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Move Zombie Bio Operators to No Hope #76744

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Summary

Bugfixes "Move Zombio Bio Operators to No Hope"

Purpose of change

Zombie bio-ops were from when common-place bionics existed and were not Exodii bound. CBMs are exodii-bound now, and as such zombie bio ops can be removed. They also didn't give bionics anyways.

Describe the solution

Moves them over to No Hope

Describe alternatives you've considered

Not migrating them to no hope and just removing them outright.

Testing

Vanilla:
image
image
No hope: (spawning naturally)
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No hope: dissecting for bionics
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Additional context

@github-actions github-actions bot added [JSON] Changes (can be) made in JSON Mods Issues related to mods or modding Map / Mapgen Overmap, Mapgen, Map extras, Map display Spawn Creatures, items, vehicles, locations appearing on map Monsters Monsters both friendly and unfriendly. Mods: No Hope Relating to the mod No Hope Mods: Xedra Evolved Anything to do with Xedra Evolved Mods: Sky Island Anything about the Sky Island mod <Bugfix> This is a fix for a bug (or closes open issue) astyled astyled PR, label is assigned by github actions labels Sep 30, 2024
@github-actions github-actions bot added the json-styled JSON lint passed, label assigned by github actions label Sep 30, 2024
@github-actions github-actions bot added NPC / Factions NPCs, AI, Speech, Factions, Ownership Code: Tests Measurement, self-control, statistics, balancing. [C++] Changes (can be) made in C++. Previously named `Code` labels Sep 30, 2024
@EirenexTheDragon
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You talk about how the Bio Operator were still related to Old lore , which isnt the case anymore. The lore has been changed on Bio Operator already, they are the zapper variant of Zombie Soldiers since then and their description makes it clear aswell. wouldnt it be easier to remove the Bio take down attack instead?

@Holli-Git Holli-Git changed the title Move Zombio Bio Operators to No Hope Move Zombie Bio Operators to No Hope Sep 30, 2024
@Holli-Git
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Has it? They don't evolve from anything, and the name still gives hints that it's bionic-related. To me it still very much feels like the old bio-ops, just with the bionic dissections removed

@EirenexTheDragon
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This is the current description

"description": "This armored soldier zombie appears to have been some sort of special forces agent. Its malfunctioning equipment sends out occasional showers of sparks.",

I cant find the old description, but i am certain it talked about how the Zombie Bio operator retained their combat knowledge thanks to bionics.

Youre right, they still act like the old bio operators, because they still retained the Bio Takedown. it woldnt make sense for them to retain it as Zombies shouldnt know such techniques. so just removing the line of bio takedown seems like the most simple approach while retaining their danger in being shocking and armored instead

@Holli-Git
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I'm thinking of adding a spec ops feral to replace them (Shoutout Anid for the idea), and I think it'd still be better to move these to No hope, so that there can be spec ops ferals and bio ops in No Hope

@github-actions github-actions bot added the BasicBuildPassed This PR builds correctly, label assigned by github actions label Oct 1, 2024
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astyled astyled PR, label is assigned by github actions BasicBuildPassed This PR builds correctly, label assigned by github actions <Bugfix> This is a fix for a bug (or closes open issue) [C++] Changes (can be) made in C++. Previously named `Code` Code: Tests Measurement, self-control, statistics, balancing. [JSON] Changes (can be) made in JSON json-styled JSON lint passed, label assigned by github actions Map / Mapgen Overmap, Mapgen, Map extras, Map display Mods: No Hope Relating to the mod No Hope Mods: Sky Island Anything about the Sky Island mod Mods: Xedra Evolved Anything to do with Xedra Evolved Mods Issues related to mods or modding Monsters Monsters both friendly and unfriendly. NPC / Factions NPCs, AI, Speech, Factions, Ownership Spawn Creatures, items, vehicles, locations appearing on map
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