diff --git a/code/game/gamemodes/clock_cult/clock_mobs/clockwork_marauder.dm b/code/game/gamemodes/clock_cult/clock_mobs/clockwork_marauder.dm
index a1c3d211fb..562814dfeb 100644
--- a/code/game/gamemodes/clock_cult/clock_mobs/clockwork_marauder.dm
+++ b/code/game/gamemodes/clock_cult/clock_mobs/clockwork_marauder.dm
@@ -1,13 +1,13 @@
#define MARAUDER_SLOWDOWN_PERCENTAGE 0.40 //Below this percentage of health, marauders will become slower
-#define MARAUDER_SHIELD_REGEN_TIME 100 //In deciseconds, how long it takes for shields to regenerate after breaking
+#define MARAUDER_SHIELD_REGEN_TIME 200 //In deciseconds, how long it takes for shields to regenerate after breaking
//Clockwork marauder: A well-rounded frontline construct. Only one can exist for every two human servants.
/mob/living/simple_animal/hostile/clockwork/marauder
name = "clockwork marauder"
desc = "The stalwart apparition of a soldier, blazing with crimson flames. It's armed with a gladius and shield."
icon_state = "clockwork_marauder"
- health = 150
- maxHealth = 150
+ health = 120
+ maxHealth = 120
force_threshold = 8
speed = 0
obj_damage = 40
@@ -39,10 +39,11 @@
speed = initial(speed) + 1 //Yes, this slows them down
else
speed = initial(speed)
- if(shield_health != max_shield_health && world.time >= shield_health_regen)
- to_chat(src, "Your shield has recovered. [max_shield_health] blocks remaining!")
+ if(shield_health < max_shield_health && world.time >= shield_health_regen)
+ shield_health_regen = world.time + MARAUDER_SHIELD_REGEN_TIME
+ to_chat(src, "Your shield has recovered, [shield_health] blocks remaining!")
playsound_local(src, "shatter", 75, TRUE, frequency = -1)
- shield_health = max_shield_health
+ shield_health++
/mob/living/simple_animal/hostile/clockwork/marauder/update_values()
if(GLOB.ratvar_awakens) //Massive attack damage bonuses and health increase, because Ratvar