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Faction Cargo: Armor #3887
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Faction Cargo: Armor #3887
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fixed those and a few others. |
The cargo changes are good but the stat changes should be in a separate PR so they don’t get everything else in this PR hung up on them. |
i'd agree but i did some flavor changes for this stuff too, so it's bundled together somewhat neatly. |
Alright well, most of the armor changes are pretty minimal but I’ve got major objections to the sec hardsuit change. It really should not be better than or (nearly) equivalent to a normal armor vest, especially since it comes with limb protection. 20-25 armor would be fine for both the suit and helmet (and please make the armor values the same for both. Matching sets of regular armor do that, hardsuits should too). |
Co-authored-by: Mark Suckerberg <[email protected]> Signed-off-by: Erika Fox <[email protected]>
Co-authored-by: Mark Suckerberg <[email protected]> Signed-off-by: Erika Fox <[email protected]>
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any price rebalances can be done later tbh
About The Pull Request
Adds a bunch of the stupid armor variations and not stupid hardsuits to cargo for factions to buy.
Removes a bunch of armor cruft like wizard hardsuits. or chronosuits. yeah. chronosuits. those are really in the vogue now.
Adjusts some values on armor / spacesuits to make them a little more unique.
Why It's Good For The Game
buy faction gear good yes yes?
Changelog
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add: You can now purchase most faction's special armor at the outpost.
del: a bunch of wizard bullshit, and also chrono troopers from red alert 2
code: spacesuit_armor has been split into 2 files
/:cl: