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[v1.0.4-1.0.5] Alternate Zones Option

Posted: Sat May 25, 2013 1:08 am
by Zizzo
So the new alternate version of the Sandworm Lair sounds really annoying. If you agree, about this or any of v1.0.3's new alternate zones, you may be interested in my new Alternate Zones Option addon, which adds a new game option "Alternate zones" to allow or block them. You can block all alternate zones unilaterally if you really don't like surprises, or you can allow or block them individually by zone. [Note that to configure a particular zone, you have to have visited it with at least one character since v1.0.3 started tracking this. You don't have to have seen the alternate version of the zone, just the zone itself.]

As always, I'm gonna let this out into the wild for a bit of testing and feedback before merging it into ZOmnibus.

[edit 2013-11-13 12:12am: Technical info:]

Code: Select all

Hooks:
  GameOptions:tabs [to add our game option]
Superload:
  mod.class.GameState:
    alternateZone() [to apply our game option]
    alternateZoneTier1() [as above]

Re: [v1.0.4] Alternate Zones Option

Posted: Sat May 25, 2013 3:22 am
by wildwolfofdark
You... Brilliant bastard. It'll be nice being able to visit pretty much every zone. I always hated zones being sprung up on me, like a low level going into the thieves den.

Re: [v1.0.4] Alternate Zones Option

Posted: Sat May 25, 2013 12:47 pm
by rexorcorum
Speaking on behalf of my completionist's obsession, may I humbly ask also for the opposite option - forcing the alternate zones? The RNG mocks me and I just can't get the frozen Norgos variant with a thalore, no matter how many new games I start :)

On a different note - I really *love* ZOmnibus, which is definitely my foremost must-have addon, so thanks for your work and keep good stuff coming. Cheers!

Re: [v1.0.4] Alternate Zones Option

Posted: Sun May 26, 2013 6:42 pm
by Zizzo
rexorcorum wrote:Speaking on behalf of my completionist's obsession, may I humbly ask also for the opposite option - forcing the alternate zones? The RNG mocks me and I just can't get the frozen Norgos variant with a thalore, no matter how many new games I start :)
(shrug) Done. That's pushed out as v1a. If I've done this right (knock on wood...), your settings from v1 should carry over unchanged.
rexorcorum wrote:On a different note - I really *love* ZOmnibus, which is definitely my foremost must-have addon, so thanks for your work and keep good stuff coming. Cheers!
*blush* [bows]

Re: [v1.0.4] Alternate Zones Option

Posted: Mon May 27, 2013 2:45 am
by rexorcorum
Well, thank YOU, kind sir Zizzo [bows in return]

EDIT: (quick thalore testing) Hm, there is definitely something fishy with the thalore birth:

Image

With all zones forced and a new game, I am still getting the unfrozen bear (in the right of your screen)? Will have to report it, as it seems.

Re: [v1.0.4] Alternate Zones Option

Posted: Tue May 28, 2013 12:22 am
by Zizzo
rexorcorum wrote:With all zones forced and a new game, I am still getting the unfrozen bear (in the right of your screen)? Will have to report it, as it seems.
[sound F/X: source diving] Ah, I see the problem: some tier-1 zones, notably including Norgos' Lair, have the additional requirement that you have to have killed at least one tier-1 zone boss before it'll give you the alternate zone --- so a Thalore in an unmodded game can't get alt-Norgos, because the zone is generated and locked in before you can complete the extra requirement. [I missed this in testing, because the 'cheat' flag disables this requirement.]

But when I say "force", I bloody well mean "force", so v1b (just pushed out) bypasses this extra requirement if the appropriate force option is checked.

[Hmm, now that I think of it, this is also going to trip over the Tier-1 Short Circuit Option addon. See, the zone short-circuiting kicks in after you've killed three tier-1 zone bosses, so the option to disable that is implemented by pretending that you've killed zero tier-1 bosses, which will screw up the alternate-zone checking above. I'll need to go fix that, I guess...]

Re: [v1.0.4] Alternate Zones Option

Posted: Tue May 28, 2013 2:36 am
by Crim, The Red Thunder
Zizzo wrote:
rexorcorum wrote:With all zones forced and a new game, I am still getting the unfrozen bear (in the right of your screen)? Will have to report it, as it seems.
[sound F/X: source diving] Ah, I see the problem: some tier-1 zones, notably including Norgos' Lair, have the additional requirement that you have to have killed at least one tier-1 zone boss before it'll give you the alternate zone --- so a Thalore in an unmodded game can't get alt-Norgos, because the zone is generated and locked in before you can complete the extra requirement. [I missed this in testing, because the 'cheat' flag disables this requirement.]

But when I say "force", I bloody well mean "force", so v1b (just pushed out) bypasses this extra requirement if the appropriate force option is checked.
Must... resist... temptation to... make Star Wars reference...

On a more serious note, does the list above encompass ALL alternate zones available? I ran into a different version of Rakshor pride. (Or was it Gorbat?) Different level structure from floor 2 onwards, first floor was same room type as normal, but used a different tileset. Some sort of wooden-stick looking walls, more cave like on the lower floors.

