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Mansion Escape balance update #72787

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merged 5 commits into from
May 2, 2024

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Termineitor244
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@Termineitor244 Termineitor244 commented Apr 2, 2024

Summary

Balance "Several balance changes to the Mansion Escape scenario and related monsters/spawns"

Purpose of change

There was a recent removal of the crossbow feral and confinement of the rest of the mansion ferals to scenario only, so I decided this was a good time to update and improve the balance of the scenario in question, there were also some problems with the recent confinement of the ferals, removing some flavor to the location, so I went around to recover that.

Describe the solution

Spawns:

  • Reduced the current number of spawned enemies (dead or alive).
  • There are now significantly more servants than fancy people, every fancy suit you see around needs at least 3 different people to boss around!
  • Word has gone around that the mansion is actually not a police station or military base! Shocking! Those zombie police officers and soldiers that were already here have kindly taken the message and departed from the premises.
  • The most dangerous ferals (The ones that can easily kill a newly made character) and zombies have decided to give you a head start and will now avoid starting too close to your starting location, weaker enemies can still spawn close tough, you should be able to survive a little rough start. Armored ferals have reportedly decided to ignore the head start rule so be careful with them.
  • Added a little more things to the safe zones in the mansion (So you have a few more options at start), mainly affecting the sex lair in the basement so you have at least something to eat before starting your scavenging run outside the safety of those 4 walls.
  • Guaranteed source of light in the basement, it could be anything so you could be unlucky and receive a flashlight with charge for 5 minutes, or a candle without matches (The masochist profession looks better now, right?).
  • Restored the panic room flavor monsters (You can find a dog and a child hiding there, someone rich that managed to escape to the safe room, or even some random nobody that just had good luck!).

Monsters:

  • The feral servants will now call their masters when they find you roaming the mansion halls! Be sure to avoid their notice or eliminate them before they have the chance to call for reinforcements.
  • The well dressed ferals will now murmur for themselves, order their servants to search harder or call you out to come out of hiding, be sure to keep an ear open so you know where they are before they even know it!
  • The armored ferals are now too heavy for sneaking around and will be easier to hear them coming if they are close enough.
  • Armored ferals will sometimes swing their weapons around while imagining how they would crush you, the fools do not realize that helps you find them.
  • The precious armor of the armored ferals weights them down too much, they could resist all your punches with it, but they are now too slow to catch you if you maneuver around them fast enough.
  • The servant and fancy ferals now remember the value of their mansion! They will now avoid bashing that precious imported wood doors, or destroying their precious collection of wine, the servants would be fired if they did that! And the fancy people in suits actually paid for those items!
  • Armored ferals will still destroy anything in their path, part of their job description they say.
  • All mansion ferals will now start to eat the great food reserves of the mansion! Run for it before there is no more!

Describe alternatives you've considered

More/Less monsters, or more noise, but after much testing I feel the numbers are now in a good place.

Testing

Spawned several times with different numbers and let the game run for half a day to see the locations and groupings of the monsters (Currently they will still remain separated enough to serve as a warning line), teleported in front of a servant feral and waited some time to see the rest of the monsters come running to my location, teleported to a room next a well dressed feral and waited some time to hear the feral calling me out, teleported to a safe room and waited some hours to wait for any sounds, detected some sounds coming from monsters not too far away.

Teleported in front of a servant feral armed only with my trusted cudgel and no knowledge of combat, I managed to kill it before being surrounded by all sides by enemies hearing the calls of the servant I just killed and ended up mauled to death.

Tested with a real run of the game and I have to say it is really fun! You have to take care quickly of the feral servants you see, or run quickly, because they WILL summon their brethren and together they will maul you to death!

Additional context

I hope this update manages to make the scenario even more fun for players! It will somewhat decrease the difficulty of the start of the scenario but these changes should also complicate surviving for careless players who just rush towards every enemy they see.

Oh, and the boarded mansion of the scenario uses a monster group that does not include civilians because if too many were present all enemies tended to group in one or two locations, they can still very rarely spawn in the parts of the mansion that are not changed from the vanilla mansion.

@github-actions github-actions bot added [JSON] Changes (can be) made in JSON Mods Issues related to mods or modding Map / Mapgen Overmap, Mapgen, Map extras, Map display Spawn Creatures, items, vehicles, locations appearing on map Scenarios New Scenarios, balancing, bugs with scenarios Mods: No Hope Relating to the mod No Hope EOC: Effects On Condition Anything concerning Effects On Condition Game: Balance Balancing of (existing) in-game features. astyled astyled PR, label is assigned by github actions json-styled JSON lint passed, label assigned by github actions BasicBuildPassed This PR builds correctly, label assigned by github actions labels Apr 2, 2024
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@NetSysFire NetSysFire left a comment

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Cool balance changes. Me likey.

data/json/monstergroups/zombies.json Outdated Show resolved Hide resolved
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@github-actions github-actions bot removed BasicBuildPassed This PR builds correctly, label assigned by github actions json-styled JSON lint passed, label assigned by github actions labels Apr 30, 2024
@github-actions github-actions bot added json-styled JSON lint passed, label assigned by github actions BasicBuildPassed This PR builds correctly, label assigned by github actions labels Apr 30, 2024
@Termineitor244
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I had to reduce the standard spawns of the mansion because of the currently buggy banishment EOC, but apart from that this seems to be working fine, there are some further changes I would like to do with respect of the medieval weapons randomly scattered around the mansion but those will be done in another PR, for now this one is ready.

@Termineitor244 Termineitor244 marked this pull request as ready for review April 30, 2024 21:20
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Auto-requesting reviews from non-collaborators: @Night-Pryanik

@Maleclypse Maleclypse merged commit 5ead8e7 into CleverRaven:master May 2, 2024
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@Termineitor244 Termineitor244 deleted the Mansion-Update branch May 2, 2024 04:53
@Procyonae Procyonae added the 0.H Backport PR to backport to the 0.H stable release canddiate label May 20, 2024
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0.H Backport PR to backport to the 0.H stable release canddiate astyled astyled PR, label is assigned by github actions BasicBuildPassed This PR builds correctly, label assigned by github actions EOC: Effects On Condition Anything concerning Effects On Condition Game: Balance Balancing of (existing) in-game features. [JSON] Changes (can be) made in JSON json-styled JSON lint passed, label assigned by github actions Map / Mapgen Overmap, Mapgen, Map extras, Map display Mods: No Hope Relating to the mod No Hope Mods Issues related to mods or modding Scenarios New Scenarios, balancing, bugs with scenarios Spawn Creatures, items, vehicles, locations appearing on map
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4 participants