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Add field_remove and clear back bay and garage #56984
Conversation
We already have a way to remove fields: #53605. |
In my testing, that method only removed random fields, but did not allow to remove all of them, which is why I added this version. |
Quick side note: "back bay" is actually kind of a misnomer. The place with concrete floors with the teamster and the guard is the garage; the back bay is the room with beds and lockers that actually has all the zombies in it. You could probably run the same (or a similar) mapgen on that tile too! |
That's a fair point. I figured it would need to be expanded, but I focused on the initial garage area where the combat is likely to happen. It's fairly easy to expand this to another overmap though. Erk's planning on expanding this out to happen over time, so I'll work with him to see what needs to be expanded here. |
We'll want to look into whether or not we need to clean up the map on the other side of the "back bay" as well, but this is good for the moment. Thanks!! |
Summary
Infrastructure "Add field_remove and clear back bay and garage"
Purpose of change
Clean the back bay after Boris's cleanup quest.
Describe the solution
field_remove
similar toitem_remove
that removes all fields (blood, acid, etc.)Describe alternatives you've considered
Make
field_remove
work more liketrap_remove
where you have to define an id.Testing
Load game right before finishing Boris's quest.
Additional context
Before:
After: