Bionics
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 - Skill / 10) 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
- failure with a chance of pain
- failure with a chance of body damage (possible if fail > 12%)
- failure with a chance of loss of some or all bionics (possible if fail > 20%)
- failure with a chance of mutation(s) (possible if fail > 28%)
- 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.
Painkillers
In 0.D (Danny), you now need painkillers to install bionics. "You need to take painkillers to make installing bionics tolerable."
You need a certain level of active painkillers in your system before you can add a bionic. You will have to experiment to find out how much to take. "You need to be a lot more numb to tolerate installing bionics". A painkiller level of 11 or higher on the @ player info screen seems to be enough. Painkillers [11]
Remember to give the drugs time to work before you decide you need more. Depending upon your character, 2-3 poppy painkillers and then waiting about an hour seems to do the trick. Remember, installing bionics is instant, so get all your CBM's together, get drugged up and install everything. Also remember, people die from drug overdose, so don't take to many painkillers. Your breathing stops completely.
Of course, there are mutants who are immune to pain, or even might like the pain. These Cenobites don't need painkillers. Other mutations or bionics might also remove or reduce the painkiller intensity required.
Bionic Slots
Bionic slots are deactivated by default. Give yourself the DEBUG_CBM_SLOTS/"Debug CBM Slots Limits" mutation using the debug menu to activate this system.
In 0.D (Danny), there is an attempt at creating a new system, which limits the maximum amount of installed bionics. This system is still in beta. Now, each part of the body has limited capacity:
- Torso - 80
- Head - 18
- Eyes - 4
- Mouth - 4
- Left/right arm - 20
- Left/right hand - 5
- Left/right leg - 30
- Left/right foot - 7
And each bionic that you installed had a size, and you couldn't install bionics if it made a bodypart go over the maximum amount of bionics.
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.
Malfunctioning bionics
Malfunctioning bionics are a result of a failed install when the risk is greater than 35%. They also come pre-installed with certain professions. Uninstalling one earns you relief from their effects and a burnt out bionic. These items are never experienced outside of the bionics menu and don't have item counterparts in the world.
Name | Description |
---|---|
Acidic Discharge | A malfunctioning bionic which occasionally discharges acid into your muscles, causing sharp pain and minor damage. |
Bionic Nostril | You're really not sure how the CBM ended up in your nose, but no matter how it got there this badly misplaced bionic makes it difficult to breathe. Increases mouth encumbrance by one. |
Bionic Short Circuit | A poorly-wired bionic which fails to serve its intended purpose, this malfunctioning device periodically short-circuits, causing systemic muscle tremors. |
Bionic Visual Impairment | Due to a badly misplaced dielectric stylette you are now suffering from mild optic neuropathy. Increases eye encumbrance by one. |
Bionic-Induced Deformity | A combination of poor surgical installation and unpleasant scarring has lead to the malfunctioning bionic catastrophe you call your face. People who mind that you look like a dime-store Frankenstein will react poorly to your appearance. |
Electrical Discharge | A malfunctioning bionic which occasionally discharges electricity through your body, causing pain and brief paralysis but no damage. |
Electrical Drain | A malfunctioning bionic. It doesn't perform any useful function, but will occasionally draw power from your batteries. |
Endocrine Enervator | Through a combination of psychochemical manipulation and old fashioned electrical nerve stimulation, this malfunctioning bionic alters your brain chemistry in such a way as to cause fatigue. You will find yourself tiring a bit faster than before. |
Itchy Metal Thing | A bionic of some sort, so badly installed that you cannot even tell what it was originally supposed to be. Sometimes it itches horribly. |
Leaky Bionic | This botched piece of bionic hardware slowly leaks electrolytic compounds, piezoelectric nanomaterials, and other high-tech contaminants into your bloodstream. Needless to say, this is not good for your health. |
Motor Control Overstimulator | One piezoelectric solenoid surgically installed backwards, two crossed wires, and four burned-out capacitors later you started falling on your face and writhing around at the least convenient times. This incorrectly-configured bionic periodically stuns you for a short duration. |
Noisemaker | A malfunctioning bionic. It will occasionally emit a loud burst of noise. |
Power Overload | 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. |
Self-Locking Thumbs | Self-locking thumbs hold tight (even when you really don't want them to) and don't let go (even when you'd rather they did). Increases hand encumbrance by two, while failing to improve your ability to hold objects whatsoever. |
Squeaky Ankles | In a cruel twist of fate, a poorly executed CBM surgery has given you a pair of useless bionics which make squeaking noises when you walk. |
Visual Disruptor | A malfunctioning bionic which causes occasional visual distortion and pixelation. |
Voice Remodulator | You will likely spend the rest of your days serving as a walking testament to why you don't opt for the Autodoc's 'Cyborg Identity Package.' A remodulator unit jammed down your throat has given you a creepy robot voice. |
Wire-Induced Stiffness | Improperly installed wires cause a physical stiffness in most of your body, causing increased encumbrance. |
Removing Bionics
You'll need a cutting implement and a first-aid kit to attempt it. Remove it on the bionics screen p. It's noticeably more difficult than installing it (since you don't have the CBM kit to assist you) and can do serious/fatal damage on a failure.
To remove a CBM, open your (p) bionics screen, and use - to remove the bionic. You cannot remove power supply. Uses (and trains) electronics, first aid, and mechanics skills.
You can die from a botched operation. Does no damage on a successful removal.
Changes
- 0.7 (Lindqvist) - Bionics can be retrieved from butchered player corpses.
- 0.B (Brin) - Feature to remove bionics added; previous versions only allowed removal with critical failure on install.
- 0.D (Danny) - Installing bionics requires painkillers, beta version of the debug slots system.
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