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[Magicylsm] Forge of Wonders Redesign #78846

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QuillInkwell
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Summary

Mods "[Magicylysm] Forge of Wonders Redesigned"

Purpose of change

The Forge of Wonders is an old piece of mapgen that has started to grow to the maximum confines of it's spaces. It's becoming difficult for people to find spaces to add new things. Additionally the map could use a bit of a TLC to bring it up to more modern mapping standards.

Describe the solution

I have massively overhauled the forge and given it a major facelift. All the core functions are still present but now the forge has room to grow and accommodate additional NPCS, new shops, new content. There's houses where people could hypothetically put in mages if we wanted to get quests going. Just in general the new forge has a lot a room to grow. Ready for the next few years of Magiclysm contributors.

Describe alternatives you've considered

o I want to make the statues in the vault come to life and try to kill you if you enter the vault. But as this PR is already quite significant I've decided to kick that stone down the road. Food for a follow up PR at some point. Currently the Forge still just spawns Forge Demons inside the vault itself.

o I considered trying to populate the entirety of the mapgen with dwarves and automata. But I kind of want to contain the Dwarves and Automata to the forge. (With the exception of some automata at the front gate.) For the streets I imagine a group of passive monsters that does not yet exist. Something like wandering wizards or shop goers of various fantasy races. Adding that many monsters is of course out of scope for this PR I feel. So down the road it goes.

o There is a lot of work that can go into in spawning items here in there around the forge. But I don't want to overdo it with set dressing. It's also overstate how much would go into pushing just that extra mile. If I ever get bored I'll go through and add the little items and tiny details but for now I am kicking that down the road.

Testing

Loaded into the world and spawned the mapgen. Walked around checking everything was in the correct place. Monsters spawning where they should. Npcs are present and using the correct zones. Map is largely well lit. No wierd map chunks in wrong places.

Additional context

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@github-actions github-actions bot added Mods Issues related to mods or modding [JSON] Changes (can be) made in JSON Map / Mapgen Overmap, Mapgen, Map extras, Map display Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. Mods: Magiclysm Anything to do with the Magiclysm mod EOC: Effects On Condition Anything concerning Effects On Condition labels Dec 30, 2024
@github-actions github-actions bot requested a review from KorGgenT December 30, 2024 06:53
QuillInkwell and others added 2 commits December 29, 2024 23:54
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
@github-actions github-actions bot added astyled astyled PR, label is assigned by github actions json-styled JSON lint passed, label assigned by github actions labels Dec 30, 2024
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Spell checker encountered unrecognized words in the in-game text added in this pull request. See below for details.

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  • An aggresive looking stuffed Owlbear stands here, menacingly.
  • monolithic statue of Velzain
  • owlbear texidermy
  • statue of Velzain

This alert is automatically generated. You can simply disregard if this is inaccurate, or (optionally) you can also add the new words to tools/spell_checker/dictionary.txt so they will not trigger an alert next time.

Hints for adding a new word to the dictionary
  • If the word is normally in all lowercase, such as the noun word or the verb does, add it in its lower-case form; if the word is a proper noun, such as the surname George, add it in its initial-caps form; if the word is an acronym or has special letter case, such as the acronym CDDA or the unit mW, add it by preserving the case of all the letters. A word in the dictionary will also match its initial-caps form (if the word is in all lowercase) and all-uppercase form, so a word should be added to the dictionary in its normal letter case even if used in a different letter case in a sentence.
  • For a word to be added to the dictionary, it should either be a real, properly-spelled modern American English word, a foreign loan word (including romanized foreign names), or a foreign or made-up word that is used consistently and commonly enough in the game. Intentional misspelling (including eye dialect) of a word should not be added unless it has become a common terminology in the game, because while someone may have a legitimate use for it, another person may spell it that way accidentally.

@Maleclypse
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I do want to double check, did you intend to remove most of the Forge's defenses against theft and robbery? I can add them back in a followup PR. This is an impressive piece of work and it's really gorgeous!

@github-actions github-actions bot added the BasicBuildPassed This PR builds correctly, label assigned by github actions label Dec 31, 2024
@QuillInkwell
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I do want to double check, did you intend to remove most of the Forge's defenses against theft and robbery? I can add them back in a followup PR. This is an impressive piece of work and it's really gorgeous!

