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[Abandoned outpost modules] Vanilla module reworks #15537

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@NotWendy NotWendy commented Jan 17, 2025

All vanilla abandoned outpost modules, redesigned and rebuilt.
This PR is meant to be accompanied by [Abandoned outpost modules] New modules #15538 . One reworks the vanilla modules, the other adds 14 more modules for the sake of variety, all built following the same standards.

A discussion post with relevant suggestions for improving abandoned outpost generation can be found here:
Abandoned outpost improvement suggestions #15540. Some of the issues mentioned in there have been addressed by me, and some would require changes to the code.

Main differences:

  • Reworked the visuals and some of the layouts. Crew modules have been built from scratch, should hopefully be better than the current vanilla versions.
  • Increased the HP of all walls to 800. (Was 200 in the mod, changed after a conversation with Roocher.)
  • Tagged all walls as "No AI target" to prevent creatures from chewing on them out of boredom and escaping into the open ocean, as they sometimes do.
  • Added pumps and ducts in all modules. Previously only the docking module had any drainage. The goal is to give players more of a chance to experience dry land combat.
  • None of the abandoned outpost devices deteriorate passively now. Small change, the goal is to ensure that taking too long to clear the outpost doesn't lead to devices like pumps and lamps losing their source of power.
  • Added a fabricator and a deconstructor to the engineering module. Shouldn't matter much, but makes these outposts more similar to the non-abandoned ones. People who want to take a Barsuk to the end of the game will be thankful to see fabrication facilities at abandoned outposts, especially in Hydrothermal Wastes. :)
  • Removed pre-placed loot from the engineering module. (2 fuel rods and a crowbar in the cabinet on the left.) We use auto-fill for this cabinet anyways and the reactor cabinet next to the fabricator often spawns with better reactor fuel.
  • Moved the secure cabinet ID card from the security module and into the admin module. Currently in vanilla the ID can always be found in the exact same vent, in the same module as the secure cabinet itself. This is boring. Pre-placing it in the admin module is still predictable, but now the position of the card relative to the cabinet will be random.
  • Added a few flares as pre-placed loot in the docking module's steel cabinet. The lighting in these modules is darker than in vanilla, when the main lamps aren't powered. Most players simply use a gun-mounted flashlight when clearing the outpost, but having guaranteed access to flares is also fun. The darkness adds tension and makes repairing the outpost's electrical grid feel like a more worthwhile task, if you aren't intimately familiar with the modules' layouts.
  • Renamed modules following a new standard. Example - Engineering_A0. A stands for Abandoned, 0 means it's one of the vanilla module remakes. It's the standard I went with when I made the mod, avoiding the name conflicts with vanilla content. I personally like the shorter names and it shouldn't cause backwards compatibility issues, probably? Can rename the modules if needed.

Testing, for the vanilla module reworks and for the new modules combined:

  • Played through all variations of the abandoned outpost mission numerous times at various difficulties, ranging from lowest to highest. I basically played through abandoned outposts on the daily basis for a week. This helped in fixing some of the bots' pathfinding issues and wiring problems.
  • Did a bunch of abandoned outpost missions in multiplayer with people who haven't seen the modules before to see their reactions and check how well they'd be able to navigate the new outposts. Players handled it well and overall had a good time.
  • Did a full multiplayer campaign with the full collection of abandoned modules installed. Clearing one abandoned outpost after the other in late game was less tedious, thanks to the added variety.
  • Gathered feedback from the people who subscribed to the mod on the Workshop throughout the last year. (At the moment it's over 20K people.) Made tweaks here and there to address some of the issues with enemy positioning and other small things. The reception has been overall very positive.

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@NotWendy NotWendy marked this pull request as draft January 17, 2025 09:51
@JeroonBosch JeroonBosch added the Design Design-related task label Jan 17, 2025
@NotWendy NotWendy marked this pull request as ready for review January 17, 2025 13:37
@Regalis11 Regalis11 requested a review from Alkumursu January 20, 2025 11:49
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