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Make mansion ferals scenario specific #72695
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eoc_type defaults to ACTIVATION courtesy of GuardianDLL
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Auto-requesting reviews from non-collaborators: @Standing-Storm @Night-Pryanik
Thanks for this! I have been away from the game and the github for some time (Just checking notifications every 2 days or so in case I was invoked/needed) so I wasn't aware of the changes being made or requested for the mansion ferals, I personally think that the ferals could be used as very rare enemies for normal mansions (As flavor more than anything else) but I understand if they are considered "too silly" for non-scenario mansions, I disagree, but understand. I will try and start a new game in the scenario, see if there is anything that needs further changing. Now that they were deemed as scenario mansions only I could maybe tweak the monsters and scenario somewhat to give more ways to survive for someone that knows what they are doing. Oh, and sad to see ferals with crossbows go away (in the other PR), they had cool sprites and were a reference to the original movie the scenario is based around, I would have preferred for them to be moved to a mod, but oh well... |
@@ -343,8 +343,8 @@ | |||
{ "item": "television", "x": 12, "y": 17, "chance": 100 } | |||
], | |||
"place_monster": [ | |||
{ "group": "GROUP_MANSION_ESCAPE", "x": [ 0, 23 ], "y": [ 12, 23 ], "chance": 35, "repeat": [ 1, 4 ] }, | |||
{ "group": "GROUP_PANICROOM", "x": [ 11, 13 ], "y": [ 6, 10 ], "chance": 65, "repeat": [ 1, 2 ] } |
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Was it intentional to remove almost all the flavor from monster spawns in mansions? Panic rooms could just have removed their mansion ferals spawns, but the improved chance of discovering zombie children, dogs and the like were for helping to construct a story of what happened there, to let the imagination of the players fly...
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I didn't appreciate panic rooms had flavour, I suggest leaving a comment in the monster group to make that more obvious when you readd it
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I will do that then, thanks for the tip.
@@ -1018,7 +1018,7 @@ | |||
",": { "item": "softdrugs", "chance": 40 }, | |||
"?": { "item": "dresser_servant", "chance": 45 } | |||
}, | |||
"place_monster": [ { "group": "GROUP_MANSION_ESCAPE", "x": [ 18, 23 ], "y": [ 8, 23 ], "chance": 65, "repeat": [ 3, 5 ] } ] | |||
"place_monster": [ { "group": "GROUP_ZOMBIE", "x": [ 18, 23 ], "y": [ 8, 23 ], "chance": 65, "repeat": [ 3, 5 ] } ] |
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All instances of "GROUP_ZOMBIE"
in this PR are a regression of a previous problem of zombies spawning where they do not make sense to be (firefighters and cops for example), the best group to use here (since the mansion groups are removed in this PR) is the "GROUP_VANILLA"
since that only has normal, vanilla civilians that would make sense in a residential building.
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I considered GROUP_VANILLA and GROUP_HOUSE but I'd already changed most of them and didn't feel like it was that big of a deal, I changed from the mansion group bc it doesn't really warrant having a unique group without the ferals
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Removal of the mansion group is understandable, but yeah, there is an old (minor) problem with specialized monsters appearing where they do not make sense, the zombie group even includes soldier zombies, for general areas like the street of a city or gathering locations this doesn't really matter, but in residential buildings is quite notable when you find enemies that do not really belong there.
I want to make a new PR to address the mentioned issues if that is alright with you? I don't know if there was maybe a rationale I don't know behind those 2 changes. |
Summary
None
Purpose of change
Progress towards #70215
Describe the solution
The mansion challenge scenario always takes place in the purpose built armoured mansion special, with the "random mansion basement" start location being moved to the large building scenario instead.
Mansion ferals only spawn in the challenge scenario via a start eoc that removes half the mapgen defined zeds and places a large number of ferals before removing any enemies very close to the player to cut down on bs starts (the start is still very challenging tho).
The number of zeds in both the scenario start and regular mansions are roughly the same.
Adds a new eoc function f_run_monster_eocs with documentation. Works similarly to f_run_npc_eocs.
Before/After Screenshots
Example of zeds in scenario mansion before (note zed inside the supposed "safe room"):
Example of zeds in scenario mansion after:
Example of zeds in non scenario mansion before:
Example of zeds in non scenario mansion after:
Describe alternatives you've considered
Using GROUP_VANILLA or GROUP_HOUSE instead of GROUP_ZOMBIE
Reducing zed spawns in regular mansions but I want this to be a small PR so it's easier to backport
Reducing spawns in the challenge start because it seems pretty overkill but I haven't tried the current iteration of the challenge.
Testing
Tested the EOC by changing the "id" to "scenario_mansion_pursuit_queue", removing "eoc_type" then adding this EOC:
Tested the mtype_ids field of f_run_npc_eocs separately
Additional context