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I do not want to wait until they are whatever level to change their colors.
And more to come. But let's get it working again first :)
I have no intention of changing the requirements to build higher tier armors, other than balance tweaks.
Some of the ideas I have that may or may not get implemented, it's still too soon to tell:
* Each 3 tier armor is slightly unique coming with a random perk assigned to it (for a list of perks that make sense)
* Color code health bars to show health from armor vs. normal health (may become a separate mod)
* Stealth armor, with a lower detection radius, higher movement and a grappling hook, but sacrifices protection.
* Hazmat armor, which makes you immune to nearly everything (fire/acid/poison/explosive damage) but suffers aim and stealth penalties.
I also like the idea of them being gated behind:
Autopsy and/or short side research e.g. plated armour > heavy plated (which in turn would be a pre-req for heavy powered etc)
Facilities lab/workshop (upgraded or otherwise)
Certain corpses or other materials for each build.
If you are so inclined, to distinguish some armours maybe embed perks to certain types further defining their role.
Sorry for the wish list, best of luck!
X number of armour types of each tier that have one or two distinct characteristics to steer/theme each one, using the other stats to balance accordingly. Ultimately if all the stats are broken out in the ini, users can change them accordingly.
The additional utility slots for the kevlar tier did not work so l guess something is missing outside of the ini file. (armour stat customiser was able to activate the slot for vanilla kevlar, so if you need something to reference that mod may help).
1) Numerous bug fixes.
2) At least 2 new armor types.
3) Teleport will have a small number of charges per mission.
4) Teleport will be off by default but settable in the ini.
5) Additional copies of the base kevlar armors will no longer need to be built, there are infinite copies.
6) GrimyLoot compatibility .
Planned:
Even more armor types.
Finding a graphics guru to help out.
MCM support.
Currently the additional util slot for armour kevlar variants does not seem to work when set to true.
Also have just unlocked predator and can't see plated variants anywhere (build items, proving ground, in armoury refit).
Just saw the shout out, thanks man.
It's not specific to modified armours, etc, it's everything, and it also included the starting kevlar - those classes that didn't get the update come into the game naked (if not visually) and don't get to wear armour, so they feel a tad- vulnerable.
No idea if it's what caused the issue with this, but I wouldn't be surprised, since that's what changed regarding armour with the DLC, and as far as I know, that's the only code they changed with it, and as it related to a VERY similar issue, would imagine it's the thing.
Not sure, but hopefuy that might help to narrow it down a bit.
As for the 1 copy of the new kevlar armors, I added proving grounds projects for you to build more instantly for 10 supplies each, i have no idea why the code for infinite armors no longer works, but something with the dlc broke it, so this is my work around for it in this build.
By the way, new campaign, cleared config and verified local files (due to an issue with another mod) and l am still seeing x1 kevlar light, reinforced, gremlin in the armory. Is there something l need to do to sort this?
Making the eagle mobility based and another suit accuracy and crit based, and the chem suit of jack of the two trades at the cost of causing soilder downtime. I want the chem suit to be a risk vs reward, a low health soilder with amazing stats that can sweet or die in an unlucky blunder.
I made a new disscusion tab for tobics like this so we can continue this there
However l can't quite work out what Plated chem armor role is. It doesnt have any actual resistances to acid/fire etc.. and the bonuses as they stand seem to be a variant of eagle. i.e. a mix of stat/aim bonuses.
Here is how l have been treating them:
Light Kevlar - no armour, +mob and dodge
Normal Kevlar - 1 AP
Heavy Kevlar - 2 AP, -mob and dodge
Gremlin Kevlar - no armour, +hack, small dodge bonus and utility slot
Plated Normal - 2AP, and extra utility slot (VANILLA)
Plated Eagle - 1AP +mob,dodge,sight,def and crit chance, only 1 util slot (SCOUT)
Plated Juggernaut - 3AP, big dodge minus, -mob, +will, only 1 util slot (TANK)
Plated Gremlin - 1AP, +hack and defense and 2 utility slots (TECH)
So plated chem should have some acid/fire/gas immunities?
Psi should have control immunity?
http://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/650277509/364039531220315576/
As for the proving grounds projects, they currently only give one armor per completion. They can give as many copies as you want and you can change their cost in the
New_Techs_And_Proving_Ground_Projects.uc
Ok what if your proving ground project only made one suit of the respective type each time it was performed? Or maybe you only ever get one of them, like a prototype? I can balance the cost and so on in the ini if l need to.
Also if l wanted to insert these into Grimy loot mod, l assume l use the ID's from X2Item_ModArmorDeclaration.uc as you mentioned?
But they still should work in the same game, just independantly.
GremlinSuit
JuggernautSuit
EagleSuit
PsiSuit
PlatedPsiArmor
PlatedChemSuit
or
PlatedTechArmor
PlatedJuggernautArmor
PlatedEagleArmor
PlatedPsiArmor
PlatedChemArmor
I was expecting to see a _schematic type convention, e.g. "MediumPlatedArmor_Schematic"
New_Techs_And_ProvingGrounds_Projects.uc
The Id names for the armors, like the ones you'd type in to cheat the armor in are in:
X2Item_ModArmorDeclaration.uc
Both should be readable with any text editor like notepad++.
Also, I'm still working on them mod, in fact i was going to update it today, but since the I came down with a nasty cold, I"ll have to delay it for a about a week to make sure all bugs and issues are fixed. I want to release quality work for you guys, and minimize the ammount of patches I'd have to release later.
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=680282517
To incorporate your plated variants (juggernaut/eagle etc) into this mod l need to identify the *_schematic names of them. I checked through the Src folder etc, and could only find reference to:
'PlatedTectArmor_Schematic'
Can you help?
Localization/XComGame.int
But I might also expose the vanilla desriptions as well if you want.