[1.1.5] Orc Pits Restoration Project

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Crim, The Red Thunder
Sher'Tul Godslayer
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[1.1.5] Orc Pits Restoration Project

#1 Post by Crim, The Red Thunder »

This addon restores the 1.1.4 version of the Orc Breeding Pits. Not much, but it works.

Addon can be found here.

What this addon does: Uses a hook to load the existing encounter back in, thus spawning the zone. (hooks/load.lua)
Overloads one chat to remove the phrase 'the final solution' (Instead, 'the solution to our problem') (overload/data/chats/orc-breeding-pits.lua)
Creates 1 file in data for the hook to use.

Why was this addon made: To restore the tipped balance that removing a dungeon (especially one with a significant impact in reducing the encounter rate in the east), as well as allow the achievement to be acquired ('Genocide') And because removing it was just the wrong thing to do, from a balance or ethical standpoint, though perhaps the right one from a publicity standpoint. also, the effort that was made to tweak the pits by DarkGod never got much feedback because one day after it was put out, it got cut. Feedback is still necessary.

This has been tested to show that the encounter on the worldmap shows up, the breeding pit entrance then spawns, can be entered, cleared, and offers the genocide achievement for clearing.
Last edited by Crim, The Red Thunder on Tue Jan 14, 2014 12:53 am, edited 1 time in total.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

wildwolfofdark
Halfling
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Joined: Wed Dec 12, 2012 6:06 am

Re: [1.1.5] Orc Pits Restoration Project

#2 Post by wildwolfofdark »

I have to admit I don't recall seeing this. Usually because I die before making it to the East. But the more dungeons, the better.

Mikael22
Cornac
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Joined: Sat Jul 14, 2012 10:54 pm

Re: [1.1.5] Orc Pits Restoration Project

#3 Post by Mikael22 »

I figured someone would eventually do this. Hopefully this means it will get implemented again.

malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: [1.1.5] Orc Pits Restoration Project

#4 Post by malboro_urchin »

I support this, 100%. The orc breeding pits were the game's first area to make me actually feel something other than idle observers' curiosity/interest. Also, both the experience/level and the reduction in orc patrol spawns acquired therein is critical to improving upon what little progress I have made through the East. Removing the breeding pits was, from a balance standpoint, incorrect and ill-conceived.
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

cttw
Archmage
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Re: [1.1.5] Orc Pits Restoration Project

#5 Post by cttw »

I never got to see darkgod's tweaks, so I'm looking forward to making it that far in the game again.

RKade8583
Wayist
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Joined: Fri Jan 03, 2014 7:07 pm

Re: [1.1.5] Orc Pits Restoration Project

#6 Post by RKade8583 »

Thanks Crim. Nothing this important should be missing from the game.

Sradac
Sher'Tul
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Re: [1.1.5] Orc Pits Restoration Project

#7 Post by Sradac »

RKade8583 wrote:Thanks Crim. Nothing this important should be missing from the game.
Image

sukwendo
Posts: 1
Joined: Thu Jan 16, 2014 9:13 pm

Re: [1.1.5] Orc Pits Restoration Project

#8 Post by sukwendo »

I was also immensely pleased to see this add-on come to fruition! As mentioned in a comment on the add-on page, however, I would be ecstatic if this restored the breeding pits in their pre-censored form to ensure the most poignant experience and to align as closely as possible to DarKGod's original vision.

This does not diminish my gratitude, but do see it as an opportunity! :D

Crim, The Red Thunder
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Re: [1.1.5] Orc Pits Restoration Project

#9 Post by Crim, The Red Thunder »

I'm of two minds about doing that right away. First of all, because part of the purpose here is to allow for some feedback for DarkGod related to the altered version he made. 1.1.4 with the altered version existed for what... 24 hours? Hardly time for adequate response. Based off what that feedback is, I may or may not alter it, though I'd prefer that it be something he can agree with. Especially given how this zone ties in with the upcoming orc sequel, I'm leery of messing with it willy-nilly. (Plus, respect for his work.)
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

cttw
Archmage
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Joined: Sat Oct 22, 2011 10:31 am

Re: [1.1.5] Orc Pits Restoration Project

#10 Post by cttw »

I respect his work too, but he was blackmailed into the change by threats of reporting it to Valve. A choice of the original version would be welcome.

Marson
Uruivellas
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Re: [1.1.5] Orc Pits Restoration Project

#11 Post by Marson »

I'm getting a strange side-effect using this addon. I don't see any code that would affect the UI, but with the UI set to 'minimalist', enabling the pits addon changes the color of buttons from grey to blue and squares the corners. The inventory screen looks fairly different as well. I actually like the look better, but when I use my own addon that changes the color of the tranmorg highlight, instead of changing the color, the highlight goes away. I'll probably just remove that change in my own addon, but I'm curious as to why this is happening.
UI changes
UI changes
pits-ui.jpg (34.97 KiB) Viewed 5237 times
The top is the UI with 'items-vault', 'steamui', 'stone-wardens', 'oldrpg' addons enabled. The bottom is the same but with 'orcpitsrestoration' added and no other changes.

Marson
Uruivellas
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Re: [1.1.5] Orc Pits Restoration Project

#12 Post by Marson »

I played with it some more and this is a bit bizarre. If I change the Interface Style with the HUD on Minimalist, then Steamtech, Metal, and Stone all work as they should, but with the pits enabled, Simple uses its own thin borders but the interior colors and highlights from Metal.

Crim, The Red Thunder
Sher'Tul Godslayer
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Joined: Fri May 07, 2004 8:26 pm
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Re: [1.1.5] Orc Pits Restoration Project

#13 Post by Crim, The Red Thunder »

O.o

This makes no sense. This addon doesn't touch any UI elements. At all. I can't imagine what could be causing this...
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

Marson
Uruivellas
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Joined: Thu Jan 16, 2014 4:56 am

Re: [1.1.5] Orc Pits Restoration Project

#14 Post by Marson »

That was my reaction. But hey, whatever this is, I like the look of it. ;)

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: [1.1.5] Orc Pits Restoration Project

#15 Post by Crim, The Red Thunder »

Minor update. This addon is now available via steam.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

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