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Lab Finale Rework #2759
Merged
chaosvolt
merged 8 commits into
cataclysmbnteam:upload
from
MrLostman:lab-finale-rework
May 15, 2023
Merged
Lab Finale Rework #2759
chaosvolt
merged 8 commits into
cataclysmbnteam:upload
from
MrLostman:lab-finale-rework
May 15, 2023
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chaosvolt
approved these changes
May 14, 2023
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- Compiled and load-tested.
- Started lab escape scenario several times, picking deep freeze and lab finale to take a look at what was there.
- It found the lab finale and spawned in correctly each time, so mapgen changes seem to work fine.
- After fixing an amusing issue where turrets in two finale variants spawned on toilets, every other layout had no problems as far as I could tell.
chaosvolt
added a commit
to chaosvolt/cdda-arcana-mod
that referenced
this pull request
May 16, 2023
Belated tweak for consistency with cataclysmbnteam/Cataclysm-BN#2759
This was referenced May 21, 2023
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Summary
SUMMARY: Content "reworks lab endings into two pools that it picks two from to create a finale & json's all hard coded endings"
Purpose of change
With the size of the lab finale pool and the amount of finales that either didn't have anything at all for the player or only useful for very specific characters this often made lab finales a not very rewarding experience that quickly turned into a grind. This is very pronounced in things like getting nano material.
Describe the solution
By breaking up the pool of finales between objects of interest and pure loot finales then picking one from each pool this cuts the total pool in half. This has the effect of reducing the chance of a player getting nothing they are interested in significantly lower.
The change also removes mutagen tank ending & buffs advanced mutagen ending by going from 1 -> 4 mutagen and always 1 smart purifier.
Describe alternatives you've considered
Buffing each ending itself, but that would have the problem of pool dilution.
Testing
Teleporting into lab finales and checking the mapping and loot drops
Additional context