Cycles the Merchant, Apothecary, and Tailor job sites while adding a new Clinic. - #7603
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…the map mostly for ease of access as a staging area. Step one: Move the tailor back to the old shop. Step two: Move apothecary to new tailor location afterwards. Step three: Condemn the apothecary temporarily-- clinic must move next, then the merchant can take the clinic-apothecary location.
…rm space amended. First floor given defined shop area and peddler.
…ir storage (assuming we maintain it).
…We just got them, so I'm applying them, dammit all.
…ter for the Merchant.
…and less toppleable.
… candles in the alley north of the Apothecary, and adds a speculum to the clinic floor.
…sed off the new field care PR that's just been merged.
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About The Pull Request
This PR is part of an overarching project to rearrange Vanderlin and consolidate some of its activity into logical areas. In particular:
Why It's Good For The Game
Consolidation is the name of the game, with setup work as the subtitle.
First, this introduces more friction to the Merchant while making them more immediately visible and accessible to the town, aiming to give the Stevedores more of an immediate purpose with hauling the Merchant's goods to the docks and with generally managing cargo. This is also part of a change meant to underpin more upcoming changes to the Merchant's gameplay. By taking over the entire Clinic building, they have a lot more room to operate and store goods, and plenty more room for the Stevedores and Shophand to inhabit as well. While the apothecary side of the building acts as the vault and street-facing store, the clinic area has been converted into a lobby area/sitting room that the Merchant can use to butter up potential clientele, complete with shisha pipe and supplies. Noble-Merchant roleplay shall abound here, hopefully. Dealmaking ahoy.
Second, this places the Feldsher closer to the Church while maintaining their joined location with the Apothecary. Historically speaking, the Feldsher's been quite visible to the town while not being as closely watched by the Church just by a matter of distance, leaving them quite free to practice heresy in their operating theatre. This aims to even out the balance-- the Clinic gets its own site, but the Feldsher must keep an eye over their shoulder if they mean to do more heretical fleshcrafting. They're also a bit less immediately visible. Noting again, Ardcrumb really performed the majority of the work in this instance, including setting up a proper living space for the Feldsher and Apprentices on the second floor while maintaining much of the functionality of the main clinic floor and operating theatre below.
Third, this sets the Apothecary slightly closer to the Inn. By putting them right by the optimal path towards the Inn from the town gates, this also hopes to drive more adventurers right towards them when they need to prep for a Tomb dive or otherwise. Their building is all-in-one, with the beespider farm being converted into an herb garden space, complete with open roof. In theory, some crazy party could try and scale the walls to drop in through the roof, but a two-Z drop is likely not going to be pleasant for their ankles.
Fourth, as a consequence of all this, the Tailor is put back into their old building. While it's not as roomy, they should still be able to perform their core function, however niche. It took some work, but the changing room and beespider farm functions are also still available! Some walls on the second floor were knocked down to allow the beespiders a (much smaller) space to inhabit, while the first floor's had the changing room shoved behind the counter so the tailor can assist their clientele. In interest of privacy, curtains have been added to the windows on the inside of the Tailor's Shop, to ensure prying eyes can't see. That said, the shop really is just meant to be run by the one Tailor at this point, and for whoever they're assisting behind the counter, they'd better hope that someone isn't there to stab them!
Fifth and final, this leaves the docks as more of an output/input area. The Warehouse still exists in its primary function, and the ship still serves as the primary mean for import/export on the Merchant's side for the moment. Down the line, the docks will likely get its own targeted rework.
Changelog
🆑
map: Moves the Merchant to the Clinic/Apothecary building, along with the Shophand and Stevedores.
map: Moves the Apothecary to the current Tailor's Building.
map: Moves the Feldsher and apprentices to a new Clinic building behind the Apothecary, near to the Graveyard.
map: Moves the Tailor back to their old building, closer to their apartment.
map: Condemns the Merchant's location on the docks, given their new real-estate. What will become of it, I wonder?
/:cl:
Pre-Merge Checklist