No Hope: Nerf spawn % of broken cyborg in basement_bionic #77898
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Summary
Balance "No Hope: Reduce spawn chance of broken cyborgs in bionic basements"
Purpose of change
I feel like bionic_basement shouldn't have a 100% chance of spawning a broken cyborg. You know, because then you always know there's going to be a broken cyborg in it, meaning you can prepare for it in a way that I don't think was intended.
"It's a basement though, so how would yo-"
You hear "PLEASE GOD KILL ME AAAAAAAAAAAAAAAAAA" from 8 tiles away and below!
You know it's a bionic basement possibly before you even enter the house.
Describe the solution
Reduce the spawn chance of the broken cyborg in bionic basements from 100% to 25%.
Describe alternatives you've considered
Reducing it lower, keeping it higher, not changing it at all.
Testing
N/A: It's a single integer change.
Additional context
25% just feels right in my head, as I feel like there's a good chance that the cyborg resident holed up in a basement with no food would have wandered out into the world by the time the player arrives. However, I am completely down for discussing raising or lowering the number further if you think I'm off.
This PR was split from #77897 for simplicity so that one team could possibly decide differently from another without holding anything up.