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Add myself as No Hope maintainer, minor reorganisation/clean up #79547

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merged 11 commits into from
Feb 6, 2025

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Procyonae
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@Procyonae Procyonae commented Feb 5, 2025

Summary

Infrastructure "Allow extending/deleting connect_groups/connects_to/rotates_to"

Purpose of change

Night managed to get themselves banned from the repo so No Hope is left without a maintainer.

Describe the solution

Add myself as maintainer to No Hope
Reorganise and update the docs
Allow extending/deleting connect_groups/connects_to/rotates_to
Minor extension of copy-from usage
Link to an external template mod to customise the difficulty past the options provided

Remove various changes No Hope makes that I deem as unfitting:
Unblacklist the military base
Add back zombie reviving
Remove altered stamina burn rate

Describe alternatives you've considered

Not adding back the military base - while the military base is very much a loot piñata esp if you're familiar with the design it seems overkill to remove it, if players want to avoid it they can choose to themselves and hopefully Milopetilo will finish totally overhauling the location soon anyway

Testing

Game compiles and loads

Additional context

If anyone is aware of NP having any intent to maintain a version out of repo I'm happy to port their PRs over as I deem fit but I've not seen anything to that effect yet. If NP sees this and wants to reach out you can dm me here or on discord.
Happy to talk about the potential future of No Hope's direction here or on discord (same username).

While the military base is very much a loot piñata esp if you're familiar with the design I don't see any reason to limit peeps, if they want to avoid it they can choose to themselves (hopefully Milopetilo will finish totally overhauling the location soon anyway)
Very unfitting for the mods goal
Main readme moved to in-game help, split off the dev bits into CONTRIBUTING.md, renamed EoCs files to difficulty_options to make their purpose more obvious and discourage shoving all additional EoCs in with them.
@github-actions github-actions bot added <Documentation> Design documents, internal info, guides and help. [JSON] Changes (can be) made in JSON Map / Mapgen Overmap, Mapgen, Map extras, Map display [C++] Changes (can be) made in C++. Previously named `Code` Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. [Markdown] Markdown issues and PRs Scenarios New Scenarios, balancing, bugs with scenarios Mods: No Hope Relating to the mod No Hope Code: Infrastructure / Style / Static Analysis Code internal infrastructure and style json-styled JSON lint passed, label assigned by github actions astyled astyled PR, label is assigned by github actions labels Feb 5, 2025
@Aimless-dude
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I'm interested in hearing your rationale for adding back in the zombie revival mechanic. I'm not super familiar with the altered lore of no hope, so I had always assumed it was because of some story thing.

@Procyonae
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Procyonae commented Feb 5, 2025

I don't think there was any altered lore, NP just didn't like how zombie reviving worked so they turned it off.
https://github.com/CleverRaven/Cataclysm-DDA/pull/79547/files#diff-b18d4d52fbeb68cc430e1b9335b8149dbcb2f6360baae54580cf1f78acd95fe5L35 They never explained to me what the serious issues were as far as I can recall but the change was ancient so stuff like amalgamations and stuff make revivification worth having in a mod about hopelessness and difficulty imo even if they are currently easy to deal with.

@GuardianDll
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why not just make custom difficulty where user can define values using num_input?

@Procyonae
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Bc that would be very ugly and would require the player to do pick the values on every save

@GuardianDll
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eeh, why, just on start should be fine? you can store it in some global variable

@Procyonae
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I mean every character/world

@GuardianDll
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oh, so you mean just for the ability to save it in template?

@Procyonae
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Procyonae commented Feb 5, 2025

I mean ig, I don't really see the issue with it working like this, anyone who doesn't want to faff can just use the predefined difficulties (I appreciate it's inideal but I don't see that many peeps caring enough)

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github-actions bot commented Feb 6, 2025

Spell checker encountered unrecognized words in the in-game text added in this pull request. See below for details.

