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Garrison barracks overhaul + armory keys #1132

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merged 12 commits into from
Jan 6, 2025

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feliniddotexe
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@feliniddotexe feliniddotexe commented Dec 31, 2024

About The Pull Request

TLDR; touches up the garrison building and gatehouse a bit, makes the keep and the garrison building a bit harder to break into, gives the armory a separate keyset from the rest of the garrison building.

Screenshots:

Downstairs:
image

Upstairs:
image

Full list of changes:
  • Reworks the downstairs area of the garrison building into a common room with tables for eating/drinking and hanging out.
  • Replaces the windows in the garrison building with reinforced windows, the same kind the merchant & steward's buildings get.
  • Moves the extra manor/garrison keys into locked closets/chests.
  • The squire room actually has four beds now - for four squires.
  • Moves some things around upstairs. All of the food and random cooking equipment that was previously laden around the barracks is now confined to one little miniature-kitchen-space.
  • The gatehouse is a bit less cramped and a bit harder to break into.
  • The garrison now has significantly better roof access; with several watchtowers leading up onto the roofs of the keep for those without climbing skills.
  • Reduces the amount of easy rooftop routes to break into the keep that require no setup whatsoever from 6 to 3.

This PR also adds a separate keyset for the armory.

  • The duke, the hand, the marshal, the veteran, the captain, the dungeoneer, the royal guards, the men at arms, the squires, and the wardens all have armory access.
  • The consort, the two heirs, councilors, the court physician, and the servants all have basic garrison access, but cannot access the armory without asking someone to let them in.
  • The guard captain and the steward both have spare armory keys in their office they can hand out if they want to.

Why It's Good For The Game

The garrison building and the keep in general are comically easy to break into; this tightens up security just a bit and also makes it harder for other non-garrison keep roles like servants, councilors, and court physicians to raid the armory by making the armory use a separate key, while still allowing them entry to the garrison building itself for roleplay reasons such as tending to prisoners or cooking/cleaning.

@FreeStylaLT
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give it to the consort while you're at it por favor

@burgerenergy
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The servants do clean up the place, and lack much in the way of skills to make use of it. They're keep goers and all live together, I think it's fine. There is an argument for the physican, as they run into the barracks to heal fallen soldiers, but that never actually comes up. Given how barren the job is, though, them having extra mobility over the church is probably fine.

@feliniddotexe
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feliniddotexe commented Dec 31, 2024

The servants do clean up the place, and lack much in the way of skills to make use of it. They're keep goers and all live together, I think it's fine.

I have never once seen the garrison key the servants get used for anything other than maids/butlers taking equipment from the armory. If someone in the garrison really needs a servant to clean something in there or the court physician to heal a prisoner, they can let them in. These are scenarios that rarely ever come up, though - and situations where roles like court physician or servant might have an actual genuine reason to enter the garrison building are incredibly few and far between and certainly not enough to justify either role having a dedicated key to the building.

I guess I could create a separate key for the armory instead if need be, but I really don't see much reason these roles even need a key to the building to begin with.

@HeroWithYay
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+1

@Lutowski
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Lutowski commented Jan 1, 2025

i would change lockid to most places that use garrison's to the keep instead & leave armory's lockid as is so maids can come into guards' quarters and maid all over the place

@feliniddotexe feliniddotexe changed the title Removes garrison keys from a few roles that probably shouldn't have them Garrison barracks overhaul + armory keys Jan 1, 2025
@feliniddotexe feliniddotexe marked this pull request as draft January 1, 2025 04:14
@feliniddotexe feliniddotexe marked this pull request as ready for review January 1, 2025 04:28
@feliniddotexe
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feliniddotexe commented Jan 1, 2025

i would change lockid to most places that use garrison's to the keep instead & leave armory's lockid as is so maids can come into guards' quarters and maid all over the place

Gave the armory a separate keyset and gave armory keys to all relevant roles that should get them which should accomplish the same thing - roles like servant and court physician retain their basic garrison keys but can no longer access the armory without asking a guard. I also made some mapping changes to the garrison building itself to accommodate servants and other keep roles potentially cleaning/serving food (or perhaps health pots in the case of the court physician) in there.

PR description updated accordingly.

@YakumoChen
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YakumoChen commented Jan 1, 2025

Disagree with the keyset changes. I think it's fine to have extra access to the armoury, makes for interesting plots too if a butler or someone suddenly decides to go axe crazy. I think we can have a little leeway for thickening plots.

Also gives a reason for antags to fuck with some of these roles as well.

@Lutowski
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Lutowski commented Jan 6, 2025

i said lockid but w/e, works for me

@Lutowski Lutowski merged commit c8224af into GeneralPantsuIsBadAtCoding:main Jan 6, 2025
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@feliniddotexe feliniddotexe deleted the garrisonkeys branch January 9, 2025 10:14
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6 participants