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feat(content): Core System Changes (Extracted from 6439) #8751

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62f0c58
Extracted Core Changes
MasterOfGrey May 12, 2023
1a14fcd
Quantumshark suggestions
MasterOfGrey May 12, 2023
2105bae
Address other comments from Quantumshark
MasterOfGrey May 12, 2023
ad94a87
Fix Alpha Hydri
MasterOfGrey May 12, 2023
70baa72
Fill Noitakt
MasterOfGrey May 13, 2023
e1f29e5
Quantumshark's excellent fleet review
MasterOfGrey May 14, 2023
740e04a
Updated hazard ranges from Azure
MasterOfGrey May 15, 2023
258d6e5
More Quantum Fleets
MasterOfGrey May 25, 2023
2b68390
Sort out linkages and unvisits in Pug events
MasterOfGrey Jun 2, 2023
4a712cd
Nuclear fleets fix and links patch
MasterOfGrey Jun 3, 2023
b16191a
fix quotes
MasterOfGrey Jun 3, 2023
bb2dc73
Arrival distances
MasterOfGrey Jun 9, 2023
0180168
Quarg Fleet Adjustments
MasterOfGrey Jun 10, 2023
117ca8e
Bene+Azure Final System Name Decisions
MasterOfGrey Oct 11, 2023
2dfeba8
Merge remote-tracking branch 'upstream/master' into Core_System_Extract
MasterOfGrey Oct 11, 2023
8336025
Attendant fixes (various)
MasterOfGrey Oct 11, 2023
c1bc18d
more
MasterOfGrey Oct 11, 2023
a45b69f
More fixes
MasterOfGrey Oct 11, 2023
0211d43
rouge-rogue fixes
MasterOfGrey Oct 12, 2023
e6feb9d
Missing link via Bene
MasterOfGrey Oct 19, 2023
f13def8
Swap Korath system locations
MasterOfGrey Nov 14, 2023
edffa9e
Merge branch 'master' into Core_System_Extract
MasterOfGrey Mar 7, 2024
e09abef
Stretching out the cluster I said I would
MasterOfGrey Apr 25, 2024
fee518c
Touch up nuclear fleet on enter dialogs
MasterOfGrey Apr 26, 2024
3d3e523
Merge branch 'master' into Core_System_Extract
MasterOfGrey Apr 29, 2024
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2 changes: 2 additions & 0 deletions .codespell.exclude
Original file line number Diff line number Diff line change
Expand Up @@ -95,5 +95,7 @@ planet "Sies Upi"
log "Minor People" "Torrey and Irene" `Torrey Dupont, an activist, is friends with SMDP militia NCO Irene Brower. You delivered a package for them.`
"Brin"
"exis"
system Anser
link Anser
` The old man narrows his eyes at you and his mouth falls slightly open like he's trying to make sense of a puzzle. Finally he says, "What's the bits between a fella's legs gotta do with anything? I already said, 'Ser' is just what decent folk call each other; ain't nothing more to it. Don't matter if you're a guy, gal, or anything else. Hel, I reckon I'd even call an elf 'Ser' if they done me a good turn.`
` The old man gives you a gruff nod and says, "Ah, I see. Can be confusing for a newcomer, I s'pose. What's 'tween a fella's legs gots nothing to do with it. Just like I said before, 'Ser' is just what decent folk call each other; ain't nothing more to it. Don't matter if you're a guy, gal, or anything else. Hel, I reckon I'd even call an elf 'Ser' if they done me a good turn."`
17 changes: 17 additions & 0 deletions data/hazards.txt
Original file line number Diff line number Diff line change
Expand Up @@ -124,3 +124,20 @@ hazard "Rulei Gravity Field"

effect "gravity well"
"sound" "gravity well"


hazard "Core Sheltered Heat"
"duration" 1
"strength" 0.65 0.85
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"system-wide"
weapon
"burn damage" 0.06
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Suggested change
"burn damage" 0.06

Not sure we should be using burn damage when heat damage will do the same thing, without creating potentially annoying status effect particles.

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The burn is explicitly intentional.

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What purpose does it serve? Give that this is heat from stellar irradiance near the core, it doesn't make sense for it to be a persistent agent, and mechanically it isn't going to be meaningfully different from heat damage at these levels either.

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It is a slightly abstract approximation for the effect of radio-thermal spalling (thermal spalling triggered by the presence of X-rays, and other high-energy radiation types) which does have a persistent effect that takes a bit to wear off.

And yes, it is a small effect on this hazard, it's a larger effect on the other, more severe, hazard which is exclusive to the Xapleaux PR (because it's not used in any of these systems).

