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[Magiclysm] Goblin encampment / orc village revamp + additions #71758
[Magiclysm] Goblin encampment / orc village revamp + additions #71758
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If they're just large goblins, maybe orcs should be hobgoblins instead |
I wanted to use "hobs" for a kind of nature spirit (as per folklore), so figured that using hobgoblins as well would lead to confusion |
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There were repeats of mission options in places that didn't make sense, and mission dialogue and the mission-giving related to the orcs needed to be updated with the overhaul to goblins and orcs. With that, her characterization was made more consistent through her dialogue, and an rng roll was added to allow both wizard tower missions to be independently assigned, albeit randomly. fixes CleverRaven#73433, references CleverRaven#71758
* Update diviner missions and dialogue options There were repeats of mission options in places that didn't make sense, and mission dialogue and the mission-giving related to the orcs needed to be updated with the overhaul to goblins and orcs. With that, her characterization was made more consistent through her dialogue, and an rng roll was added to allow both wizard tower missions to be independently assigned, albeit randomly. fixes #73433, references #71758 * Add interval dialogue to Forge Merchants None of the merchants in the Forge of Wonders previously had a dialogue option to update the player when their next restock should be, a QOL feature that was painfully missing. references #73434 * Update data/mods/Magiclysm/npc/TALK_FORGE_DIVINER.json Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> * Update data/mods/Magiclysm/npc/TALK_FORGE_MERCHANT.json * Apply suggestions from code review * Apply suggestions from code review * Update data/mods/Magiclysm/npc/TALK_FORGE_HELEN_TAVREL.json --------- Co-authored-by: Maleclypse <54345792+Maleclypse@users.noreply.github.com> Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Summary
Mods "[Magiclysm] Goblin encampment / orc village revamp + additions"
Purpose of change
With the setting of Magiclysm as "modern world + magic + fantasy species," the existence of goblin encampments and orc villages raises a lot of questions:
Describe the solution
Rework quite a lot:
feral_goblin_death_drops
to goblin warriors, slingers, and chieftains, indicating that these were people before the Cataclysm just like you.Describe alternatives you've considered
Testing
Example of new goblin encampment with nests:
Balance is most as before--goblin warriors and slingers are dangerous in numbers but not individually, goblin leaders can be nasty if you get close with the new "attacks based on actual weapon damage" principle and now that goblins have the armor that their armor drops say they should have, but have no ranged attacks--the slow fire axe was almost a death sentence but using a shillelagh led to an easy kill. Also, goblins are now nearly blind during the day, the same as player goblins. I also generally reduced their melee and dodge skill, since these are supposed to have been office and service workers six months ago.
Orcs and bugbears are both slightly more troublesome, but not insurmountable. Wargs' main danger is that they'll alert nearby goblinkin during the day--while they're big and have nasty attacks, I easily took one down with the shillelagh.
Orc blood-mages are not themselves, dangerous, it's the buffs they put on other goblinkin that make them a priority target. Goblin thornweavers are the reverse--rather than speeding up nearby allies, they slow and poison you to make you get swarmed. As always, shoot the mage in the head first.
Goblin camps no longer allow you to roll up with a rifle and leave with a truckload of +1 weapons, but if there are any mages there, they still have magical loot. There's also room for more nests with more interesting loot or items, but this is already almost 1500 lines.
Additional context
Why do feral goblins build villages and encampments when feral humans can barely keep themselves alive? Well, goblins and humans are different species and there's nothing to say that blob psychosis affects them the same way. Maybe goblins become more communitarian but only with other infected goblins--even non-infected goblins would be seen as outsiders and would be attacked.
I am planning to give goblins (and ravenfolk) the SOCIAL1 mutation once #70797 is merged. Goblins might even get SOCIAL2, since it would fit them as portrayed here (when reverting to more instinctual behavior, they gather in groups).
The answer to "How did these encampments get built?" is that the goblins who went feral were wandering off into the wilderness and banding together to work on this in the months leading up to the Cataclysm (I wrote a snippet or two to this effect), and mostly people didn't notice because of the constant rioting and breakdown of society and because the goblins were off in the deep woods.