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Difference between revisions of "v0.31 Talk:Armor"
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i dont see these on the table, yet i can create them in the '[j]obs' menu, in the leatherworks, and in the clothier's shop in both cloth and silk. surely it should be on there?--[[User:DJ Devil|DJ Devil]] 15:23, 28 May 2010 (UTC) | i dont see these on the table, yet i can create them in the '[j]obs' menu, in the leatherworks, and in the clothier's shop in both cloth and silk. surely it should be on there?--[[User:DJ Devil|DJ Devil]] 15:23, 28 May 2010 (UTC) | ||
:i also cant make robes or coats. did anyone check the accuracy of this page before it was put on here..?--[[User:DJ Devil|DJ Devil]] 15:30, 28 May 2010 (UTC) | :i also cant make robes or coats. did anyone check the accuracy of this page before it was put on here..?--[[User:DJ Devil|DJ Devil]] 15:30, 28 May 2010 (UTC) | ||
+ | ::Dunno why you can't make robes or coats - for me, my leatherworks has robes as the third choice, coats at fifth, and yes togas at sixth. Cloth has 'em in the same order, and the same for silk. Not in a position to comment on their protective capabilities, me, but they definitely exist. --[[User:DeMatt|DeMatt]] 16:43, 28 May 2010 (UTC) |
Revision as of 16:43, 28 May 2010
Armor raw changes
Main armor types have been renamed to "breastplate" and "mail shirt" respectively. Someone with some understanding of armor RAWs should work on the new page. I had to ask just to learn what the [STEP] tags did.
Breastplates have no LBSTEP nor UBSTEP, and now have a simple [ARMORLEVEL:3] in place of all of the old modifiers. They also have no [VALUE] tag.
- The community is still working on figuring out what all the different variables do(if anything there appear to be some placeholders in different parts of different raws), and how materials effect the results. The current best description is to say that, for armor, adamantine>steel>bronze(bismuth or not)>iron>=copper>everything else and that adding more layers at least doesn't seem to hurt(except for weight/speed considerations). Some have gone a little further than that(http://www.bay12games.com/forum/index.php?topic=53571.msg1151052#msg1151052). --PencilinHand 00:09, 11 April 2010 (UTC)
- Having worked on the problem some I must point out that there is an important difference between having no LBSTEP or UBSTEP and having zero LBSTEP and UBSTEP. A lot of work still needs to be done, especially with regards to how materials work with armor. Also, could everybody remember to sign their work like Zorro? --PencilinHand 06:20, 30 April 2010 (UTC)
Extensive coverage testing of various armors and UB/LBSTEP reveals some buggy behavior:
-The only way to protect [STANCE], [GRASP], [HEAD], or [UPPERBODY] parts (feet, hands, head, and upperbody) is with armor worn on them specifically(LOWERBODY parts may be protected by armor worn on the UPPERBODY as well as the LOWEBODY).
-[LIMB]s (arms and legs) are correctly protected by armors, pants, gloves, and gauntlets with appropriate UBSTEP and LBSTEP values. For example, lower arms can be protected by body armor with UPSTEP >=2 as well as gloves with LBSTEP>=1.
-Currently(31.03), the ONLY way to protect parts that are not [LIMB]s,[STANCE]s,[GRASP]s,[HEAD]s or [UPPER/LOWERBODY]s parts (such as facial features, toes, fingers, throat, vestigial wings, any cosmetic custom parts, etc)is by exploiting a bug. You need a robe, or a dress; an UPPERBODY armor with UBSTEP:MAX. Armor configured this way will protect all [LIMB]s that are do not qualify for LBSTEP coverage, as well as fingers and toes etc, but it will NOT protect, hands, feet, or heads. Gauntlets, boots, and helms currently protect hands, feet, and heads, but not fingers, toes, or facial features. This is both counter intuitive, and at odds with toady's comments on the subject.
--Derigo 05:15, 11 May 2010 (UTC)
New armor layering rules
I added the new rules for layering armor. It is kind of complicated and I only typed it up so it will need to be presented in a more user friendly format at some point but it is past 2 am here so I am going to bed now. Also, we need to confirm that these rules hold for fortress mode. --PencilinHand 06:20, 30 April 2010 (UTC)
Bugs
I just thought I'd point out the bar number bug is probably due to the fact that a steel bar is now 150 steel, much like cloth and thread. The smelting reactions require 150 units as input, but the forge reactions appear to be asking for number of bars instead of amount of metal. Input for a breastplate should then be 450 steel instead of 3. --Dapanman 22:00, 1 May 2010 (UTC)
Toga
i dont see these on the table, yet i can create them in the '[j]obs' menu, in the leatherworks, and in the clothier's shop in both cloth and silk. surely it should be on there?--DJ Devil 15:23, 28 May 2010 (UTC)
- i also cant make robes or coats. did anyone check the accuracy of this page before it was put on here..?--DJ Devil 15:30, 28 May 2010 (UTC)
- Dunno why you can't make robes or coats - for me, my leatherworks has robes as the third choice, coats at fifth, and yes togas at sixth. Cloth has 'em in the same order, and the same for silk. Not in a position to comment on their protective capabilities, me, but they definitely exist. --DeMatt 16:43, 28 May 2010 (UTC)