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Reverts Frontier Armour Vests back to being Bulletproof + Slightly increases Rusted Red armour #4093
Reverts Frontier Armour Vests back to being Bulletproof + Slightly increases Rusted Red armour #4093
Conversation
Automatic TGS DMAPI Update
Revert "Automatic TGS DMAPI Update"
I feel like there's a way better solution for this than having mob armor values not match their visuals and drops: Add a higher-quality Frontie vest (or, alternatively, a lower quality Frontie vest) and give mobs the weak one and player pirates the better one. Even if that just means using the same sprites for both vests until a dedicated sprite can be whipped up, it’d be an improvement since stats would actually line up between what's going on behind the scenes and what players actually can see. |
Thissss. Plus it would discourage players from wearing pirate armor looted off of corpses/ruins so the "its better than what i had" excuse doesnt work. |
It gives admins more discretion in which version to give player-controlled pirates too. There’s definitely situations in which you dont actually want to give everybody bulletproofs. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Signed-off-by: generalthrax <[email protected]>
Completely forgot I was gonna do this. Should be done. Also reversed a few health changes that Dynamic mobs did for Some Reason |
…creases Rusted Red armour (shiptest-ss13#4093) Frontie armour vests are bulletproof again and Rusted Reds have slightly increased armour values. Adds a variant of frontie vests that the simple mobs drop, and the mobs use this variant for armor_base It occurred to me that pirates should probably have decent armour after seeing Rylie switch out their normal vests for bulletproof during a big convoy event two months ago. Rusted Red suits have increased armour for the same reason (theyre still slow) and this will make the ramzi simplemobs a bit tougher (not nearly as much as when they had 50 so i might adjust it to be slightly lower) so We'll See :cl: balance: Frontier armour vests are bulletproof again. balance: Simple mobs drop a version of the vest that has normal armour vest values, player pirates and the black market version are unaffected. Frontie mobs inherit this armour. balance: The Rusted Red hardsuit has increased armour. Ramzi mobs are tougher as a result. fix: Revert some of the health changes from Dynamic Mobs /:cl: --------- Signed-off-by: generalthrax <[email protected]> Co-authored-by: github-actions <[email protected]>
About The Pull Request
Frontie armour vests are bulletproof again and Rusted Reds have slightly increased armour values.
Adds a variant of frontie vests that the simple mobs drop, and the mobs use this variant for armor_base
Why It's Good For The Game
It occurred to me that pirates should probably have decent armour after seeing Rylie switch out their normal vests for bulletproof during a big convoy event two months ago. Rusted Red suits have increased armour for the same reason (theyre still slow) and this will make the ramzi simplemobs a bit tougher (not nearly as much as when they had 50 so i might adjust it to be slightly lower) so We'll See
Changelog
🆑
balance: Frontier armour vests are bulletproof again.
balance: Simple mobs drop a version of the vest that has normal armour vest values, player pirates and the black market version are unaffected. Frontie mobs inherit this armour.
balance: The Rusted Red hardsuit has increased armour. Ramzi mobs are tougher as a result.
fix: Revert some of the health changes from Dynamic Mobs
/:cl: