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Goida Plate 3#4281

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tonotom1 wants to merge 12 commits into
Monolith-Station:mainfrom
tonotom1:goidaplate
Open

Goida Plate 3#4281
tonotom1 wants to merge 12 commits into
Monolith-Station:mainfrom
tonotom1:goidaplate

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@tonotom1

@tonotom1 tonotom1 commented Jul 15, 2026

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About the PR

  • Plate damage has been decoupled from absorption. This allows for plates to take damage from damagetypes with 0% absorption value, and more fine-tuned control of how plates are damaged on a per damagetype basis. Added handling for indestructible plates. No such plates currently exist but it would be possible to for instance, make armor tweaking plates that can't break but shift your resistances around.
  • The way stamina damage can be calculated has been broadened. You can now specify absorbed, amplified, or both damages count, or all oncoming damage (including damagetypes not interacted with)
  • A few things were shifted under the hood for the tooltip printer to account for plates with no stamina damage and plates that don't take damage.
  • Fixed the yml on the current iteration of plates so that it does what Fluff wanted: plates now have damage penalties. This made them far too anemic and unimpactful so their stats were tweaked significantly to compensate.
  • Pierce and heat plates are now available for purchase in cargo. Roughly expensive, 10k per crate of 2. Plates also cost less material to print overall due to their disposable nature.
  • Touched up the sprites so they look more like armor plates. Readded a previously removed armor plate sprite back in in case someone ever wanted to do something with it. (Should we just remove all the old ones to make space instead?)
  • Rewrote the plate names and descriptions to be more larpful
    • Overall: Speed reduction worsened from 5% to 8%. All plates now have their intended damage penalties fixed to work instead of being unintended damage reductions. These two changes should combine to reduce "plate FOMO" and make being plateless feel a little less suboptimal. Plate durabilities have been roughly doubled across the board to compensate.
    • Piercing plate: fully mitigates five 9mm FMJ rounds, roughly reduces your shots to kill by 1 shot vs most lasers
    • Heat plate: fully mitigates four to five shots from most laser rifles, roughly reduces your shots to kill by 9mm FMJ by 1. Because there are so many heat damage countermeasures, doubling down on heat damage protection and guessing wrong via this plate will result in being stuncrit in seven 9mm FMJ shots.
    • Blunt/Slash: cuts blunt/slash damage in half. It may seem worse since the previous stat was 70%, but this prevents you getting BTFOed by someone with an energy sword instantly dooking your stamina out due to the raised plate durability. To double down since this is such a niche plate, it is 25% more durable than the rest of the pack and has the greatest stamina damage stability (50% stamina damage coefficient).
    • Speed: Suffer. It's got a whopping double the durability over its peers but since the damage amplification effect works now all it means is it lasts longer when you get hit, delivering more agony throughout its overall lifespan. To make matters worse, it now stuncrits on ALL oncoming damage.

Why / Balance

Although most of the under-the-hood capabilities weren't capitalized, it's good for a system to be the most flexible and usable that I can make it.

Plates were in a weird middling state of impactfulness and relevancy. It was a chore to maintain your plates for like, very little increase in combat effectiveness. You probably were better off just bringing a stack of bruise packs and ointments, honestly. Hopefully the power increase makes it such that they provide enough short-term action economy and impact that they are worth thinking about.

The changes under the hood also allow for much easier balance iteration. Go nuts if my numbers don't jive.

Media

image image image image

Requirements

  • I have read relevant guidelines/documentation to this PR found on our devwiki.
  • I have added media to this PR or it does not require an ingame showcase.
  • I can confirm this PR contains either no AI-generated content, or AI-generated content that meets our guidelines.

How to test

Equip plates and commit self harm. Maybe try editing a debuggium plate to see how the system behaves.

Breaking changes

No other systems were touched.

Changelog

🆑

  • tweak: Plate balance was overhauled to be more impactful. You can now buy heat and piercing plates in cargo, at a steep price. Lathe costs for printing plates have been reduced overall.

@github-actions

github-actions Bot commented Jul 15, 2026

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RSI Diff Bot; head commit 1b6c8aa merging into b84a122
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/_Mono/Clothing/ArmorPlate/armor_plates.rsi

State Old New Status
blunt_slash Modified
heat Modified
pierce Modified
speed Modified

Resources/Textures/_Mono/Clothing/ArmorPlate/armor_tactical.rsi

State Old New Status
icon Added

Edit: diff updated after 1b6c8aa

@tonotom1

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Cooking up a revision to the stamina damage code to be a bit more flexible

@EldritchPineapple

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7 BILLION PLATE PRs

@tonotom1

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Stamina damage can now be changed on a damage portion basis to increase the ability to fine-balance your punishment. IE you can now have a plate stuncrit you in a reasonable amount of correctly absorbed damage AND still eat major stunshit from receiving an incorrect damagetype.

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