Was this an alternate, or did the normal version of the dungeon itself change? (And should or shouldn't this change be reflected as an option in your addon?) I'm not sure, given that not many of my characters live to the prides.

Re: [v1.0.4] Alternate Zones Option

Posted: Tue May 28, 2013 2:42 pm
by rexorcorum
Zizzo wrote:so a Thalore in an unmodded game can't get alt-Norgos
Oh my, it seems that I have exterminated in vain a whole Thalore bloodline in hope for some frozen bear experience. Well, a pity really ...
Zizzo wrote:But when I say "force", I bloody well mean "force", so v1b (just pushed out) bypasses this extra requirement if the appropriate force option is checked.
[prays to DarkGod]: Oh, master and creator, I beseech thee, raise the most kind sir Zizzo to the station of my personal saint and patron (and pretty please, would you be so kind to skip the martyrdom phase, please? ...)!
Crim, The Red Thunder wrote:Some sort of wooden-stick looking walls, more cave like on the lower floors.
AHAHAHA, I'm flattered (or should I say - flattened :mrgreen: ) Hint: What is the most common building material for a proper necromancer's housing?

Re: [v1.0.4] Alternate Zones Option

Posted: Tue May 28, 2013 3:02 pm
by Kaja Rainbow
Crim, The Red Thunder wrote:On a more serious note, does the list above encompass ALL alternate zones available? I ran into a different version of Rakshor pride. (Or was it Gorbat?) Different level structure from floor 2 onwards, first floor was same room type as normal, but used a different tileset. Some sort of wooden-stick looking walls, more cave like on the lower floors.

Was this an alternate, or did the normal version of the dungeon itself change? (And should or shouldn't this change be reflected as an option in your addon?) I'm not sure, given that not many of my characters live to the prides.
Rakshor was flat out changed in a recent patch. I suspect other prides might undergo changes in the future, but I don't know plans there.

Re: [v1.0.4] Alternate Zones Option

Posted: Tue May 28, 2013 6:11 pm
by Crim, The Red Thunder
rexorcorum wrote:
Zizzo wrote:so a Thalore in an unmodded game can't get alt-Norgos
Oh my, it seems that I have exterminated in vain a whole Thalore bloodline in hope for some frozen bear experience. Well, a pity really ...
Zizzo wrote:But when I say "force", I bloody well mean "force", so v1b (just pushed out) bypasses this extra requirement if the appropriate force option is checked.
[prays to DarkGod]: Oh, master and creator, I beseech thee, raise the most kind sir Zizzo to the station of my personal saint and patron (and pretty please, would you be so kind to skip the martyrdom phase, please? ...)!
Crim, The Red Thunder wrote:Some sort of wooden-stick looking walls, more cave like on the lower floors.
AHAHAHA, I'm flattered (or should I say - flattened :mrgreen: ) Hint: What is the most common building material for a proper necromancer's housing?
Oh, DERP. Those were supposed to be bones? Oops. :oops:

Re: [v1.0.4] Alternate Zones Option

Posted: Tue May 28, 2013 6:26 pm
by PureQuestion
You can thank him for the art, me for the idea and rework ;).

Re: [v1.0.4] Alternate Zones Option

Posted: Wed May 29, 2013 12:10 am
by Zizzo
Crim, The Red Thunder wrote:On a more serious note, does the list above encompass ALL alternate zones available? I ran into a different version of Rakshor pride. (Or was it Gorbat?) Different level structure from floor 2 onwards, first floor was same room type as normal, but used a different tileset. Some sort of wooden-stick looking walls, more cave like on the lower floors.
[sound F/X: source diving] None of the prides appear to have alternate versions, at least not using the mechanism that this addon manipulates.
Kaja Rainbow wrote:Rakshor was flat out changed in a recent patch. I suspect other prides might undergo changes in the future, but I don't know plans there.
Ah, that would be it, then, I guess.

Re: [v1.0.4] Alternate Zones Option

Posted: Wed Nov 13, 2013 5:11 am
by Zizzo
Migrating to v1.0.5. Note that the addon's game option now lives in its own tab in the Game Options dialog, which appears to be the intended usage of the new GameOptions:tabs hook.

Re: [v1.0.4] Alternate Zones Option

Posted: Wed Dec 11, 2013 3:31 am
by Zizzo
Zizzo wrote:Note that the addon's game option now lives in its own tab in the Game Options dialog, which appears to be the intended usage of the new GameOptions:tabs hook.
So... it seems I may have misconstrued DarkGod's intentions on this matter. I've pushed out v1d with the "Alternate zones" option moved back to the Gameplay tab. We Apologize for the Inconvenience.(TM) :oops:

Re: [v1.0.4-1.0.5] Alternate Zones Option

Posted: Fri May 30, 2014 10:09 pm
by spiralrazor
Can we get an update for this for 1.2?


Thanks mucho!

SR