-
Notifications
You must be signed in to change notification settings - Fork 256
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Updates/fixes to factions and epilogues #2634
Updates/fixes to factions and epilogues #2634
Conversation
Co-authored-by: MNG-cataclysm <58958654+MNG-cataclysm@users.noreply.github.com> Co-Authored-By: Deleted user <10137+ghost@users.noreply.github.com>
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
`
Uh, yes? |
that random comment was probably because this pr appears on the @ghost account (which takes the place of deleted accounts) |
Oh, ah right I didn't realize at the time that was a thing. |
lol |
|
eh? |
Goofy ahh spam account |
Summary
SUMMARY: Content "Add faction strength to faction window, fix redundant faction epilogues, rewrite some epilogues and flesh out Old Guard epilogues"
Purpose of change
Port over what turns out to be an easy JSON fix for faction epilogues being broken. Also port over a couple epilogues for factions lacking them. And what I'd been particularly eager to do, make the writing for the "good" endings either actually good or ideally ambiguous. Bare minimum being "not as bad or worse than the baseline ending"
Describe the solution
power_max
defined.The Old Guard has had its epilogue ranges adjusted such that completing the mission chain of either the representative or the doctor will bump their faction power up enough to trigger the mid-tier ending. Doing the necropolis mission chain in addition to either of the first two chains will, combined, push faction power up enough to hit the good ending.
Describe alternatives you've considered
power_max
value for that faction, even though it doesn't define a high-power epilogue for it.Testing
So, one issue I encountered while testing is the old guard doctor's second mission is broken. I couldn't find any sign of a working console spawning in the mission target area.
Additional context
Sources:
I still need to hit the other factions with a similar in-depth dive to see what power ratings their missions push them to, and adjust faction epilogues accordingly. It's a start at least.