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Reverts Frontier Armour Vests back to being Bulletproof + Slightly increases Rusted Red armour #4093
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Automatic TGS DMAPI Update
Revert "Automatic TGS DMAPI Update"
I feel like there's a way better solution for this than having mob armor values not match their visuals and drops: Add a higher-quality Frontie vest (or, alternatively, a lower quality Frontie vest) and give mobs the weak one and player pirates the better one. Even if that just means using the same sprites for both vests until a dedicated sprite can be whipped up, it’d be an improvement since stats would actually line up between what's going on behind the scenes and what players actually can see. |
Thissss. Plus it would discourage players from wearing pirate armor looted off of corpses/ruins so the "its better than what i had" excuse doesnt work. |
It gives admins more discretion in which version to give player-controlled pirates too. There’s definitely situations in which you dont actually want to give everybody bulletproofs. |
About The Pull Request
Frontie armour vests are bulletproof again and Rusted Reds have slightly increased armour values. Frontiersmen mobs take their armour values from regular vests instead of their own vests.
Why It's Good For The Game
It occurred to me that pirates should probably have decent armour after seeing Rylie switch out their normal vests for bulletproof during a big convoy event two months ago. Rusted Red suits have increased armour for the same reason (theyre still slow) and this will make the ramzi simplemobs a bit tougher (not nearly as much as when they had 50 so i might adjust it to be slightly lower) so We'll See
Changelog
🆑
balance: Frontier armour vests are bulletproof again. Frontiersmen mobs inherit armour values from normal vests instead of Frontie ones
balance: The Rusted Red hardsuit has increased armour. Ramzi mobs are tougher as a result.
/:cl: