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Further C.R.I.T. Expansion updates #2504

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merged 1 commit into from
Mar 30, 2023

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Summary

SUMMARY: Mods "Update C.R.I.T. Expansion professions, itemgroups, further rebalances"

Purpose of change

Follow-up improvements to C.R.I.T. Expanision mod, fixing and/or rebalancing assorted things spotted along the way.

Describe the solution

Profession fixes:

  1. C.R.I.T. ROTC Member: SCAR-H now actually starts loaded and with mil-spec ammotype, spare mags start off in their chestrig via defining new contents group crit_mags_scarh. Uses "ammo": 100, like the other professions so gun now actually starts loaded.
  2. C.R.I.T. Janitor: Removed polo shirt since the belt is on the same slot, split off the swiss army knife and belt since that item's a pocket knife without valid holster flags, removed redundant specification of clean water having clean water as its ammotype.
  3. C.R.I.T. NCO: Swapped the now-obsoleted kevlar-plated MBR vest with the superalloy version, it being tied with the steel variant as the next step up. Puts it in between the vanilla military recruit with their empty vest, and the vanilla bionic soldier who gets ceramic. Set their spare mag to spawn in the vest via using the vanilla contents group army_mags_m4, made sure their M4 spawns loaded with correct ammotype.
  4. C.R.I.T. Grunt: Likewise swapped their kevlar vest for a superalloy one that now holds their extra SCAR-H mags, also makes sure their SCAR-H uses right ammo.
  5. C.R.I.T. Combat Medic: Set swiss army knife in inventory and removed the now-unused sheath, set sleeping bag to spawn rolled up, removed hard arm and leg guards since unlike the other professions that use them they start with quality armor for the limbs, plus this no longer clashes with the leg pouch.
  6. C.R.I.T. Automatic Rifleman: Rolled up their sleeping bag, replaced their kevlar MBR vest with superalloy. Swapped their long-obsoleted Leadworks LMG for the M249. Since this caps off at 100 rounds, instead of a spare belt they instead get a pair of spare M9 mags moved to their vest via defining new contents group crit_mags_m9. The automatic rifleman may now have a sling for their LMG, as a treat. Removed balaclava since clashes with C.R.I.T. helmet liner.
  7. C.R.I.T. Commanding Officer: Moved M9 mag to contents of chestrig.
  8. C.R.I.T. Enforcer: Split off swiss army knife from the belt, removed redundant ammotype of water in canteen, removed redundant spawn of a second canteen, swapped C.R.I.T. boots in favor of light boots with enforcer boots over them.
  9. C.R.I.T. Lone Wolf: Split off swiss army knife from the belt, removed redundant ammotype of water in canteen, removed redundant spawn of a second canteen.
  10. C.R.I.T. Spec Ops: Moved swiss army knife out of sheath and removed the sheath, rolled up sleeping bag, removed redundant ammotype of ammo in canteen, removed extra canteen, removed loose battery charges from inventory since several items of their gear all spawn with a full battery in them, removed leg pouch since it clashes with the arm and leg guards and the soldier suit gives relatively low total protection (plus start with a backpack already), converted signal flare ammo in inventory to use charges. Defined contents group crit_specops_pistol to fix the holster being loaded with the gun and its gunmods individually shoved inside the holster instead of a holstered gun with several mods on it.
  11. C.R.I.T. Survivalist: Moved swiss army knife off the belt in favor of storing the entrenching tool on it, removed redunant ammotype of ammo in canteen, removed extra canteen, pellet gun now starts with a sling.
  12. C.R.I.T. Recruit: Moved swiss army knife off the belt in favor of storing the hatchet on it, removed redundant ammotype of ammo in canteen, removed extra canteen, pellet gun now starts with a sling.
  13. C.R.I.T. Employee: Split off swiss army knife from the belt, removed redundant ammotype of water in thermos.
  14. C.R.I.T. Engineer: Removed redundant ammotype in canteen. Removed blouse and pants since these clash with the engineering suit. Nerfed their loadout down to just the plasma cutter and rivet gun, idea being one each of a plasma weapon and the nail-fed weapon. In exchange, they now actually start with spare plasma and nails for their weapons to use.
  15. C.R.I.T. Night Walker: Fixed redundant ammotype in canteen, removed redundant C.R.I.T. canteen in favor of the water being in one instead of a normal canteen, moved their reso-blade from loose inventory to a scabbard removed loose battery charge spawn, removed swiss army knife since already has a service knife.