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@Azure3141 Azure3141 May 15, 2023

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Are you referring to cosmic ray induced spallation of nuclei? Because I've never heard of thermal spalling induced by x rays, nor can I think of why that would cause a persistent effect (I'm assuming you aren't referring to mechanical spall either, because that wouldn't make any sense).

I still am not seeing how this is mechanically different from an equivalent amount of heat damage, given that an amount of burn damage will create an equal amount of heat over its lifetime as it decays, and hazards constantly apply the damage.

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Are you referring to cosmic ray induced spallation of nuclei?

No.

It is mechanically different because if you are approaching the limit, you might then jump out of that system, and be temporarily disabled on the other end of the jump.
It applies a small risk to jumping from one bad situation into another if you don't think about where you're going properly, which is an intentional part of the hazard.
This is a novel gameplay experience that is not currently simulated elsewhere.

Which leads me to reprise a statement I've made a few times: Just because something is not necessary is not intrinsically an argument against it.

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The values of burn damage presented here are so low that it would decay almost instantly, so I don't think there actually is a mechanical difference. The realism justification also doesn't seem to stand up either.

A burn damage hazard seems much more appropriate for something outside human space, such as Xapleaux space or the Ember Waste.

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@EjoThims EjoThims May 15, 2023

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Having a minor transition into relevantly dangerous burn damage is a far better way to introduce both the concept and the risk it poses.

If these values are too low to do that, then the proper response is not to nix them, but to instead change the balance point in these introductory systems to more obviously do so. Ie: buff it

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FYI Sheratan has the Core Sheltered Heat hazard. But I like that, it suggests there's more to the area. I don't want to get involved in which systems have what hazards though, I'm not fussed about whether Sheratan has the hazard or not.

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(low burn damage does not mean it boils off quickly, it's exponential decay and dissipates at the same rate at all times- the amount present is cut in half approximately every 69 frames. It'll have a low impact, but it'll still linger for the exact same amount of time as any other amount of burn damage)

"relative heat damage" 0.0012
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# replace 0.0006 rel. heat damage with 0.00006 rel. burn damage if/when implemented.

hazard "Core Shadow Passing"
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"duration" 10 360
"strength" 1 3
"system-wide"
weapon
"relative heat damage" -0.002
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@Azure3141 Azure3141 May 14, 2023

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This has the potential to actually cool a ship off more than normal (i.e. outside the Core), as its base values are both higher than the heat produced by the Core Sheltered Heat hazard and it has a strength of between 100% and 300%, as opposed to the 65-85% range of the Core Sheltered Heat hazard.

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Yes, that is intentional. It needs to add a significant cooling off amount to achieve the desired effect. It is not used on its own.

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I'm not sure that makes a lot of sense, given that a passing shadow shouldn't cool a ship off more than if it wasn't exposed to the heat source in the first place.

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The actual hazard implementation in a system should never be set up to have that much of an effect, but the hazard definition needs to be capable of this or it actually just doesn't work.

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I'm just not sure this is needed at all for Syndicate space. We shouldn't be adding heat hazards strong enough that they can overheat a player ship and softlock them in human space. That kind of thing should be reserved for the Xapleaux PR.

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I'd have to agree with Azure on this one. We shouldn't be doing any sort of system-wide hazards like that in human space, at least space that is accessible to the player early on. It seems much better reserved for uninhabited core + xapleaux systems rather than creeping into humans'.

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It's only applied very gently to the one system (Polaris or Sheratan, I forget which) where the planet description calls out how much brighter and closer to the core it is. It's not implemented at a level that's remotely capable of soft-locking anyone in human space.

It is however used for the uninhabited systems beyond that that are included as part of the overall core system package.
Which again, is not meant to be set at a level capable of softlocking anyone who's ship outfitting isn't already running way way too hot to be doing anything safely.

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To me this just means the additional complexity of the shadow hazard is unneeded in human space entirely.

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It is not in human space. Look at the map file.

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Human space having a gentler version of more dangerous hazards further out in space is a good way to introduce the player to the possibility that these hazards could possibly even exist out there in space. It depends on the actual geography of the galaxy, but I would want a fairly gradual change from no heat to significantly dangerous bouts of heat, and it should occupy multiple systems, especially over the entirety of at least one route between two inhabited systems. I think that would inoculate the player to the notion of "significant heat can come from the space you're sitting in, too."

31 changes: 26 additions & 5 deletions data/human/campaign events.txt
Original file line number Diff line number Diff line change
Expand Up @@ -2025,14 +2025,15 @@ event "pug invasion 2"
unlink "Vega" "Menkent"
unlink "Vega" "Sol"
unlink "Altair" "Sol"
unlink "Fomalhaut" "Markab"
unlink "Fomalhaut" "Titawin"
link "Deneb" "Vega"
link "Deneb" "Altair"
unvisit "Vega"
unvisit "Altair"
unvisit "Nocte"
unvisit "Fomalhaut"
unvisit "Markab"
unvisit "Titawin"
"tribute: Silver" /= 700
"tribute: Shiver" /= 300
"tribute: Millrace" /= 1400
Expand Down Expand Up @@ -2129,11 +2130,14 @@ event "pug invasion 4"
unlink "Caph" "Sol"
unlink "Caph" "Eteron"
unlink "Diphda" "Acamar"
unlink "Diphda" "Ankaa"
unlink "Diphda" "Jabbah"
link "Fomalhaut" "Caph"
unvisit "Caph"
unvisit "Diphda"
unvisit "Ankaa"
unvisit "Jabbah"
unvisit "Gamma Ceti"
unvisit "Syrma"
unvisit "Marfik"
"tribute: Reunion" /= 2900
"tribute: Kraken Station" /= 500
"tribute: Tinker" /= 1100
Expand Down Expand Up @@ -2442,8 +2446,8 @@ event "pug link restoration 2"


event "pug link restoration 3"
link "Diphda" "Ankaa"
link "Fomalhaut" "Markab"
link "Diphda" "Jabbah"
link "Fomalhaut" "Titawan"
link "Rasalhague" "Ascella"


Expand Down Expand Up @@ -3128,3 +3132,20 @@ mission "Martini Recovers"
on offer
event "martini recovers" 45
fail

mission "Core Patch Links"
landing
invisible
to offer
has "main plot completed"
not "visited system: Marfik"
on offer
event "core fix links patch"
fail

event "core fix links patch"
unlink "Diphda" "Ankaa"
link "Diphda" "Jabbah"
unlink "Fomalhaut" "Markab"
link "Fomalhaut" "Caph"

44 changes: 36 additions & 8 deletions data/human/free worlds 3 reconciliation.txt
Original file line number Diff line number Diff line change
Expand Up @@ -810,23 +810,47 @@ mission "FW Syndicate Capture 1B"
"Wasp" 12

npc
system Ankaa
system Jabbah
government Syndicate
personality heroic nemesis staying
fleet
names "syndicate capital"
variant
"Manta (Nuclear)"
npc
system Ankaa
system Jabbah
government Syndicate
personality heroic nemesis staying
fleet
names "syndicate capital"
variant
"Manta (Nuclear)"
npc
system Ankaa
system Jabbah
government Syndicate
personality heroic nemesis staying
fleet
names "syndicate capital"
variant
"Manta (Nuclear)"
npc
system "Alpha Scuti"
government Syndicate
personality heroic nemesis staying
fleet
names "syndicate capital"
variant
"Manta (Nuclear)"
npc
system "Alpha Scuti"
government Syndicate
personality heroic nemesis staying
fleet
names "syndicate capital"
variant
"Manta (Nuclear)"
npc
system "Alpha Scuti"
government Syndicate
personality heroic nemesis staying
fleet
Expand Down Expand Up @@ -858,39 +882,43 @@ mission "FW Syndicate Capture 1B"
variant
"Manta (Nuclear)"
npc
system Sheratan
system Sheliak
government Syndicate
personality heroic nemesis staying
fleet
names "syndicate capital"
variant
"Manta (Nuclear)"
npc
system Sheratan
system Sheliak
government Syndicate
personality heroic nemesis staying
fleet
names "syndicate capital"
variant
"Manta (Nuclear)"
npc
system Sheratan
system Sheliak
government Syndicate
personality heroic nemesis staying
fleet
names "syndicate capital"
variant
"Manta (Nuclear)"

on enter Ankaa
on enter Jabbah
dialog
`There is a warning light on your ship's main control panel that has never turned on. It is a relic of the dark age of galactic travel, part of a sensor system that is built into every starship, to detect incoming nuclear warheads. You had almost forgotten it even existed, because you have never seen it flash.`
` It begins flashing now.`
on enter "Alpha Scuti"
dialog
`There is a warning light on your ship's main control panel that has never turned on. It is a relic of the dark age of galactic travel, part of a sensor system that is built into every starship, to detect incoming nuclear warheads. You had almost forgotten it even existed, because you have never seen it flash.`
` It begins flashing now.`
on enter Scheat
dialog
`There is a warning light on your ship's main control panel that has never turned on. It is a relic of the dark age of galactic travel, part of a sensor system that is built into every starship, to detect incoming nuclear warheads. You had almost forgotten it even existed, because you have never seen it flash.`
` It begins flashing now.`
on enter Sheratan
on enter Sheliak
dialog
`There is a warning light on your ship's main control panel that has never turned on. It is a relic of the dark age of galactic travel, part of a sensor system that is built into every starship, to detect incoming nuclear warheads. You had almost forgotten it even existed, because you have never seen it flash.`
` It begins flashing now.`
Expand Down
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