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Better Control of Weeding and Areas - Landing Zone edition. #7363
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Fixes bug with North caves of LZ1 BR being on wrong LZ, extends timer to 8 Minutes, Adds two new areas - Viro cave entrace and the North comm position near lz1 above sec.
Fixed bug with North caves of LZ1 BR being on wrong LZ, extends timer to 8 Minutes, Adds two new areas - Viro cave entrace and the North comm position near lz1 above sec. on Big Red to "near lz" list. |
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# About the pull request This PR is a follow up to #7363 where a hive core placement restriction had no effect. I also cleaned up a couple edge cases where the construction template would not get deleted on construction failure. # Explain why it's good for the game Restrictions should actually work. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary>   </details> # Changelog :cl: Drathek fix: Fix hive core placement restriction /:cl:
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# About the pull request This PR is a follow up to #7363 and #7488 where it was discovered that the XvX hive landmarks were being used as an area to allow ovi meaning distress signal was getting areas not intended to be oviable. This also makes it so the ovi restriction does not apply to XvX (all areas will allow it). Oviable areas were also expanded on Kutjevo, Shivas, Tijent Dam, Chance's Claim, and Fiorina. # Explain why it's good for the game Ovi restrictions are intended to disallow hives next to LZs, this fixes that. It also expands the areas oviable at the start of the game on Kutjevo, Shivas, Trijent Dam, Chance's Claim, and Fiorina so there is more variety in where an initial hive can be place. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary>                Testmerge with Hybrisa:  </details> # Changelog :cl: Drathek balance: Fix XvX landmarks being used for roundstart oviable locations balance: Roundstart oviable locations are expanded on Kurjevo, Shivas, Trijent Dam, Chances's Claim, and Fiorina fix: XvX now makes all areas oviable /:cl:
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…7535) # About the pull request This PR is a follow up to #7363 and #7376 where the linked_lz area var has been adjusted on all maps in rotation. This required area changes on Shivas (fix misplaced areas) and Trijent (cut tcoms area and made a new area). Queen boosted remote building is now prevented in linked_lz areas. This can help with remote building being used heavily against survivors, but likely won't have a large impact unless the lz gas proves removeable (I will be exploring it next). # Explain why it's good for the game All maps need to have properly set up LZ linked weed restricted areas so that weeds can be properly removed/prevented when marines land. Chances Claim for example wasn't using the mechanic at all. Queen remote building is primarily intended to establish a foothold when it is in its boosted state. If the LZ linked weed restricted areas mechanic would just be destroying her structures anyways, its best to prevent this while also letting up the queen's pressure on survivors at least on certain parts of the map. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary>                   </details> # Changelog :cl: Drathek balance: Queen remote building (while boosted) is now prevented in LZ linked weed restricted areas balance: Adjusted/added LZ linked weed restriction areas on all maps in rotation maptweak: Fixed misplaced areas on Shivas. maptweak: Split the Telecoms Valley area to make a Security Valley area on Trijent. /:cl:
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# About the pull request This PR is a follow up to #7363 and #7535 where the LZ miasma hazard is now a toggleable flag during the first 3 minutes of round by admins. It is disabled by default (as in no longer LZ miasma smoke by default). # Explain why it's good for the game Although the LZ smoke is successful in getting survivors out of the landing zones, there is no longer the aspect of trying to push survivors closer to weedable areas now that everywhere is weedable. It is awkward for xenos if survivors back themselves up to the smoke and have no possible flank. The reason for making it a toggle is just because I think there can be events that utilize it, or if staff otherwise wants to experiment with this mechanic. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary>    </details> # Changelog :cl: Drathek balance: LZ smoke is now disabled by default on distress signal admin: Added game mode toggle to toggle LZ smoke during the first 3 minutes of the round (otherwise is locked in) /:cl:
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# About the pull request This PR is a follow up to #7363 and #7535 where the LZ miasma hazard is now a toggleable flag during the first 3 minutes of round by admins. It is disabled by default (as in no longer LZ miasma smoke by default). # Explain why it's good for the game Although the LZ smoke is successful in getting survivors out of the landing zones, there is no longer the aspect of trying to push survivors closer to weedable areas now that everywhere is weedable. It is awkward for xenos if survivors back themselves up to the smoke and have no possible flank. The reason for making it a toggle is just because I think there can be events that utilize it, or if staff otherwise wants to experiment with this mechanic. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary>    </details> # Changelog :cl: Drathek balance: LZ smoke is now disabled by default on distress signal admin: Added game mode toggle to toggle LZ smoke during the first 3 minutes of the round (otherwise is locked in) /:cl:
