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Adds a New Ruin - Abandoned Clockwork Monastery #27636

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merged 34 commits into from
Jan 6, 2025

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Fordoxia
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@Fordoxia Fordoxia commented Dec 14, 2024

What Does This PR Do

A huge thanks to Warriorstar for his revised layout.

New location: The Clockwork Monastery

A new ruin has appeared in the space around the station, an old monastery formerly used by the followers of Ratrvar's clockwork cult. Although the inhabitants have since left for the city of Reebe, the construct guardians remain to stand vigil over it and the artifacts within.

Contains the following loot:

  • A full set of Ratvarian tools (with new belt sprites!). These work twice as fast as normal tools, and the welder will self-replenish fuel.
  • 5 all-new Ratvarian bedsheets. Sleep under them to have brazen dreams, or wear them as a resplendent cape of impeccable drip value.
  • 2 Ratvarian spears, still imbued with His divine power,
  • Several oddities such as the beligerant eye and replicant shards. Whilst they may lack practical use for now, these mysterious objects provide an avenue of roleplay for those interested in the occult.
  • A fully stocked infirmary, with operating table and surgery tools, also featuring unique Ratvarian sleepers. These special sleepers use superior chemicals to heal your wounds, but you will need a friend to help. They cannot be removed from the Monastery, so remember to make a pilgrimage if you have ails to be healed.
  • 4 generic loot spawners, and some food spawners, for the hungry explorer on the go.
  • A nice pen, some mysterious tablets, and a message from the previous owners.

New enemy: Clockwork Marauder (ported from NSV13 with some slight modification)

A suit of gleaming brass armour housing a flaming spirit, these floating constructs enforce the will of Ratvar with their deadly blades. The shields they carry can deflect up to 4 ranged attacks before needing to be repaired with a welder, although with no servants of Ratvar around, explorers won't have to worry about that. The Null Rod and its subtypes will deal additional damage and damage the shield.

Misc changes:

  • New liquid plasma floor type (technically the formerly unused base type) with normal atmos.
  • Adds all the clockwork components back into the code. They are currently little more than decoration items.
  • Adds 4 sounds (one for the marauder, 3 for ambiance).
  • Clockwork lights now illuminate with a slight orange hue by default.

Why It's Good For The Game

A new and unique location to explore, getting some use out of our unused assets, and a nice little flavour of Ratvar for us to all enjoy.

Images of changes

Full Ruin View (SDMM)
image
Chapel
image
Apse Pit
image
Sanctum
image
Meeting Room
image
Feretory
image
Infirmary
image
Dormitory
image
Workshop
image
Rotunda
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Inner Narthex
image
Outer Narthex
image

Testing

  • Visited the ruin, ensured good lighting coverage.
  • Shot at the clockwork marauders, verified the shield functioned correctly and could be repaired correctly.
  • Killed clockwork marauders, summoned Nar'Sie next to clockwork marauders.
  • Possessed a clockwork marauder and made sure it all functioned correctly when human controlled.
  • Put the Ratvarian bedsheet on, confirmed my drip was immaculate.
  • Slept under the Ratvarian bedsheet, confirmed that I dreamed what He wished for me to dream about.
  • Stared at the new belt sprites, they look like tools.

Declaration

  • I confirm that I either do not require pre-approval for this PR, or I have obtained such approval and have included a screenshot to demonstrate this below.

Changelog

🆑
add: New space ruin: the Abandoned Clockwork Monastery.
add: New enemy construct: the Clockwork Marauder.
add: All clockwork components have been added and are featured at the Monastery in the workshop and feretory.
soundadd: Added anima_fragment_attack.ogg for use by the Clockwork Marauder.
soundadd: Added reebe_ambiance_1.ogg, reebe_ambiance_2.ogg, and reebe_ambiance_3.ogg for Monastery ambient sounds.
tweak: Clockwork light fixtures now have a slight orange quality to their light, optimized for brass locations.
add: New bedsheet: the Ratvarian Bedsheet.
iconadd: The brass tools now have belt icons!
/:cl:

@pwbokie
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pwbokie commented Dec 14, 2024

O, to spend a fortnight deep in prayer with my fellow acolytes at this beautiful sanctuary.

I'll do a code review soon. :)

@ParadiseSS13-Bot ParadiseSS13-Bot added -Status: Awaiting type assignment This PR is waiting for its type to be assigned internally Map Edit This PR will modify a map Configuration Change This PR changes the game configuration files. Please run via the host. Sprites This PR modifies the game sprites Sound This PR modifies the game sound labels Dec 14, 2024
@github-actions github-actions bot added the Merge Conflict This PR is merge conflicted label Dec 14, 2024
@Fordoxia
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This is really awesome, I'm glad to see a new ruin, and I'm always glad to see new sprites, items, decorative elements, and mobs.

Balance-wise, that infirmary is pretty well stocked; I'd like there to be a bit more resistance getting to it, right now it looks like explorers really only have to engage one marauder to get to it. I'd want a bit more of a gauntlet in between explorers and the infirmary, at least 3 or 4 marauders based on their stats.

Structurally, I'd love to have a little cloister, maybe using the big brass cogs (/obj/structure/clockwork/wall_gear) as pillars, and a pool of something in the middle. The overall shape feels a little boxy; designing the rooms like a gear might be a little on-the-nose but maybe some other kind of multi-sided/faceted shape as hall with the other rooms hanging off it?

Would it be preferable to simply add more marauders, or move the infirmary into the transept (as there's no west side currently)?

The use of the big brass cogs as pillars for separating out the aisle is a clever touch that I did not consider, I'll see what I can do with that. I'll see about the overall shape too.

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I didn't add the entrance or ancient rock around the ruin perimeter, you'll probably want to put those back.

@Fordoxia
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I didn't add the entrance or ancient rock around the ruin perimeter, you'll probably want to put those back.

Re-sculpted.

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Sprite-wise LGTM

@ParadiseSS13-Bot ParadiseSS13-Bot added -Status: Awaiting review This PR is awaiting review from the review team and removed -Status: Awaiting approval This PR is waiting for approval internally labels Dec 17, 2024
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github-actions bot commented Jan 1, 2025

This pull request seems to be stale as there have been no changes in 14 days, please make changes within 7 days or the PR will be closed. If you believe this is a mistake, please inform a development team member on Discord.

@github-actions github-actions bot added the Stale This PR has been left inactive and requires an update. label Jan 1, 2025
@DGamerL DGamerL removed the Stale This PR has been left inactive and requires an update. label Jan 1, 2025
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Approving for map changes.

@ParadiseSS13-Bot ParadiseSS13-Bot added -Status: Awaiting merge This PR is ready for merge and removed -Status: Awaiting review This PR is awaiting review from the review team labels Jan 1, 2025
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LGTM, awaiting AA merge

@github-actions github-actions bot added the Merge Conflict This PR is merge conflicted label Jan 2, 2025
@github-actions github-actions bot removed the Merge Conflict This PR is merge conflicted label Jan 5, 2025
@AffectedArc07 AffectedArc07 added this pull request to the merge queue Jan 6, 2025
Merged via the queue into ParadiseSS13:master with commit a387c18 Jan 6, 2025
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@Fordoxia Fordoxia deleted the Clockwork-Cult-Ruin branch January 6, 2025 18:34
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7 participants