updates a comment No losing double-tact by wielding huge items. all huge items will have double tact. Vexilar forceblade doesn't get broad strikes due to bugs but also due to the fact that it does as much damage as a halberd without double-tact. * more fixes nerfs excel bear health from 400-300 nerfs excelsior universal healthmod by about 30% MAYBE fixes armor divisors being weird? Buffs AP rounds so that they aren't just worse ball. They now have the same wounding mult as ball while having far more AP. Generally nerfs ball a bit- primarily in terms of armor divisor. This won't make a HUGE difference in PVE as you'll still generally want that upfront damage unless fighting unarmored enemies(in which case HP all the way). scattershot buffed. More damage, much more pellets. Mech HMG buffed a good bit, previous damage was....sub 9mm. buffs shotgun slugs, doubles their AP to compensate for their damage/ammo setup not REALLY being quite as good as say....8.6. Now itll be your relatively cheap armor-cracker. slightly buffs biomatter slugs with 1 more AD Potentiallly after these changes get some testing specialized armors may get a bit of a buff due to how armor now works so that they *actually* provide good defense at higher levels, obviously we want bulletproof to be able to resist some bullets. * FUUCK Vigilance AP scaling is dead. places a missing if statement that was causing certain machines/structurse to be immune to impaling/piercing type damage(including HV damage :D ) fixes energy armor on BS ablative gear fixes mods giving way too much pen-mult. oops(again. Again.) * small fixes Greyson limbs have more armor again armblade(and by extension wolverine claws) have gotten a damage buff as well as sharp/edge. The armblade(but 'not' wolverine claws) have gotten a buff to their speed. Kitchen knife(and by extension all subtypes) get slightly faster attacks. As do butterfly/switchblades * oopslol, now it compiles * whatever Halberd now has 3 mods instead of 1. the single mod slot was an eris change that we're tossing. Sanctifier no longer gives flat 8 damage, now instead gives + 25% damage. Holy oils no longer give flat 8 damage, now give 30% bonus damage. This is intended to hopefuly dial back on gamer builds for melee weapons that doo 100+ damage. probably fixes tasers not caring about energy armor. shields can block projectiles again. bust out the AP Human shields are no longer able to protect you if they are dead. energy spear gets reach. RIGs have a cost now. Hussar rig has had a nerf to its ablative armor due to ease of production. * borg gun buff defense borg gun was still suffering from -0.2 damage as well as having slightly worse(-0.1) damage than its namesake. it has been unfucked. * more random trash tweaks some damage values. Generally, HV/HP have been given more damage to hopefully narrow the gap between them and ball in their niche. Pistols have lost some AP but gained a lil damage(except for 9mm beams have gotten some adjustment, getting some more AD/wounding mult depending on beam. * Update living_defense.dm trilby code to make rubbers not be hard-meta because they ignore armor l o l * Tabs in, like I SAID * fuck my life. WO armor no longer has ERT armor level ablative armor ERT RIG has proper levels of ablative CO/WO rig have proper levels of ablative. voidwolf reavers no longer have shell casings that are full bullets, oops actually fixes the CO tan armor sprite for womyn * fixes n balanzs repairing RIGs ablative armor is now slower and more difficult, you may wish to go to the guild to get this done. 12mm mag/speedloaders no longer lie about capacity. hydrogen sword/esword no longer have double tact. e-sword now has 40dam, same as the hydrogen sword. full-sized gladstone no longer has 0.1 armor divisor, oops lol Harm intent now stops you from interacting with walls with tools, hitting the wall instead. use any other intent if you want to work on it. Diamond edge no longer accepts prying as a valid quality Whetstone may no longer be attached to tools with hammering quality * complie * yea BS prosthetics have the same armor as Soteria limbs now. Excelsior prosthetics buffed a bit, now 10 across the board, still worse than the armor but not by too much. dreamdaemon and stalker armor stats swapped. whetstone no longer blacklisted from tools with hammering. diamond edge may be placed on prying stuff again. obj/item/too./hammer and subtypes blacklisted from getting whetstone & diamond edge. they're hammers energy cutlass damage nerfed to be equivalent to the handmade version. get the real one if you want big boy sword. hypersaw/chainsaw now have 15 basedamage and 2x damage when on, this gives it the same damage while hopefuly making it less OP when modded and gives them a (small) buff of 2 points. For reference, a chainsaw fully modded(whetstone, diamond edge, expansion slot, sanctifier, and exp fuel tank) does about 70 damage, hypersaw would do a bit less since it has one less slot. chainsaw is now bulky. * yea plasma/light given a 0.35 nerf to its AD to bring it more in line with previous uses as a fast but low-penetrating projectile. Warhammer given more damage/AP Halberd made more expensive, worse AP, more damage. Scourge given less AP(whip form has negative AP) and a bit more damage. Flanged mace AD reduced longsword ad reduced, damage raised slightly Shortsword AD reduced * Update scrap.dm hammers will no longer attempt to cube scrap if you are on harm intent. * Update skin.dmf blocking now keyed to V instead of F. * makes it compile * Update data_star.dm * cherry picks the artist PR into mine, oops * Update living_defense.dm makes it compile. apparently switch values need to be low to high now, lol * Revert "Update data_star.dm" This reverts commit 663bf5e. * Update human_attackhand.dm * Update human_attackhand.dm * Update human_attackhand.dm --------- Co-authored-by: ErisMeleeEnjoyer <[email protected]> Co-authored-by: Pink-Chink <[email protected]> Co-authored-by: Alliostra <[email protected]> Co-authored-by: Firefox13 <[email protected]> Co-authored-by: hyperioo <[email protected]> Co-authored-by: KIROV#6255 <[email protected]> Co-authored-by: Trilby <[email protected]> Co-authored-by: Trilbyspaceclone <[email protected]>
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