Files
FenodyreeAv 87848fbdc3 Adds skill based upgrades to modular lasers. (#22425)
**Modular laser changes**

- tl:dr Shooting mod laser at a mob counts up an improvement potential
variable, which when the gun is disassembled, gets spread across the
components.
- When the components are repaired, by someone with high skill, there is
a chance to increase a variable, such as damage, shot count, accuracy.
- Players give the biggest increase, followed by non-player humans
(protohumans & mechs fall in this catagory), then simple mobs and
finally monkeys. Non combat modlasers improve slowly when used for their
intended task (betarays slowly tick up when shooting hydroponics bays)

The philosophy for these changes is that research should continue to be
involved with the equipment they give out.
It should also be difficult (but not impossible) for research to upgrade
their weapons without support from other departments.
Xenobio slimes, protohumans, medical help to keep the protohuman alive
while you shoot it, security help to actually use the guns on real
targets (this gives the biggest increases).

The more powerful a weapon is the harder it is to upgrade, as it'll kill
it's targets quicker. The more upgraded a weapon is the more difficult
it is to upgrade further, improvement potential will get wasted on
components that have already hit their cap.

On their own, by the time the 5 monkeys research start with are dead,
it's possible for a max skill scientist to improve one gun's worth of
components by ~25%.

The weapons research can now make at roundstart (with max tech) are
significantly worse than what spawns in the armoury.
The weapons research can make with gold, silver, uranium and phoron are
equal to what spawns in the armoury.
The weapons research can make with diamonds are better than what spawns
in the armoury.

Major nerfs to heat vents, auxiliary capacitor and capacitor overcharge,
these were the problem children.
It is now impossible to make a weapon that does not take damage through
use. Safe designs will only break with heavy use, by people who don't
bring them back to research for repairs.
Powerful designs break quickly and need repeated repairs.

Adds two side grade capacitors that can be made at roundstart (with max
tech), one higher damage and fewer shots. One lower damage and more
shots.

High skill characters get much more information when examining modular
lasers and a chance to throw the gun away before it explodes.

Adds some defines to help balance these changes:
Improvement cap (the total percent a component can increase) Currently
100%.
Increase & Decrease Cap, how much an individual variable can be
increased or decreased. Currently 2x and 0.2x.
Improvement multiplier, multiplies all improvement gains. Currently 1x.

**Firing Pin fixes & changes**
Fixed ID locked firing pins and adds them to R&D.

Adds the inner research department to the firing range locked pins. This
is so xenobotanists, xenobiologists & xenoarchs can use the modular
lasers. Freeze rays for slimes, betarays for xenobotanists, laser
activation for artifacts for xenoarch.

It is still impossible for a scientist to make a weapon they can use
anywhere, but they can give them to security who can use them freely.

**Misc bug fixes**
The weapon analyzer UI now updates and only shows relevant statistics,
instead of displaying every variable even when they do nothing.
Replaces the buggy tesla zap with just electrocuting the holder.
Fixes a few broken visual messages.
Fixes the vermin modulator not killing anything, now it also works on
grems.
Fixes click delay on malfunction.
Fixes radiation damage numbers.
Fixes the temperature modulator.
Fixes the report printout showing the wrong numbers.

---------

Co-authored-by: Copilot <copilot@github.com>
2026-05-27 15:51:37 +00:00
..