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feat(balance): Bionic zombies generate CBMs less often, harvesting of what generates made more reliable #3719
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Ehhhhh Still not sure how I feel about this. On the one hand, i actually get to see what all those failed dice rolls could have gotten me. On the other hand, Im nervous about what the new generation odds are. |
We discussed it on the discord, I pushed for 100% odds at 10 first aid, 10 electronics, 3 fine cutting, and an active bionic scanner, and less and less as you get worse. I think having 5 and 5 with 3 cutting is a 60% chance now. |
I mean for whats actually in the body. As for components, is it just gonna be mainlining aftershock's stuff? |
Likely throwing out Aftershocks components. They don't fit the game basically, there was a discussion about it. |
Right now it's using a broad selection of various vanilla components. And currently you can hit 100% at about...if my math is right, 3 fine cutting, 10 first aid, and 5 or so electronics (plus or minus mixing and matching). Active bionic scanner could be added to grant a bonus but I assume it should only add a bonus if the item being targeted is a CBM. Also note that while the chance of a CBM generating is going down, I plan to follow up on this by making other types of zeds potentially spawn with CBMs too. Already I'm thinking about 10% chance of bionics on standard military zeds, and probably a 1% chance on standard civilian zeds. Or possibly even lower, "standard civilian zeds" is basically all of them except for the bionic ones, so you'd be getting a lot of dice rolls added back in there. |
428d071
Purpose of change
Finally decided to make a move on an item in my todo list. Idea here is to make harvesting of generated CBMs and other dissection items more reliable, and change the impact of tool quality to a more consistent bonus instead of being applied at random.
In exchange the variety of potential spawns will change so that a comparable amount of what generates is made of potentially useful non-bionic scrap, and in some cases generate nothing at all.
This in turn makes bionic scanners more useful since there's less certainty that a bionic zed will drop a CBM (but it can have stuff you might still want that the scanner could overlook) but make it less finicky to extract the CBM.
Describe the solution
C++ changes:
so that the calculation of
roll_quality` takes most of the randomness out of it, only randomizing the dexterity check. To compensate for how this would affect non-dissection butchery, the effect of survival skill is now halved. Likewise, the skill effects in the case of dissection have been halved further to make tool quality more important in comparison.check_butcher_cbm
to instead use "roll
in 10" to determine chance of success, making the match easier to determine, and adjusting things so that minimum potential chance is 10% as before. This means the chances start as bad as they were before, but the effect of skills and tools is applied consistently, making it possible to get a 100% success chance with enough skills, tools, or good RNG on the dex roll.JSON changes:
bionic_salvage_junk
and directly intocyborg_harvest
, defined itemgroupbionics_broken_cyborg
specifically for the CBMs so mods can add to that pool without affecting the other results, and added a chance of a null result.bionic_salvage_junk
.bionic_salvage_junk_mil
itemgroup for use by military bionic harvest entries, which pairs the contents ofbionic_salvage_junk
with some additional potential loot, including a bit higher occurrence of alloy sheets.harvest_power_storage
andharvest_power_storage_mil
itemgroups, so that mods injecting items into the power storage CBM itemgroups won't affect the weight of CBMs vs. junk vs. nothing.bionic_power_storage_civ
andbionic_power_storage_mil
in harvest entries with the related variable harvest itemgroups.harvest_bionics_zapper
,harvest_bionics_common
,harvest_bionics_sci
,harvest_bionics_tech
,harvest_bionics_subs
,harvest_bionics_op
,harvest_bionics_op2_off
,harvest_bionics_op2_def
, andharvest_bionics_op2_utl
for existing bionic harvests. These lean towards 50/25/25% split of CBMs/components/nothing for the more elite itemgroups, and an even 1-in-3 chance for lesser harvest itemgroups.bionic_salvage_junk
itemgroup. I plan to follow up on this PR with an expansion of vanilla harvests anyway so basic zeds will eventually regain a small chance of having an implant, but it definitely should not be a 100% chance of pre-generating on every zed.Describe alternatives you've considered
roll_butchery
and such to deal in floats instead of ints, this would fix some rounding troubles pertaining to how the skill bonuses are applied.Testing
Additional context
Checklist