Some cabal updates
Davairus
Posts: 10674
12/5/2024, 10:54:11 AM
Apologies for being slow on the note, I wanted to work through all the bugs first. I think we have all of it although my to-do list has 3 more things to tick off.
A picture paints a thousands words, so:
summary notes are on the image..detailed below focuses just on changes.
capturing/defending
1) gates placed in front of cabals that need to be bashed through. this is your new speedbump to give time to allow defense to arrive. if you have ever built a lair this is already old news, but i made il so that these doors cannot be used to trap players with.
-> partially demolished gates recuperate slowly
-> demolished gates do eventually spontaneously fully repair themselves but this takes a very long time.
2) sanctum guard is immune until door guard is dead (and no longer has gnome vulns)
3) altar guard will full heal the entire inner cabal if the invader is booted and remains outside of the cabal (for the purpose of this check, the cabal path = outside the cabal). this takes about 5 mins. the altar guard does NOT heal itself in this way, and it does not heal anything outside the cabal door. i.e. not the shop, and not the gate
retrieving
1) all shops are in the cabal path beyond the gate
2) reduced to 1 slave/recruit/whatever (and the gate has less hp than a recruit did)
3) rerieving your item or capturing a cabal item will trigger a gate repair
misc. stuff
1) legion cabal has a "real door" in front of it, so I added an escape tunnel there
2) knight shop now at salania instead of whatever that mob was with the lion-crested shite
You can see a sample log with the new mechanics here
https://abandonedrealms.com/logs/view_log.php?id=2505
although it was before I got to fix up the Legion path a tad.
p.s. Thank you to the players who were probably unwilling guinea pigs? You guys do the lords work. I know its rough walking into changes with no idea what is going on.
---
Design for this is not all me, you can thank Dogran and Kalist mostly for proposing better ideas to make cabals more functional, and Afales also noted some cheeses to address.
A picture paints a thousands words, so:
summary notes are on the image..detailed below focuses just on changes.
capturing/defending
1) gates placed in front of cabals that need to be bashed through. this is your new speedbump to give time to allow defense to arrive. if you have ever built a lair this is already old news, but i made il so that these doors cannot be used to trap players with.
-> partially demolished gates recuperate slowly
-> demolished gates do eventually spontaneously fully repair themselves but this takes a very long time.
2) sanctum guard is immune until door guard is dead (and no longer has gnome vulns)
3) altar guard will full heal the entire inner cabal if the invader is booted and remains outside of the cabal (for the purpose of this check, the cabal path = outside the cabal). this takes about 5 mins. the altar guard does NOT heal itself in this way, and it does not heal anything outside the cabal door. i.e. not the shop, and not the gate
retrieving
1) all shops are in the cabal path beyond the gate
2) reduced to 1 slave/recruit/whatever (and the gate has less hp than a recruit did)
3) rerieving your item or capturing a cabal item will trigger a gate repair
misc. stuff
1) legion cabal has a "real door" in front of it, so I added an escape tunnel there
2) knight shop now at salania instead of whatever that mob was with the lion-crested shite
You can see a sample log with the new mechanics here
https://abandonedrealms.com/logs/view_log.php?id=2505
although it was before I got to fix up the Legion path a tad.
p.s. Thank you to the players who were probably unwilling guinea pigs? You guys do the lords work. I know its rough walking into changes with no idea what is going on.
---
Design for this is not all me, you can thank Dogran and Kalist mostly for proposing better ideas to make cabals more functional, and Afales also noted some cheeses to address.