One thing I'm still hoping for is a specific scent to be added after having been in the sewers for long enough. Not seeing shrouded svelte chicas who "smell like shit" on passing is definitely a missed opportunity, especially since perfume/cologne messages take priority over the effect that the sewer does have on your smell.
Also, water level drainage rates when blockages are moved appear to be a little slow-to-nonexistent until blockages are completely removed. Or at least I think they are?
Either way, it will be interesting to see how these changes progress and affect the world over time. Awesome and surprising new mechanics!
One thing I'd really love to see is a maze room in the sewers that is perilous as fuck (that maybe has some logistical advantages?). When I first started playing SD years ago I met a guy who RP'd WCS gill-mano well, but he didn't have much use for it it seemed.
I could be totally wrong.
It'd be dope if the maze rooms in the sewers were dangerous ways to escape sectors and stuff. Maybe super-gnarly NPC's are down there too? I'm just thrilled to see the sewers getting nastier and more complex. Super fun changes!
Thanks for answering anyway! Still love the update.
As feedback, perhaps they should have a higher shortdesc priority than hair and *most* clothes? I'd probably notice a glowing eye before some really nice shoes.
Also this might already exist, but it'd be cool if other visible cyberware also affected shortdesc. Cyberlimbs, certain nanos, skillsoft sockets, etc.
Aerodynes hit with an EMP now stall as expected.
I am curious if this includes if an EMP is detonated INSIDE a vehicle as well.
In addition, my prior multiple inquiries about this feature via xhelp resulted in being told FOIC. I recognize it is important to foster a culture of learning through experimentation in Sindome but I believe endorsing experimentation with a feature that doesn't exist to be its own form of gaslighting that probably shouldn't be a part of this culture.
The recent update note makes it seem like sever might only have one implementation right now for a single weapon type, and I think it'd be better to hold off until all weapon types have a similar chance to apply like-effects if that is actually the case.
Excellent updates as always though!
As annoying as it would be for SparTek weapons to be the only weapons that don't damage cyberware, it does fit well with the whole sparring is going to hurt a little and still leave you vulnerable line of thinking which is why I assume SD has no
It also means that anyone hunting people for their cyberware can basically only use a bokken (or SparTek if they have enough time) and I feel like that's going to get exploited really quickly.
I don't know if there currently is any sort of difference between blunt force weapons vs cutting as to how much damage it might do to cyberware, but I feel like a cricket bat is going to do more than a sword is going to do more than knives or bare fists (depending). Which would also create an interesting career path for characters who use those types of lower-chrome-damage fighting styles and (maybe) even convince some to learn to fight with more than just one or two weapon types. Additionally @lethal having an impact on how much you damage cyberware could be another interesting consideration.
That's a very good point. In my head I was picturing less of chromed up solos and more of the non-combat characters with chrome being killed by mid-tier long blade combat characters with a bokken instead of a machete/sword for the sake of preserving the cyberware while the mid-tier melee/unarmed characters can't do the same thing with an axe handle or their fists.
(Edited by Slither at 3:08 pm on 3/28/2021)