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feat(content): In-repo Magical Nights with correct attribution #5906
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Adding KorG for good measure Let's try it this way Move the rest of the files Co-Authored-By: Curtis Merrill <[email protected]>
Import in the files after finally making the darn repo
Silly me, technically forking off on a version where these weren't actually in yet. Original PR: cataclysmbnteam#3772
Backporting the rest of the magiclysm changes since I forked (though cherrypicking a little)
Balancing of the spell has been sitting there for millennia at this point.
…ls and Spellbooks Finally fixing bugs that have been going for ages! ... and also removing the uranium from those lights. Served with a side of making sure my spells are actually attainable.
Hopefully much more balanced now
+ Makes the magic classes non-mutually exclusive + Adds new novice spellbooks, distributes them to the relevant professions and adds a new novice Kelvinist profession - Nerf owlbear spawnrate just slightly as an additional bonus
Reorganized the tileset! This will probably introduce some bugs/incorrect tiles that I missed, so please let me know if you encounter anything that seems off.
Thanks Derg for pointing this out ^-^
Now with 99% less mouth encumbrance worries!
Also giving Krabgeks the bioproof flag they're supposed to have but I forgot last time apparently
Thanks to Pr0man for showing just how busted spells like Jolt were.
- Removed lore-problematic itemgroup additions - Made monstergroup additions to vanilla groups better - Removed ATTACKMON from dragons - Buffed Necrotic Gaze back up a bit - Improved location names on the map - Added Resin Golems! - Buffed loot rates in wizard towers slightly
…am#1) * Mana circlet wearing The mana circlet couldn't be worn with helmets or any other headwear for some reason; this allows it to be worn underneath other helmets or just with hats, making it more useful. * Stone fists fix Stone fists are no longer armor, and thus will spawn wielded instead of worn, making them much more useful as emergency melee weapons.
x10 to most of the durations, hopefully this will make them much better
Good thing nobody noticed
Non-flammable material that shouldn't fuck anything up, hopefully
…irelighter Dimming (cataclysmbnteam#2) * Copper circlet can now be worn under power armor * Update enchanted_rings.json Enchanted rings no longer conflict * Finger Firelighter Dimming
No more error on latest experimental, yay!
- Rebalanced some effects - Added blood to the harvest entries - Yoinked concentrated mana material, use it - Added dragon bone material - Added recipes for orichalcum weapons - Added garage door to wizzard towers - Gaul Maraz item added (but not spawn or finished true version)
They need to be good at actually doing their jobs for the loot
Evidently I missed a few earlier. Now they truly will not spawn in normal society (recipes and dragon books are okay, I can write those off as being interpreted as medieval texts for now)
W h y would you do that anyway KorG. Also, WHY DIDN'T YOU CORRECTLY ORGANIZE IT
Bugfix / bugreport to BN incoming soonTM
How the fuck did I even make some of them flesh originally
- Added back exotic books (for now) - Made magic academies spawn more recipe books - Provided more starting traits - Adds Summon Lemon
Why the hell is it called "items" when it uses itemGROUPS, smh.
Adds mithril metal, more staves of the magi, and a couple new golems --------- Co-authored-by: RobbieNeko <[email protected]>
Thanks to Chaosvolt, his dergliness
No more 300 extra speed, and windrunning now alters movecost instead (and makes use of enchantments to do so)
~10000 grams of pure caffeine
* Storm spells for kelvinist Fire + Ice * Two extra scrolls for kelvinists. * Added two scrolls to tier 3 item group. * Added rock tomb spell * Added rock tomb scroll. * Fixed a derp. * Add rock tomb scroll to tier 2. * Style / grammar changes --------- Co-authored-by: RobbieNeko <[email protected]>
* Added Meteor spell * Added meteor scroll. * Added meteor scroll to tier 3 scrolls group. With low spawn chance. * Description Tweaks --------- Co-authored-by: RobbieNeko <[email protected]>
My bad for assuming the PR was playtested
* Tier 1 acid bolt spell. * Added Tier 2 acid bomb spell * Lint * Tier 3 Acid Storm spell * Added scrolls for new spells. * Added new scrolls to spawn. * Grammar Changes --------- Co-authored-by: RobbieNeko <[email protected]>
Housekeeping 1 Fix more bits of docs Remove accidental MMN Whoops style(autofix.ci): automated formatting elipses Oops
If this is what he wants
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Jan 8, 2025
RobbieNeko
requested review from
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yay855,
chaosvolt and
scarf005
January 8, 2025 22:46
RoyalFox2140
approved these changes
Jan 8, 2025
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Checklist
Required
main
so it won't cause conflict when updatingmain
branch later.Optional
data/json/obsoletion/
folder or use some other migration process for existing saves.Purpose of change
The previous attempt, #5881 , had notable issues with attribution as pointed out by KorG. This aims to remedy the issue by correctly preserving commit history as well as leaving the originally stated "authors" in the modinfo in their slot.
Describe the solution
Takes the approach that KorG suggested: moving the Magiclysm files and cherry-picking the Magical Nights commits on top of it.
Describe alternatives you've considered
This is how KorG evidently wanted it (given that Magiclysm had no maintainer in our repo anyway), and I certainly don't want to give github any reason to mess up the commit history / continuity. I have made my best effort to handle migration how we have in the past for in-repo mods.
Testing
Some proof of the commit history being preserved:
The mod still works, and Catapult users can safely remove Magical Nights from their user mods folder.
Loading into a world created with Magiclysm after removing it doesn't seem to crash the game at least? But all I had done in the world is spawn in, then save & exit as it was purely for testing purposes.
Additional context
Sorry for the ping KorG, but I thought you'd like to know that it has been done correctly this time (and, if you so desire, give your input on it).