Bionics

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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 bio_nostril
Passive
"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."
Self-Locking Thumbs bio_thumbs
Passive
"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 bio_ankles
Passive
"In a cruel twist of fate, a poorly executed CBM installation has given you a pair of useless bionics which make squeaking noises when you walk."
Visual Disruptor bio_trip
Passive
"A malfunctioning bionic which causes occasional visual distortion and pixelation."
Motor Control Overstimulator bio_spasm
Passive
"One piezoelectric solenoid 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."
Bionic Short Circuit bio_shakes
Passive
"A poorly-wired bionic which fails to serve its intended purpose, this malfunctioning device periodically short-circuits, causing systemic muscle tremors."
Leaky Bionic bio_leaky
Passive
"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."
Endocrine Enervator bio_sleepy
Passive
"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."
Bionic Deformity bio_deformity
Passive
"A combination of poor 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."
Voice Remodulator bio_voice
Passive
"You will likely spend the rest of your days serving as a walking testament to why you don't hold loose parts in your mouth while installing a CBM. Accidentally swallowing that remodulator unit has given you a creepy robot voice."
Bionic Visual Impairment bio_pokedeye
Passive
"Due to a badly misplaced dielectric stylette you are now suffering from mild optic neuropathy. Increases eye encumbrance by one."
Itchy Metal Thing bio_itchy
Passive
"A bionic of some sort, so badly installed that you cannot even tell what it was originally supposed to be. Sometimes it itches horribly."

Removing Bionics

As of 0.A (Kaufman) stable, the only way to remove bionics is to fail significantly when installing one, and obtain the "lose bionics" penalty. Understandably, this is not a precise method and requires a) "wasting" a CBM, b) that you be able to fail the install by 20% or more.

To that end, 0.A Experimental recently added an option to attempt removing a target undesired bionic: 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. You'll need a cutting implement and a first-aid kit to attempt it.

Changes

  • - Bionics can be retrieved from butchered player corpses.