The armor changes implemented last week had some problems and it was by no means complete. I’ve made a bunch of changes and armor is a lot closer to how it should work now. For the armor worn overtop of clothing, such as helmets or vests, a condition value has been added. Think of this like hitpoints: when the armor protects someone against damage, that damage is now absorbed into the armor and reduces its condition by that damage value. When the armor reaches 0 “health” as it were, it becomes broken and only provides 25% of its original protection value. Eventually I’d like to add some texture overlays to indicate the health of armor, but I couldn’t get that done in time and it’s not exactly critical to the new functionality. So with this new system in place I’ve made a bunch of changes to existing armor, the major changes are as follows:
- Roadsign armor more effective against melee, less effective against bullet
- Wood armor buffed substantially, but breaks after being hit 1-2 times. Not repairable
- Helmets overall more effective against melee
- Metal facemask/chestplate slightly cheaper, but break after 5-8 shots
- Bone armor nerfed (looks stupid anyway don’t use it
This is still a work in progress and balance changes will most definitely be needed, but I think it’s important that crafted armor doesn’t just sit around in the game forever and you need to invest resources to have that protection. I hope you guys agree and enjoy it. I look forward to the feedback.