Item changes:

  1. Changed layer of enforcer boots from outer to strapped, consistent with enforcer armor and fixing it so they can actually be worn over other boots (as just outer layer still counts as clashing with boots).
  2. Added sling mod slot to pellet gun, updated damage type of from stab to bullet since that's now what BBs use.
  3. Updated pellet ammo to use bullet damage instead of stab, added .117 to the item names and ammotype name to make it more clear these are airgun pellets.
  4. Set it so you can sheathe the reso-blade. May or may not be fitting for a vibroblade-type item but does seem okay if you can store it loose in inventory.
  5. Rebalanced the UPS efficiency of the .5 LP, specifically to balance it relative to the vanilla V29 pistol. The laser pistol is one of the only laser weapons in the game that has a 100% efficiency of damage to UPS cost, set it so the .5 has 75% efficiency via lowering its UPS cost to 8. This means its double shot will deal 20% more raw damage than the V29 with decent heat-arpen, for 60% more UPS cost.

Itemgroup changes:

  1. Pellet gun can now spawn wherever BB guns can, and moreover pellets actually spawn period.
  2. Pellet gun moved from guns_rifle_milspec and instead placed in guns_rifle_rare, in exchange pellets can spawn in ammo_rifle_rare. One of these days if I ever add a proper set of item spawns for rural guns to speciate weapon/ammo spawns better it will fit better there instead. Also fixes it trying to spawn loaded with 10 rounds when it's a single-shot weapon.
  3. Merged redundant double instance of adding to guns_energy, weights adjusted to allow removing counterweight injections of vanilla items already in the itemgroup.
  4. Merged redundant double instance of adding to military.
  5. Injection of items into clothing_soldier_set removed as that's a collection, and a fairly redundant one since C.R.I.T. items get used in a subgroup of the collection too.
  6. Reworked injection of items into clothing_military to make the item injections make a bit more sense as rare occurrences of C.R.I.T. armor items.
  7. Pulse rounds added to energy_weapon_armory.

Recipe changes:

  1. Recipe for basic .177 pellets added.

Describe alternatives you've considered

  1. Cleaning up the professions having both MBR vest and army jacket due to both being on outer slot. Vanilla professions do this too so seems non-essential.
  2. Switching out more uses of pocket and combat knives for the special C.R.I.T. knives.
  3. Making the max volume of C.R.I.T. web belt high enough that the enforcer's nightstick will clip to it.
  4. Removing swiss army knives from more professions that start with one plus a C.R.I.T. knife already.
  5. Giving enforcer and lone wolf armor, or the underlying soldier suit, magazine pouches so they can stash their M9 mags there instead of loose in inventory. Vanilla security guards do this too so probably fine.
  6. Changing it so the reso-blade has to be turned on to get full damage, and can only be sheathed if off. Might just be pointless annoyance unless it's also used to make the stat boosts only trigger when fueled by UPS or relic recharge.
  7. Adding a single shot mode to the .5 LP.
  8. Allowing the pellet gun to also fire BBs.

Testing

  1. Checked affected files for syntax and lint errors.
  2. Loaded in test release to check that stuff works and eyeball professions.

Additional context

@github-actions github-actions bot added JSON related to game datas in JSON format. mods PR changes related to mods. labels Mar 29, 2023
@Firestorm01X2 Firestorm01X2 merged commit 50d5340 into cataclysmbnteam:upload Mar 30, 2023
@chaosvolt chaosvolt deleted the more-crit-updates branch March 30, 2023 18:51
scarf005 pushed a commit to scarf005/Cataclysm-BN that referenced this pull request Mar 31, 2023
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