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Finally Ferals #2780

Merged
merged 19 commits into from
May 11, 2023
Merged

Finally Ferals #2780

merged 19 commits into from
May 11, 2023

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Zlorthishen
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@Zlorthishen Zlorthishen commented May 8, 2023

Summary

Summary: [Content] adds feral humans into Bright Nights

Purpose of change

Ports over many Feral Humans from dda, as well as creating a specific No_Ferals optional mod which black-lists all feral humans.

Describe the solution

Ports over the following dda pr's

Describe alternatives you've considered

Thought about including Feral Cop, but there isn't a graphic for it. Also considered porting over Fungal Feral Humans, but I always play with No_Fungi :D

Testing

Spawned the monsters as I added them to verify they worked. Spawned new, blank world and verifed that the ferals humans spawned normally.
cataclysm-tiles_2023-05-08_18-58-29

Additional context

CleverRaven/Cataclysm-DDA#52526 has a seperate mapgen addition that was not included in this pull request

@github-actions github-actions bot added JSON related to game datas in JSON format. mods PR changes related to mods. labels May 8, 2023
Zlorthishen and others added 3 commits May 8, 2023 19:00
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
@Zlorthishen Zlorthishen marked this pull request as ready for review May 9, 2023 00:00
@Zlorthishen Zlorthishen changed the title Finally Feral humans Finally Ferals May 10, 2023
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@chaosvolt chaosvolt left a comment

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So, main things I'd suggest adding in a nutshell, per change suggestions left with this:

  1. Just to reduce the potential for random deaths from a mobile ranged enemy, monster gun attacks can opt to specify never headshotting the player. This is actually already used on all vanilla turrets despite them being less of a menace due to not being able to chase after you, so it's probably a good idea to also add to turrets with legs.
  2. Their appearance will probably be a bit better-received if they aren't introduced right away, at least in the bog-standard zombie spawns. I figured it's probably 100% fine to have them be day-one spawns in more specialized locations where their early arrival will make those locations stand out better, but for regular city streets it'd be better to have them come out of hiding a few days later so the player has a basic bit of time to prepare, with an extra level of buffering for the variants that spawn with actual guns and not just rocks.

@@ -628,5 +597,28 @@
{ "monster": "mon_zombie_runner", "freq": 10, "cost_multiplier": 5 },
{ "monster": "mon_zombie_brainless", "freq": 10, "cost_multiplier": 5 }
]
},
{
"name": "FERAL_HUMANS",
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Is this used for anything?

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@chaosvolt chaosvolt left a comment

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Everything seems good to me, I'm running into what seems to be an unrealted issue with AoE cones from shotguns in general, just confirmed NPCs with shotties can trigger the same so it's not the feral biker's problem.

@chaosvolt chaosvolt merged commit 992b039 into cataclysmbnteam:upload May 11, 2023
@Zlorthishen Zlorthishen deleted the feral-humans branch May 11, 2023 01:42
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3 participants