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Arcmines The Clarke Exosuit + Tech node changes. (#87936)
## About The Pull Request The Clarke Exosuit has received several adjustments to make it worth using in the Arcmining era. - Clarke no longer requires gold bars to be built. - HP bumped from 200 to 250, melee armor bumped from 20 to 40. - Clarke Ore storage module can now collect boulders and smelt them internally. - Exo mining scanners can now be used in proximity to a vent to start the wave defense event. - Mech Pkas now do more damage and have the AOE upgrade preinstalled. - Mech drills are now a utility module rather than a weapon. - New Internal module unique to the Clarke, It's a rusty sleeper that can be used to recover dead miners, but lacks the ability to inject chems - Fixed Mech sleepers not granting life support. - Plasma cutters and Bluespace satchels tech nodes are no longer locked behind experiments, but they are now discounted by them. ## Why It's Good For The Game Ever since the inception of Arcmining, the Clarke Exosuit has fallen from being niche to straight up irrelevant. The Clarke sits in this weird spot, where, while not being roundstart available, it is an effectively worse fit than your regular Shaft Miner in all aspects of the job. This PR aims to address this by making The Clarke able to be built even if the miners are absent or haven't secured a haul, while making it actually capable of interacting with the new elements introduced by Arcmining. **Arcmining Clarke and Improved Combat functionality** The Mech mining scanner can now be used to trigger the vent wave defense, The internal storage module can now collect boulders and internally smelt them within the Clarke. Video Demonstration: https://www.youtube.com/watch?v=gtsNK5JbI3o The Clarke is now a more capable fighter on Lavaland, being a bit beefier overall. The mech Pka was also in dire need of some love. It being unable to be upgraded made it frankly underwhelming at dealing with Vent defences. I was considering just having PkA upgrades applicable to the mech itself but ultimately decided against it in fear of having it become a problem on the station. Instead, I just went for a flat damage increase and have the AOE upgrade come preinstalled to better deal with legion swarms. Lastly The drill modules have been reworked to be utility modules instead of weapons. Frankly these shouldn't be weapons, they are nowhere near as valuable as the cutter or the PKA and can't be used at all on moving targets due to the long cost time. **New Clarke Exclusive Internal Module: Mining Sleeper**  Just a bit of extra functionality to aid miners that have tragically fallen, this sleeper is effectively a worse version of the Odysseus, it can stabilize patients but cannot inject chems, I also fixed an issue where Mech sleepers were not putting patients on life support like regular sleepers do. **Tech Node Changes** This is not something super related to the Clarke in and on itself, but I figured I might push my luck and try these anyway. There is just no good reason as to why satchels and cutters should be hard locked behind gas shells. These experiments are fairly trivial, but have a huge impact on lowpop as they usually force people to break into ordinance or the teleporter room just so miners could get their basic tools. The shells still exist but now grant a discount instead of hardlocking tech, so there's still an incentive to do them. ROCK AND STONE! ## Changelog 🆑 add: New internal sleeper module for the Clarke. balance: Clarke Integrity has been bumped from 200 to 250 HP, melee armor bumped from 20 to 40. balance: Exo mining module can now be used to scan vents and begin the wave defense event. balance: The Clarke Ore Storage Module can now collect boulders and internally smelt them. balance: Mech Pka is now bundled within the Clarke tech node, it now does more damage and comes with the AOE upgrade preinstalled. balance: Exo mining drills are now a utility module rather than a weapon. balance: Applied Bluespace Research and Controlled Plasma tech nodes are no longer hardlocked behind surveys, they instead favor from a discount if they are completed. fix: Fixes Exo Mech modules not granting life support to housed patients. /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
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@@ -225,7 +225,7 @@
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update_appearance()
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/obj/projectile/kinetic/on_range()
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strike_thing()
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strike_thing(loc)
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..()
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/obj/projectile/kinetic/on_hit(atom/target, blocked = 0, pierce_hit)
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@@ -258,6 +258,17 @@
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//mecha_kineticgun version of the projectile
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/obj/projectile/kinetic/mech
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range = 5
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damage = 80
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/obj/projectile/kinetic/mech/strike_thing(atom/target)
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. = ..()
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new /obj/effect/temp_visual/explosion/fast(target)
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for(var/turf/closed/mineral/mineral_turf in RANGE_TURFS(1, target) - target)
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mineral_turf.gets_drilled(firer, TRUE)
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for(var/mob/living/living_mob in range(1, target) - firer - target)
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var/armor = living_mob.run_armor_check(def_zone, armor_flag, armour_penetration = armour_penetration)
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living_mob.apply_damage(damage, damage_type, def_zone, armor)
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to_chat(living_mob, span_userdanger("You're struck by a [name]!"))
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//Modkits
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/obj/item/borg/upgrade/modkit
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