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  • Adds item difficulty settings that reduce the spawn rates for common item categories without reducing rare items. See EoCs.md for category breakdowns and customisation or EoCs.json for exact numbers used for each difficulty.
  • Aims to make the world more inhospitable and challenging in as many ways as possible, items needed for survival and vehicles are much harder to obtain, destruction and banditry is prevelent, even the weather has taken a turn for the worse, see in game help menu by pressing 0 once in-game for full feature list and option explanations.
  • Gave all mechas ability to protect their operators from melee and ranged damage.
  • If you wish to alter the difficulty settings past the 3 options you might prefer to use a personal mod to add a 4th option so that you don't need to keep editing files on update and can instead just copy paste the personal mod across, see https://github.com/**Procyonae**/**CDDAMiniMods**/tree/main/data/mods/No_Hope_Custom_Difficulty (shortcut in mod folder) for a template of such a mod that just needs the numbers tweaking to your liking.
  • Makes wooden walls hard to set on fire. Fire is a very powerful out in alot of situations, this tries to make it slightly less abusable.
  • Most LMOE shelters now have a rather high chance to spawn bandits inside. Empty LMOEs now has a lower chance (1 for every 3 occupied) to spawn.

This alert is automatically generated. You can simply disregard if this is inaccurate, or (optionally) you can also add the new words to tools/spell_checker/dictionary.txt so they will not trigger an alert next time.

Hints for adding a new word to the dictionary
  • If the word is normally in all lowercase, such as the noun word or the verb does, add it in its lower-case form; if the word is a proper noun, such as the surname George, add it in its initial-caps form; if the word is an acronym or has special letter case, such as the acronym CDDA or the unit mW, add it by preserving the case of all the letters. A word in the dictionary will also match its initial-caps form (if the word is in all lowercase) and all-uppercase form, so a word should be added to the dictionary in its normal letter case even if used in a different letter case in a sentence.
  • For a word to be added to the dictionary, it should either be a real, properly-spelled modern American English word, a foreign loan word (including romanized foreign names), or a foreign or made-up word that is used consistently and commonly enough in the game. Intentional misspelling (including eye dialect) of a word should not be added unless it has become a common terminology in the game, because while someone may have a legitimate use for it, another person may spell it that way accidentally.

@GuardianDll GuardianDll merged commit bfaee8a into CleverRaven:master Feb 6, 2025
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@KheaHyena
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I don't think there was any altered lore, NP just didn't like how zombie reviving worked so they turned it off. https://github.com/CleverRaven/Cataclysm-DDA/pull/79547/files#diff-b18d4d52fbeb68cc430e1b9335b8149dbcb2f6360baae54580cf1f78acd95fe5L35 They never explained to me what the serious issues were as far as I can recall but the change was ancient so stuff like amalgamations and stuff make revivification worth having in a mod about hopelessness and difficulty imo even if they are currently easy to deal with.

Ah, I remember reading their explanation once.
If I'm not mistaken, the reason behind removing Zombie Revivification, was due to Armor some zombies had, where it'd make no sense they'd keep their armor values, since their equipment would be lost (if it was ever looted). Doesn't fit onto naturally armored Zombies (assuming armor regenerates), Amalgamations, or making the Necromancer absolutely incompetent at it's function though.
I personally never liked the default setting for revivification being off, but not having an easy way to turn it back on was my real concern. You'd have to change it manually, as they informed anyone could do within a simple change of code. Maybe the excess of bandits too, but eh...

I don't know why they're gone, I know a few of the situations that happened, but it's a shame to lose NP's contributions.
I'm happy that No Hope gets a continuation though, so thank you for that!

@github-actions github-actions bot added the BasicBuildPassed This PR builds correctly, label assigned by github actions label Feb 6, 2025
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astyled astyled PR, label is assigned by github actions BasicBuildPassed This PR builds correctly, label assigned by github actions [C++] Changes (can be) made in C++. Previously named `Code` Code: Infrastructure / Style / Static Analysis Code internal infrastructure and style <Documentation> Design documents, internal info, guides and help. Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. [JSON] Changes (can be) made in JSON json-styled JSON lint passed, label assigned by github actions Map / Mapgen Overmap, Mapgen, Map extras, Map display [Markdown] Markdown issues and PRs Mods: No Hope Relating to the mod No Hope Scenarios New Scenarios, balancing, bugs with scenarios
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4 participants