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Garrison barracks overhaul + armory keys #1132
Garrison barracks overhaul + armory keys #1132
Conversation
give it to the consort while you're at it por favor |
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. |
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. |
+1 |
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. |
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. |
i said lockid but w/e, works for me |
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:
Upstairs:
Full list of changes:
This PR also adds a separate keyset for the armory.
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.