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Linked LZ Adjustments and Remote Queen Boosted Building Restrictions #7535
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Area fixes on Kutjevo and Shivas
…ents # Conflicts: # maps/map_files/Ice_Colony_v3/Shivas_Snowball.dmm
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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Good area tweaks and changes, plus good catches on the bugged areas 👍
Conflicts have been resolved. A maintainer will review the pull request shortly. |
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I intentionally did not prevent remote weeding. |
# 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:
# 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:
# 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:
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
Screenshots & Videos
Changelog
🆑 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: