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Add myself as No Hope maintainer, minor reorganisation/clean up (#79547)
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* Allow extending/deleting connect_groups/connects_to/rotates_to

* Link custom difficulty personal mod

* Add back the military base

While the military base is very much a loot piñata esp if you're familiar with the design I don't see any reason to limit peeps, if they want to avoid it they can choose to themselves (hopefully Milopetilo will finish totally overhauling the location soon anyway)

* Add myself as maintainer and update description

* Remove zombies not reviving

Very unfitting for the mods goal

* Apply copy-from where appropriate

* Remove altered stamina burn rate

* Shimmy around documentation

Main readme moved to in-game help, split off the dev bits into CONTRIBUTING.md, renamed EoCs files to difficulty_options to make their purpose more obvious and discourage shoving all additional EoCs in with them.

* Link relevant issue

* Typos

* add double spaces in help

---------

Co-authored-by: Anton Simakov <67688115+GuardianDll@users.noreply.github.com>
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Procyonae and GuardianDll authored Feb 6, 2025
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34 changes: 34 additions & 0 deletions data/mods/No_Hope/CONTRIBUTING.md
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# No Hope Contributing

## Design ethos

The aim of the mod is to make the world more inhospitable and challenging in as many ways as possible. All changes should either increase/add difficulty, encourage risk for reward and/or enhance the feeling of hopelessness seen through the setting.
All difficult encounters should be avoidable/escapable through some means to avoid bs deaths to stuff the player didn't intend to take on.

### List of temporarily missing features due to fallout of moving to item category spawn rates (Requires C++)

- Decreased amount of ammo drop from turrets: 5.56 - 120, 7.62 - 100, .50 - 90.

- Made all gas stations have 0 - 5000 units of fuel instead of vanilla 40000 - 50000 units. Also made almost all locations in mapgen have the same 0 - 5000 units of fuel, including avgas. Also made almost all cars have zero fuel. There are places and cars where you could still find fuel, they are just very rare.

- Also see #70325

## Ideal future changes

- The item spawn rate difficulties could do with some more precise number tuning.

- Vehicle difficulty settings akin to the item ones would be nice, the current option is a bit all or nothing for my liking (requires C++ changes)

- Leaning further into bandit prevalence would be good, with random encounters and full bandit faction camps being potential additions. Bandits would also be a fitting source of working vehicles/fuel.

- Small groups of high functioning ferals could be interesting to explore too and would be easier to kill than bands of bandit due to the differences in NPC/monster HP.

- Friendly factions should be removed or heavily altered to reflect the less hospitable world.

- I'd like to see CBMs reremoved from their old locations and moved to a hostile cyborg/robot faction that are encountered frequently in a similar but riskier vain to bandits to push for a more chaotic risk/reward feeling than just "wow this toxic dump with 0 enemies has a CBM I can use" as well as giving the mod more character. This could take the form of the exodii being more numerous and hostile or something entirely new.

- Necropolis should be reworked into a mutable so it looks less stupid and is more interesting to explore, there could also do with being more reason to go there. Could potentially also add wandering irradiated zeds around it.

- Portal storms could be more frequent and/or pose more of a threat. Changing the portal dungeon to be more random and treacherous while maintaining the idea of a ramping reward but now including other loot could be neat to encourage not just sitting it out.

- The mutant NPCs aren't fitting to the ethos imo, could do with being expanded upon or scrapped.
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# No Hope Difficulty Settings

## Item Difficulty Settings

As of writing there are 34 item categories in the game.
No Hope alters some of the spawn rates for the categories to a degree depending on the players choice at the start of the game.
These rates notably don't work with every type of item spawn rn.
Expand Down Expand Up @@ -34,4 +38,4 @@ keys | excluded? | These are just id cards and are already r
corpses | excluded |
tool_magazine | included |
armor | included |
exosuit | excluded | Exosuits are already a rare reward.
exosuit | excluded | Exosuits are already a rare reward.
49 changes: 0 additions & 49 deletions data/mods/No_Hope/README.md

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5 changes: 5 additions & 0 deletions data/mods/No_Hope/custom_difficulty_mod_template.url
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[{000214A0-0000-0000-C000-000000000046}]
Prop3=19,11
[InternetShortcut]
IDList=
URL=https://github.com/Procyonae/CDDAMiniMods/tree/main/data/mods/No_Hope_Custom_Difficulty
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{
"type": "effect_on_condition",
"id": "EOC_NH_difficultycheck",
"eoc_type": "EVENT",
"required_event": "game_load",
"//": "When this EOC gets changed significantly a version variable should be added and checked against here so it reruns",
"//1": "TODO: Once variance is added to the difficulties update their descriptions to be more desciptive as to what they actually do",
"//2": "TODO: Add a vehicle difficulty check too that comes up as a second set of choices?",
"condition": { "math": [ "!has_var( NH_item_difficulty )" ] },
"effect": { "run_eocs": "EOC_NH_set_difficulty" },
"false_effect": [
{
"switch": { "math": [ "NH_item_difficulty" ] },
"cases": [
{ "case": 0, "effect": { "run_eocs": "EOC_NH_item_difficulty_0" } },
{ "case": 1, "effect": { "run_eocs": "EOC_NH_item_difficulty_1" } },
{ "case": 2, "effect": { "run_eocs": "EOC_NH_item_difficulty_2" } }
]
}
]
},
{
"type": "effect_on_condition",
"id": "EOC_NH_set_difficulty",
"effect": [
{
"run_eoc_selector": [ "EOC_NH_set_item_difficulty_0", "EOC_NH_set_item_difficulty_1", "EOC_NH_set_item_difficulty_2" ],
"//": "A custom difficulty could be nice too, with smaller groups like guns/magazines/ammo/mods, clothing/armor, fuel/veh_parts.",
"names": [ "Creeping Despair", "Fervent Despair", "Overwhelming Despair" ],
"title": "Select an Item Rarity Difficulty",
"title": "Select a difficulty",
"keys": [ "1", "2", "3" ],
"descriptions": [
"Creeping Despair makes items rarer than vanilla.",
"Fervent Despair makes items rarer than Creeping Despair.",
"Overwhelming Despair makes items rarer than Fervent Despair."
]
}
],
"false_effect": [
{
"switch": { "math": [ "NH_item_difficulty" ] },
"cases": [
{ "case": 0, "effect": { "run_eocs": "EOC_NH_item_difficulty_0" } },
{ "case": 1, "effect": { "run_eocs": "EOC_NH_item_difficulty_1" } },
{ "case": 2, "effect": { "run_eocs": "EOC_NH_item_difficulty_2" } }
]
}
]
},
{
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7 changes: 0 additions & 7 deletions data/mods/No_Hope/game_balance.json
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[
{
"type": "EXTERNAL_OPTION",
"name": "PLAYER_BASE_STAMINA_BURN_RATE",
"//": "TODO: Why is this lower than vanilla?",
"stype": "int",
"value": 10
},
{
"type": "EXTERNAL_OPTION",
"name": "OVERRIDE_VEHICLE_INIT_STATE",
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34 changes: 34 additions & 0 deletions data/mods/No_Hope/help_files.json
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[
{
"type": "help",
"order": 0,
"name": "No Hope: Features",
"messages": [
"Alters domestic mapgen palettes to increase damage and messiness.",
"Adds item difficulty settings that reduce the spawn rates for common item categories without reducing rare items. See EoCs.md for category breakdowns and customisation or EoCs.json for exact numbers used for each difficulty.",
"Most vehicles spawn damaged and without fuel. Intact cars now are much, much harder to find, though not impossible (Originally the \"Cars to Wrecks\" mod).",
"Removed all turrets from military vehicles.",
"More miserable weather, expect long spells of rain and fog.",
"Greatly ups bandit presence (Originally the \"Extra Bandit\" mod).",
"Most LMOE shelters now have a rather high chance to spawn bandits inside. Empty LMOEs now has a lower chance (1 for every 3 occupied) to spawn.",
"Reduced chance to drop military gear from zombie soldiers.",
"Gave all mechas ability to protect their operators from melee and ranged damage.",
"Makes wooden walls hard to set on fire. Fire is a very powerful out in alot of situations, this tries to make it slightly less abusable.",
"Returned CBM loot in most places it was removed from (electronic stores, toxic dumps, sewage treatment plants etc).",
"Returned some cut vanilla content, including, but not limited to: laser turret (rewrote description to mention it's working not on the solar panels, but rather on compact yet powerful storage batteries; updated drop list to reflect that), chickenbot, tankbot and tripod and made it spawn in some military locations, moose's legendary aggression and flaming eye's ray of destruction. Removed flaming eye's STARE attack. Added almost identical monster - staring eye with STARE attack.",
"Adds mutant random NPCs (Originally the \"Mutant NPCs\" mod)."
]
},
{
"type": "help",
"order": 1,
"name": "No Hope: Difficulty Options",
"messages": [
"No Hope adds 3 difficulties that allow you to pick between increasingly more harsh multipliers to spawn rates split by item category intended to make basic survival less trivial and progression slower and in turn require more exploration leading to greater risk while less powerful without decreasing the spawn rates of items such as mutagens and bionics that are intended as rewards for exploring more dangerous locations and are already rare and as such shouldn't be punished.",
"The difficulty options can be used alongside the regular item spawn rate setting if desired with expected results.",
"For exact numerical breakdowns of the options see difficulty_options.json along with DIFFICULTY_OPTIONS.md for a barebones breakdown of which categories are affected and why.",
"If you wish to alter the difficulty settings past the 3 options you might prefer to use a personal mod to add a 4th option so that you don't need to keep editing files on update and can instead just copy paste the personal mod across, see https://github.com/Procyonae/CDDAMiniMods/tree/main/data/mods/No_Hope_Custom_Difficulty (shortcut in mod folder) for a template of such a mod that just needs the numbers tweaking to your liking.",
"If you wish to change the selected option on an existing save you can do so by binding the debug menu then navigating to debug menu -> Game -> Activate EOC -> EOC_NH_set_difficulty. This notably won't change already generated item spawns anywhere that your reality bubble has touched."
]
}
]
10 changes: 2 additions & 8 deletions data/mods/No_Hope/modinfo.json
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"id": "no_hope",
"name": "No Hope",
"authors": [ "Night_Pryanik" ],
"maintainers": [ "Night_Pryanik" ],
"description": "- Significantly reduced amount of places with guaranteed loot spawns.\n- Loot spawn in buildings is drastically reduced, especially for food, tools, guns etc.\n- Most buildings are destroyed, vandalized, or looted.\n- Most cars are destroyed or at least damaged. Intact cars are nearly impossible to find.\n- Fuel is much harder to find, almost all cars have no fuel in tanks.\n- Marauders, looters, and bandits everywhere.\n\nSee extended description in README.md.\n\nTo get the mod author's intended playing experience, consider:\n- Enabling wandering hordes.\n- Setting item spawn scaling factor to 0.5 or lower.\n- Setting spawn rate scaling factor to 1.5 or higher.",
"maintainers": [ "Procyonae" ],
"description": "Aims to make the world more inhospitable and challenging in as many ways as possible, items needed for survival and vehicles are much harder to obtain, destruction and banditry is prevelent, even the weather has taken a turn for the worse, see in game help menu by pressing 0 once in-game for full feature list and option explanations.",
"category": "content",
"dependencies": [ "dda" ],
"version": "3.5"
},
{
"type": "monster_adjustment",
"species": "ZOMBIE",
"//": "TODO: Is this still wanted?",
"flag": { "name": "REVIVES", "value": false }
}
]
7 changes: 0 additions & 7 deletions data/mods/No_Hope/overmap/overmap_specials.json
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Expand Up @@ -28,13 +28,6 @@
"occurrences": [ 5, 100 ],
"flags": [ "CLASSIC", "MAN_MADE", "OVERMAP_UNIQUE" ]
},
{
"//": "Military base is grossly unbalanced gameplay-wise, so until it gets some work done on this matter, I'm removing it from the game",
"type": "overmap_special",
"id": "mil_base",
"overmaps": [ ],
"occurrences": [ 0, 0 ]
},
{
"type": "overmap_special",
"id": "o_lightindustry",
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6 changes: 1 addition & 5 deletions data/mods/No_Hope/overmap/overmap_terrain.json
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Expand Up @@ -8,10 +8,6 @@
{
"type": "overmap_terrain",
"id": "lmoe_under_full",
"name": "LMOE shelter",
"sym": "+",
"color": "red",
"see_cost": "full_high",
"flags": [ "KNOWN_UP", "SOURCE_PEOPLE", "SOURCE_SAFETY", "SOURCE_GUN", "SOURCE_AMMO", "SOURCE_FOOD" ]
"copy-from": "lmoe_under_empty"
}
]
7 changes: 0 additions & 7 deletions data/mods/No_Hope/scenario_blacklist.json

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