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Alpha version of labyrinthine structures, a dungeon for CBMs #73247
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includes a range of straight hall variants, because mapping is fun
no loot yet
these are fillers but getting it started
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I only skimmed the non mapgen/overmap stuff and I haven't tested in game, might do so before this merges but I'll probably wait until it's in seeing as you're doing it as a mod to begin with anyway.
Some of the id naming feels a bit nightmarish but I don't have good alternative suggestions.
Other than the typos none of these are necessary changes.
Thanks for the review Co-authored-by: Procyonae <[email protected]>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: MNG-cataclysm <[email protected]>
Co-authored-by: MNG-cataclysm <[email protected]>
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Summary
Content "Adds an early playtest version of the exodii labyrinth dungeon to available mods."
Purpose of change
This specific PR is likely to just remain in draft and get parted out into a few follow-ups, because it's almost certainly going to be too much for one push.
Since I started adding the exodii in 2020-2021, and then got floored with the life of a healthcare practitioner during a pandemic, their core necessary content has been languishing. It's had a few pushes in the past, thanks to sarius skelrets and mng cataclysm, but then hung for another year. I have been back in the saddle for a week, and we're still behind on a key feature - exodii/cbm related dungeons. These should serve as a place to go raiding for alien technology and cybernetics, eventually allowing them to be moved from labs; Kevin lit a fire on this with #73223.
Describe the solution
Labyrinthine structures are a long-planned exodii dungeon type that will serve as new, raidable content from the late-early game up to the endgame (I hope!) and will provide a place to go spelunking for CBMs and artifacts, as well as just a different sort of content than most of what we currently have. Ideally I'd like them to exist in the netherum, and the new stuff we have with portal dungeons should be an adequate way to simulate that.
I will work on this PR to try to get at least a bare bones version, although ideally I hope to have more. What I plan is:
CBM based treasure spawns in hard-to-reach special rooms, for which you need a 'passcode', a tattoo added by a trait. Different passcodes offer different types of CBMs. For this early version the passcodes and treasure are pretty basic, but as it goes on, I'd like different ways to get passcodes, such as passing puzzles, defeating enemies, etc, with associated different rewards. These might also unlock further areas of the dungeon.
After some consideration, I have decided to prep this as a mod for playtesting, rather than put it in vanilla, until it's got enough content. I'm concerned that if I release it as it will be in a first pass, people will assume it's always going to be a fairly simple location, and won't think to check back as I expand it. In this version, if you want to playtest the mod, you talk to Rubik, ask them for jobs, then ask the out-of-character question about going to a labyrinth. This will take you to a labyrinth to try it out. This PR is already 4000 lines long, so this early alpha version is a bit low on content, but I hope it will help people see what I'm making and offer tests or perhaps ideas for how to improve it.
UPCOMING PLANS:
Describe alternatives you've considered
I've tried this a bunch of different ways but always run out of time. We have some more infrastructure in now so let's see if I can get this working now
Testing
Additional context
Initially I had imagined not taking your NPC along, we'll see if that's necessary now or not. For the moment it remains impossible, but we do have ways to make it work.