Bionics: Difference between revisions

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{{Bionic|bio_stiff|Wire-induced Stiffness|false|false|0|0|Improperly installed wires cause a physical stiffness in most of your body, causing increased encumberance.|nocat=1|malf=1}}
{{Bionic|bio_stiff|Wire-induced Stiffness|false|false|0|0|Improperly installed wires cause a physical stiffness in most of your body, causing increased encumberance.|nocat=1|malf=1}}
* Bionic Nostril
* Self-Locking Thumbs
* Squeaky Ankles
* Visual Disruptor
* Motor Control Overstimulator
* Bionic Short Circuit
* Leaky Bionic
* Endocrine Enervator
* Bionic Deformity
* Voice Remodulator
* Bionic Visual Impairment
* Itchy Metal Thing


== Removing Bionics ==
== Removing Bionics ==

Revision as of 09:51, 21 February 2014

Bionics are a combination of passive and activated abilities that can be added to the player. In addition to skills and traits, bionics add an additional level of customization to the character which can dramatically change gameplay. Certain combinations of bionics work well with each other, creating a fluid synergy that greatly enhances chances for survival. A Power Storage bionic and a bionic capable of charging the battery are necessary for the use of other bionics.

Bionics can be found randomly around the game world, but science labs are where you'll find them for sure, particularly at the lower levels. You can also find some when butchering bionic creatures, such as shocker zombies (although if your survival skill isn't high enough you might not get any, or only burnt out bionics).

You can access the bionics menu via p, where you can see and manage all your installed bionics.

Installing Bionics

To install a Compact Bionics Module (CBM), you'll have to activate it first. You'll be shown the chances of success of the installation process and asked to confirm if you still want to continue the procedure.

Installing bionics is based off intelligence and the skills electronics, first aid, and mechanics, in that order. The chance of success is equal to the following:

Chance of Success = 100 * Difficulty / (Difficulty + sqrt(1 / Difficulty))

where

Difficulty = Adjusted Skill / 4 * Bionic Difficulty
Adjusted Skill = Skill - min(40, Skill * 0.1)
Skill = Intelligence * 4 + Electronics * 4 + First Aid * 3 + Mechanics

For a better chance at success, boosting Intelligence briefly can help a great deal. Meth, cigarettes, and Adderall give nice boosts. It also appears that installing a bionic takes no time, making it possible to stockpile several kits and then install them all in one drug fueled binge.

Any attempt to install a bionic upgrade will practice character's skills. Amount of gained point is based on chance to fail current installation:

for electronics: (100 - Chance of Success) * 1.5
for first aid: (100 - Chance of Success) * 1.0
for mechanics: (100 - Chance of Success) * 0.5

The possible outcomes of installation are:

  • successful installation
  • failure without incident
  1. failure with a chance of pain
  2. failure with a chance of body damage (possible if fail > 12%)
  3. failure with a chance of loss of some or all bionics (possible if fail > 20%)
  4. failure with a chance of mutation(s) (possible if fail > 28%)
  5. failure with a chance to install a malfunctioning bionic (possible if fail > 35%)
    • failure with a chance of permanent power loss (this replaces installing a malfunctioning bionic if you have all of the malfunctioning bionics.)

Failing to install the bionic in any way will consume it in the process. The more you fail the installation by, the higher the chance of more severe failure.

A body can hold unlimited Power Storage/mk. II bionics, and one of each other bionic. However, the Bionics interface can only accommodate about 30 or so before it starts to have trouble maintaining letters for all of them. Be careful what you install.

List of CBMs

CBMs are surgery kits that contain all the tools required to install a cybernetic implant, also called bionics, in a human. They are automated in some ways, but manufacturers' warranties insist on having a fully qualified technician and medical doctor to assist in the installation--in a proper medical facility.

  • All CBMs are made of steel and plastic and have 10 volume, 2 weight and do 8 bashing damage when wielded.

Power storage bionics


Powering bionics

Activated bionics

Passive bionics

Malfunctioning bionics

Electrical Discharge bio_dis_shock
Passive
"A malfunctioning bionic which occasionally discharges electricity through your body, causing pain and brief paralysis but no damage."
Acidic Discharge bio_dis_acid
Passive
"A malfunctioning bionic which occasionally discharges acid into your muscles, causing sharp pain and minor damage."
Electrical Drain bio_drain
Passive
"A malfunctioning bionic. It doesn't perform any useful function, but will occasionally draw power from your batteries."
Noisemaker bio_noise
Passive
"A malfunctioning bionic. It will occasionally emit a loud burst of noise."

This makes sleeping very hard

Power Overload bio_power_weakness
Passive
"Damaged power circuits cause short-circuiting inside your muscles when your batteries are above 75% capacity, causing greatly reduced strength. This has no effect if you have no internal batteries."
Wire-induced Stiffness bio_stiff
Passive
"Improperly installed wires cause a physical stiffness in most of your body, causing increased encumberance."
  • Bionic Nostril
  • Self-Locking Thumbs
  • Squeaky Ankles
  • Visual Disruptor
  • Motor Control Overstimulator
  • Bionic Short Circuit
  • Leaky Bionic
  • Endocrine Enervator
  • Bionic Deformity
  • Voice Remodulator
  • Bionic Visual Impairment
  • Itchy Metal Thing

Removing Bionics

At this moment there is only one way to remove bionics. Fail installing a different. This is risky, can cause mutations, power, loss, introduce more bionics etc. And you need a bionic that you can waste, and need to have a higher than 20% chance of failure.

Changes

  • - Bionics can be retrieved from butchered player corpses.