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Necropolis #7957

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merged 21 commits into from Jun 15, 2014

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@acidia
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commented Jun 14, 2014

Finishing Necropolis is going to take a few more weeks at least. This is the town, sewers, and vault entrance. Since you can't continue past the vault entrance I put a decent stash of goods to make the trip potentially worth it for even more advanced players.

I kinda hope the first 'oh crap' moment is as amusing for everyone as I found it. Totally survivable. Just going to get harder as you go down.

Two new special attacks are pretty rare until you get lower into the vault but they should change how you fight the irradiated wanderers and charred nightmares. They both dissolve at the moment to prevent slowing down game play if you have large numbers of enemies. The only way to tell the irradiated wanderers apart is to fight them in the dark so you can see how much they glow :D

I should have a demo of the first vault level up by Sunday night if there aren't too many bugs with this.

}
body_part hit = bp_head;
int dam = rng(6, 10), side = random_side(hit);
add_msg(m_bad, _("Your throat is slashed for %d damage!"), body_part_name(hit, side).c_str(), dam);

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@KA101

KA101 Jun 14, 2014

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Throat-cutting seems like it ought to cause bleed damage. ;-)

g->u.hit(z, hit, side, dam, 0);
if ((one_in(6)) && ( (!(g->u.has_trait("LEG_TENT_BRACE"))) ||
(g->u.wearing_something_on(bp_feet))) && (!(g->u.is_throw_immune())) ) {
g->u.add_effect("downed", 30);

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KA101 Jun 14, 2014

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30 is jabberwock-level knockdown. The bio-operator takedowns go for 3. Since these folks are human-sized, I think 3 would be a better fit.

@vache

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commented Jun 14, 2014

There was a pretty beefy stash in the church too. Dunno if it was intentional, but it far outstripped the ending stash.

@acidia

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commented Jun 14, 2014

Wow, that was supposed to be a 10% not a 70% in the church. :)

@vache

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commented Jun 14, 2014

One thing I noticed was that if I had a fence or bars separating me from the wanderers, they would still try to lunge at me even though they couldn't get to me.

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commented Jun 14, 2014

That's probably the range check; as I read it it's straight tile-range. Probably worth checking the cougar/jumping-spider leap "attack" and borrowing its checks.

@acidia

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commented Jun 14, 2014

Hmmm... at the same time, their lunge attack would allow them to potentially 'breach' fences and take a step forward. If one breaches then the second could potentially take two steps in or one and an attack. Unless something wonky is going on I'd prefer them to keep the lunge active even if they are blocked by terrain since their 'lunge' attack would still give them a boost at breaking down things but only when the player is near them.

@KA101

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commented Jun 14, 2014

Uh, terrain-destruction may be feasible but then you'd need to account for that (and actually destroy terrain). :-|

@acidia

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commented Jun 14, 2014

??? At a distance lunge actually adds movement points instead of taking it away, nothing more. That allows them to either take two steps forward or one and an attack. So if you are on the other side of a glass wall they can smash it and move into the square. Maybe I screwed something up in implementation but it seemed to work as intended from every test i've done. If the bars are too strong to break it should say, "The irradiated wanderer lunges for you! From the xxx you hear clang! x 2" If it isn't bash-able for now it should only say "The irradiated wanderer lunges for you!" If you turn off your flashlight and are not illuminated then they won't lunge if you are at range 2.

I guess lunge could be renamed 'assault', 'charge', or 'dart' to indicate a boost in speed/tackle but I figured this sounded better.

That clarify things?

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commented Jun 14, 2014

OK. I haven't had time to playtest this yet and probably missed that when eyeballing the code. Sorry for the confusion.

@acidia

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commented Jun 14, 2014

No thank you, I appreciate people taking time to double check it.

@vache

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commented Jun 15, 2014

Just had an anthill grow into the bottom of the underground area, completely blocking off access to the vault. Not sure how to prevent this one without digging into the anthill generation code.

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commented Jun 15, 2014

Since it is considered a building it can be overwritten by a few other structures. I've never had anthills be a problem but I've seen the town hit by additional craters quite a few times. It isn't any more immune to it than labs.

@kevingranade

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commented Jun 15, 2014

I consider them overwriting each other a feature :D
Not really, but yea that's an issue with anthill code, not the vault.

@kevingranade kevingranade merged commit f6987ca into CleverRaven:master Jun 15, 2014

@kevingranade kevingranade changed the title Necropolis [Part 1] Necropolis Sep 20, 2014

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