Closed Dan1ss1mo closed 1 year ago
Is integrated armor in DDA no longer a buggy mess?
Is integrated armor in DDA no longer a buggy mess?
It is used for all mutations, so pretty sure it should be fine
It is used for all mutations, so pretty sure it should be fine
Main thing I recall was how spawning in would often have NPCs having to take a turn to equip all their integrated armor, but I think I haven't seen that in tests of DDA since.
It is used for all mutations, so pretty sure it should be fine
Main thing I recall was how spawning in would often have NPCs having to take a turn to equip all their integrated armor, but I think I haven't seen that in tests of DDA since.
Guess it was fixed by now, but it isn't like there is a whole lot of NPC's woth integrated armor any way) What do you think about changes overall?
Oh, and one more qustion. Is there any particular reason why you copleyley avoid all vanilla mutations for this? I think it would be nise no add some ribbon traits from lizard tree, like Hissing Voice, Reptilian Eyes, Forked Tongue
Oh, and one more qustion. Is there any particular reason why you copleyley avoid all vanilla mutations for this?
Mostly makes balance easier, plus back when I first implemented this copy-from support wasn't implemented for mutations. Flavor traits like that could be added I guess, sure.
I m not sure if post here this. Sorry if not the right place. I got the dragon mutation "ARCANA_INNERFIRE", "ARCANA_DRAGONFIRE" and "Elemental Affinity". Because I m always hungry I try install "Recycler Unit". Game ctd every time. I only got mutations that change hunger from this mod, thats why I assume is right write here first but I suspect this is a C+ thing and belong to vanilla.
That sounds like a C++ issue, either metabolism modifier code or the CBM's code. Have you tested whether debugging in the vanilla Fast Metabolism mutation does it too?
That sounds like a C++ issue, either metabolism modifier code or the CBM's code. Have you tested whether debugging in the vanilla Fast Metabolism mutation does it too?
Nop. I go to do it now. Vanilla alone work ok. Was one of the many mods. Apologies.
Hmm. Not sure why a specific mutation's metabolism modifier would cause it to crash. :/
Seems like it mosly done, just need to test it in game, so, what is our consensus about the way claws should be treated? Considering that most stuff arcana add is oversized, restricting gear for claws shouldn't be that big of an issue
I guess restrict them if you feel it's needed, but depends also on what regular claws do?
I guess restrict them if you feel it's needed, but depends also on what regular claws do?
There is multiple variation, beast, rat, ursine, feline and lupine has regular claws which don't block anything at all, some of them also split in to differnt variants later(like Retractable Claws of feline). Large Talons which lizard, bird and chimera has prevent wearing non fingerless or not oversized gloves
regular claws which don't block anything at all
That's what I was asking earlier. Right now Curved Claws are meant to be in between the claw mutations that have zero penalty, and the ones that preclude wearing gloves entirely.
regular claws which don't block anything at all
That's what I was asking earlier. Right now Curved Claws are meant to be in between the claw mutations that have zero penalty, and the ones that preclude wearing gloves entirely.
regular claws which don't block anything at all
That's what I was asking earlier. Right now Curved Claws are meant to be in between the claw mutations that have zero penalty, and the ones that preclude wearing gloves entirely.
Weirdly enough, talons seens to be actually worse then claws in terms of damage as well. so I guess I'll gonna leave Curved Claws as they are
Alright, can't think of anything else to go over then. When you mark it as ready I'll try to remember to grab the most recent build and look at it.
Alright, can't think of anything else to go over then. When you mark it as ready I'll try to remember to grab the most recent build and look at it.
Yeah, just need to boot it in game and check what i didn't break anything)
Everything seems to work, exept "facial_hair" category of Draconic Muzzle seemingly make it unaquarable, atleast in debug
Rebalance of natural attacks and armor of dragon blood mutations to be on par with vanilla dda counterparts.
Short summery: 1) adjusted damage of natural attacks to be the same as closest vanilla variants. 2) natural armor changes: now give integrated armor instead of flat damage reduction. Stats for 1st and 2nd tiear armor are the same as lizard mutant scales. 3rd one have a bit more protection, but also a lot less thick and less encumbering. 3) Removed penalties for covered body parts from most mutations, as in most cases it's handled by gear restrictions. 4) added predator flags to inner fire mutations branch. 5) A bit of reptile flavour
Currently WIP. Need to test it and adjust description for some of the changed mutations