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# About the pull request This PR is a follow up to #7363 #7556 and #7535 which have been changing where xenos are allowed to weed. This should be the final update to allow xenos weeding capabilities anywhere but OOB and the AI Core (atleast until marines land then there is a temporary restriction). Also fixes an oversight where resin walls and doors were not getting weed killed. # Explain why it's good for the game Fixes #7583 # Testing Photographs and Procedure <!-- Include any screenshots/videos/debugging steps of the modified code functioning successfully, ideally including edge cases. --> <!-- !! If you are modifying sprites, you **must** include one or more in-game screenshots or videos of the new sprites. !! --> <details> <summary>Screenshots & Videos</summary> https://youtu.be/0qA55ZizGoE Weed killer on structures:  </details> # Changelog :cl: Drathek code: Added sanity checks for whenever AREA_UNWEEDABLE is used or when an area is somehow null balance: All maps have their round start is_resin_allowed restriction lifted unless out of bounds maptweak: All maps with OOB areas have now AREA_UNWEEDABLE set to make the restriction permanent fix: Resin walls and doors will now properly get weed killed /:cl:
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# About the pull request This PR is a follow up to #7363 making it so eggs now also will get weed killed if they are in a linked lz area to the primary LZ. # Explain why it's good for the game Fixes #7797 and further mitigates the early round effects of #7554 # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary>  </details> # Changelog :cl: Drathek balance: Eggs that are in a linked lz area can now get weed killed by the initial dropship /:cl:
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About the pull request
This PR adds the feature of; On Marine drop to the planet/station, weeds will be deleted from set areas according to the landing zone they select, and a non harmful gas will spawn and disappear shortly after as a lore reason for the weeds disappearing (Agent Orange). The areas which the weeds are deleted from can not be weeded for Eight Minutes, Original test had Five Minutes.
Both timers and areas selected are subject to change. The old system has been removed from playable areas. No longer do you need to wait for 20mins to weed an area after marine drop. All of the colony belong to you xeno!!! (Until Marines land) Survs might have it harder :D)
Features for timed blockers like caveins etc. has been added, see next paragraph as an example of usecase.
Big Red, South West Cave now has timed blockers to hinder a SW hive and Marines alike from going a straight line to attack each other. These blockers dissappear in a "cavein" at fourty minutes from roundstart, Roughly on average twenty minutes after marines land.
Ovi Queen Feature. Restricts areas queens can ovi & place the hivecore in at roundstart. This also has a set timer on it, making it so queens are only allowed to Ovi+Hivecore in mapper set areas on roundstart, but as the round progresses all areas unlock and the queen can move anywhere. Currently set to 25 Minutes from roundstart.
If you believe an area is intended to be Ovi'd in but missed, message or ping me on Discord about it.
Explain why it's good for the game
This is to hinder instant FOB sieges and give Marines a bit more of a headstart into the early round so they do not immediately get pushed back to the FOB, and the game turns into a siege which are boring for several xeno castes and marine players alike.
This will hopefully allow more skirmishing across the middle of the map. If this is a success we might be able to get rid of the non-weedable areas from roundstart & for 20mins after marine drop which the game currently has in effect on several maps.
This keeps the game the same up till Marines land, so survivors do not get a free holdout anymore like on the past test. This change is also less limiting on Xenos with both duration and area zones selected.
I might add further areas that queen can hive in, if so, you can come with recommendations but i will let it be known i disagree with for example hiving right next to the LZ, or akin which makes the entire map go un-used.
FEEDBACK: https://forum.cm-ss13.com/c/development/23
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Testing Photographs and Procedure
Screenshots & Videos
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<details>
tags.Changelog
🆑 Nanu, HarryOb, Spartanbobby
add: Added a feature that will delete weeds in the surrounding area of the Marines selected landing zone, and keep them subject to be unweedable for the next eight minutes.
balance: Maps currently affected by this change/test - Big Red, LV-624, Kutjevo, New Varadero, Sorokyne Strata, Prison Station Science Annex, Shiva's Snowball.
maptweak: Slight area tweaks and changes to allow more subjective control over areas.
maptweak: Big Red, South West Cave now has timed blockers to hinder a SW hive and Marines alike from going a straight line to attack each other. These blockers dissappear in a "cavein" at fourty minutes, Roughly on average twenty minutes after marines land.
balance: Queens can only ovi and build the hivecore on "their" side of the map at roundstart, this protection drops off 25min from roundstart.
/:cl: