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feat(content): nether updates part 1 #4182
feat(content): nether updates part 1 #4182
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The Autofix app has found code style violation and automatically formatted this Pull Request. I locally edit my commits (e.g: git, github desktop)Please choose following options: I'd like to accept the automated commit
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If you don't do this, your following commits will be based on the old commit, and cause MERGE CONFLICT. This PR is complete and I don't want to edit it anymoreIt's safe to ignore this message. I edit this PR through web UIYou can ignore this message and continue working. I have no idea what this message is talking aboutYou can ignore this message and continue working. If you find any problem, please ask for help and ping @scarf005. |
Discovery: injecting the target with mutant toxins it seems doesn't work as a replacement for the yugg's mutation attack. Tried positive and negative numbers, random and fixed, even with Simplified Nutrition turned off. |
You write of trying to fight the invasion. But in my experience portal and reality tear map extras do not seem affected by the loss of the portal. Fires keep burning, lava does not cool down, shadow creatures keep spawning. Could be Arcana bug as I used the restored ritual blade to nom those. |
Messing with those would be nice too. Right now there aren't any good vanilla ways to mess with portals aside from vanishingly rare artifacts that generate with the old As for vanilla, the main idea here is the endgame is supposed to be the big thing that the player can tackle to mess with the nether monsters, the long-term plan is that completing it will likely affect spawns of nether monsters in some way and/or slow down either zombie reanimation rate or evolution rate (that depends on @KheirFerrum's lore ideas if I recall, but also what I can manage to code whenever I finally try to mess with it). For vanilla interactions with small-scale local portals, eventually if I ever get #4171 working then one of my plans will be to ensure that portal-eating relic will get a specific place where they're especially likely to generate (strange temples might be a good place to finally flesh out), but another option might be to figure out how to code iexamine interactions with regular portals that let you finally do stuff to them like you can the endgame thing. For now though, I dunno how hard a lot of this is going to be to tackle plus hard to get time and energy to tackle stuff, so that's why I'm holding off on making cities and labs progressively suffer nether infestation. I want to add that in the same PR that adds ways to actually combat the problem. XD |
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code makes me cri
Purpose of change
Some assorted plans pertaining to nether creatures, plus a bit of additional content.
Describe the solution
C++ changes:
mattack::gene_sting
so that it adds a large dose of radiation to the victim instead of instantly mutating them. I want to have it inject mutant toxins but couldn't get that to work just yet.monster::attitude
that makes monsters return as hostile towards targets that have the nether attention effect, if they in turn haveNETHER_ATTENTION
as an anger trigger.monster::process_effects_internal
so thatregenerates_in_dark
scales at an easier to calcuate rate when the lighting is actually reasonably dim, so darkness-regen monsters don't constantly spam messages about using darkness to regenerate when they're standing on what is clearly a brightly-lit tile. Scales up and maxes out at 50 at just above the light level where you can no longer craft or read, as opposed to before where the tile appearing dark at all would give basically maxed regen.enum_to_string<mon_trigger>
,NETHER_ATTENTION
.JSON changes:
NETHER_TRIGGER
anger trigger to blank bodies, wraiths, grackens, and amoebic molds. These are all critters that are non-hostile normally, idea being this adds a potential tema-up situation when flaming eyes and other sources of nether attention get involved. Stuff that can already aggro at the player just fine on their own was left untouched, and flaming eyes left untouched since their job is supposed to be hanging back and delivering the staredown and not working themselves up into a fury after a single glance.GRABS
for when aggro'd, a basic bite attack as well.CAN_DIG
instead ofDIGS
, leaving them free to laugh at the delicious surface world.anger_trigger
and if so can be decently dangerous.external_tileset
sprite for new monster.GROUP_NETHER_FATIGUE_FIELD
(reducing weights of some of the more dangerous monsters to make room),GROUP_NETHER
, andGROUP_NETHER_PORTAL
(taking a bit out of blank body spawns). Basically all groups that can spawn flaming eyes to combo off the nether attention.Describe alternatives you've considered
Testing
Having to finish heading out in a bit so will continue testing when I get home.
Additional context
Future plans:
starts
so that more dangerous creatures steadily filter in as the game drags on (much like how shadow monsters steadily haunt floating temples in Arcana), but additionally I want to rig it so that triggering the endgame will either disable these spawns outright (requiring coding support for a boolean that flags a given monster spawn as not triggering anymore), or else flag all nether-specific monsters as having the die-off effect seen when you kill a monster with theQUEEN
flag. We'll see how that goes.Checklist