feat(balance): revamp military bunkers #4089
Merged
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Purpose of change
And the final major piece of the puzzle, various updates to military bunkers. Goal of making the old-school variant less of a loot piñata but also more consistent and varied in its spawns, bringing the other variant in line with the first variant balance-wise, and making it so the mix of well-defended military loot plus a decent shot at a military map to locate other locations is the primary draw of the location, rather than having a mech.
Describe the solution
bunker_basement_loot
, removing some itemgroups already used elsewhere and breaking the call to mil_armor up into relevant components not already spawned bybunker_basement_clothing
. Gun spawns also favormilitary_specops_guns
instead of just milspec rifles and launchers, so it alternates between standard fireteam guns and a wider variety of wacky milspec guns in general. Overall weights a bit more even and fit a total weight of 100. Total spread leans toward 30% guns/ammo/related, 30% armor and related standard accessories, 30% miscmil_hw
, and 10% advanced military tech.bunker_basement_drugs
to a 50/50 spread between pharmacy drugs and soldier medical stuff instead of being weighted more towards misc pharma stuff.bunker_basement_food
to actually make use ofmil_food_nodrugs
.bunker_basement_clothing
to make more use of relevant itemgroups. Chance of getting NVGs and the like were shifted to the electronics spawn inbunker_basement_loot
.Describe alternatives you've considered
screm
Testing
Screenshots:
Surface:
Basement, variant one:
Basement, variant two:
Additional context
Checklist