@Maleclypse
My apologies I'm not entirely sure to what your referring when you say defenses. I did put the Forge Demons in the back into the vault alongside the trap that summons that hound puppies. But I'm guessing you might be referring to something else?

At any rate I didn't mean to make the forge any less secure so you are certainly free to re-add anything I might have forgotten. I can also try to accommodate the changes myself if given adequate direction.

@Maleclypse
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I do want to double check, did you intend to remove most of the Forge's defenses against theft and robbery? I can add them back in a followup PR. This is an impressive piece of work and it's really gorgeous!

@Maleclypse My apologies I'm not entirely sure to what your referring when you say defenses. I did put the Forge Demons in the back into the vault alongside the trap that summons that hound puppies. But I'm guessing you might be referring to something else?

At any rate I didn't mean to make the forge any less secure so you are certainly free to re-add anything I might have forgotten. I can also try to accommodate the changes myself if given adequate direction.

The vent terrains emit targetted antimagic fields depending on what area of the forge you are in so that you can't go invisible to rob without consequences or teleport out of certain areas. I noticed that those terrains also weren't hardened against attack the way some of the other terrains in the forge have been over the years (my failing not anyone elses) so I'm thinking I'll probably re-add them in a new PR and I might talk to some other designers and see if there are any better methods available these days than were available years ago.

@QuillInkwell
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QuillInkwell commented Dec 31, 2024

@Maleclypse
So if I am understanding correctly all we need to do is re-add these vents to vault and stores so the player can't steal? Did you want to swap out the bricks for magic concrete as well?

Though if our goal is to make it absolutely protected. I could cook up an EOC that keeps the safe shopper effect on you as long as your are in the Forge right quick. Then we would only need to add vents to the vault itself. Assuming the vault field does something special that I am not yet aware of.

@QuillInkwell
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Actually I am also seeing there was some gaps in my understanding regarding how stealing worked in CDDA so I will need to make some adjustments so NPCS only use store shelves visible to themselves. Woops.

@Maleclypse
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@Maleclypse

So if I am understanding correctly all we need to do is re-add these vents to vault and stores so the player can't steal? Did you want to swap out the bricks for magic concrete as well?

Though if our goal is to make it absolutely protected. I could cook up an EOC that keeps the safe shopper effect on you as long as your are in the Forge right quick. Then we would only need to add vents to the vault itself. Assuming the vault field does something special that I am not yet aware of.

Yeah the vault field stops you from teleporting. I live for the Reddit posts of people who blink into the vault and then can't escape. :)

@github-actions github-actions bot removed the json-styled JSON lint passed, label assigned by github actions label Dec 31, 2024
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
@github-actions github-actions bot added the json-styled JSON lint passed, label assigned by github actions label Dec 31, 2024
@QuillInkwell
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QuillInkwell commented Dec 31, 2024

@Maleclypse
I took the EOC approach for now if that's okay with you. Basically as soon you enter the forge it hits you with. A recurring check makes sure it keeps hitting you with it while your there. And if you load a saved game where you didn't have it.. it hits you with it if you're in the forge. I guess it also hits you with it every time you move from one forge tile to another forge tile. So it should be pretty much impossible to lose while you're there.

I took that approach because in testing I found the forge vent tiles only seemed to put out their filed to the tile they directly occupied. Meaning with the now more accessible and spread out items: Pretty much every floor tile in a shop would need to be entirely covered in the vent tiles. Which is totally doable if you prefer that solution! But I thought I would pose the EOC based approach as an alternative that wouldn't require any redesign or creative sacrifices.

(I also went in and put the vault vents into the vault so that should be good now!)

@github-actions github-actions bot removed the BasicBuildPassed This PR builds correctly, label assigned by github actions label Jan 1, 2025
@github-actions github-actions bot added the BasicBuildPassed This PR builds correctly, label assigned by github actions label Jan 1, 2025
@Maleclypse Maleclypse merged commit 5a00b91 into CleverRaven:master Jan 1, 2025
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@Maleclypse
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It's absolutely gorgeous! Thank you for doing this!

@QuillInkwell QuillInkwell deleted the Magicylsm_Forge_Of_Wonders_Rework branch January 3, 2025 16:58
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