Rotwood-Vale / Ratwood-Keep

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Reworks the acid pit into something non-lethal AND more interesting #194

Open Gyrandola opened 1 week ago

Gyrandola commented 1 week ago

About The Pull Request

The keep's gate pit no longer drops you into round removing acid, instead giving you a one-way ticket into the dungeon. It's a 2 z-levels fall, which often results in dislocated limbs and broken legs, and you're now at the mercy of the dungeoneer.

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Yawet330 commented 1 week ago

+1 Acid pit is a turbo meta solution for round removing people.

pismorizzo commented 1 week ago

Main issue for me is this would now require the dungoneer to stand down here basically all round so the pit doesn’t become a way 1 ticket into the keep. Also armor can fully block fall damage so a fully armored person can for a good chunk of integrity of their armor drop down and then proceed to destroy the dungoneer.

Should probably drop them 2 floors into bedrock on the south side of unbreakable walls, preventing access to the keep.

Gyrandola commented 1 week ago

Main issue for me is this would now require the dungoneer to stand down here basically all round so the pit doesn’t become a way 1 ticket into the keep. Also armor can fully block fall damage so a fully armored person can for a good chunk of integrity of their armor drop down and then proceed to destroy the dungoneer.

Should probably drop them 2 floors into bedrock on the south side of unbreakable walls, preventing access to the keep.

The cage is extra durable, plus for armored opponents the MAA can assist. I've also added a scom just in case.

zoktiik commented 1 week ago

It looks like this change fixes a lot, I'm a fan.

Small mapping bug: the new door in the dungeon leading to the Kybraxor cellar is oriented incorrectly. You can only slide its viewport open from the tile to the right (which is walled off).

And, for those wondering, the durability of these bars compared to similar objects:

The cobble flooring in that area also has varedit-buffed integrity, from 500 to 1500

I think the durability is still pretty sane compared to other materials. Perhaps it could be reasoned that the normal bars are made of iron, and the bars in the Kybraxor pit are made of steel. My one request with this PR is that these bars are actually made their their own subtype in the code, even with just these current values, for the sake of making things consistent, easier to change, and more transparent to players (seeing "steel bars" makes it a bit more clear why it's taking eons to break them.) Floors can stay the same.

I'm making a PR on your branch to implement what I mentioned here.

* we might want to add some other way of deleting items in a separate PR, in case admins ever want to run another extended-length i.e. "Magnum Mode" round and have people clean up trash

Gyrandola commented 1 week ago

It looks like this change fixes a lot, I'm a fan.

  • Items and corpses are now no longer simple to just get rid of, encouraging burial*
  • Removing an undesirable entrant no longer removes his (potentially very valuable) items as well
  • Gatekeep no longer has any more (guaranteed) lethality than the King's lever in the throne room does
  • Gatekeep's lever is no longer a magical "invader-a-way" (especially since armor protects from fall damage)
  • Getting sent down even with armor is very bad due to the cage trapping and exposing you to crossbow fire
  • Nice use of space in the south of the dungeon (even if technically a little lower)
  • A new means of midround prisoner intake that's reasonably secure

Small mapping bug: the new door in the dungeon leading to the Kybraxor cellar is oriented incorrectly. You can only slide its viewport open from the tile to the right (which is walled off).

And, for those wondering, the durability of these bars compared to similar objects:

  • Normal bars: 750
  • Normal passage bars: 1500 (craftable w/ 1 iron bar and 1 gear)
  • Gatekeep dungeon & passage bars: map-varedited to 2000
  • Wooden walls: 1100
  • Stone walls: 1800

The cobble flooring in that area also has varedit-buffed integrity, from 500 to 1500

I think the durability is still pretty sane compared to other materials. Perhaps it could be reasoned that the normal bars are made of iron, and the bars in the Kybraxor pit are made of steel. My one request with this PR is that these bars are actually made their their own subtype in the code, even with just these current values, for the sake of making things consistent, easier to change, and more transparent to players (seeing "steel bars" makes it a bit more clear why it's taking eons to break them.) Floors can stay the same.

I'm making a PR on your branch to implement what I mentioned here.

* we might want to add some other way of deleting items in a separate PR, in case admins ever want to run another extended-length i.e. "Magnum Mode" round and have people clean up trash

kisses