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[Magicylsm] Forge of Wonders Redesign #78846
[Magicylsm] Forge of Wonders Redesign #78846
Conversation
… Taxidermy Owlbear
…ssible to move through the candelabra
…es to new forge mapgen
…isplays in their shop area.
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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 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. |
@Maleclypse 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. |
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. |
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. :) |
…m/QuillInkwell/Cataclysm-DDA into Magicylsm_Forge_Of_Wonders_Rework
@Maleclypse 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!) |
It's absolutely gorgeous! Thank you for doing this! |
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