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Court Agent Rework#6383

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Wrench-1 wants to merge 12 commits intoMonkestation:mainfrom
Wrench-1:Court-Agent-Rework
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Court Agent Rework#6383
Wrench-1 wants to merge 12 commits intoMonkestation:mainfrom
Wrench-1:Court-Agent-Rework

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@Wrench-1 Wrench-1 commented May 4, 2026

About The Pull Request

Reworks Court Agent, turning them from just Adventurers with "responsibility" into a unique job with unique subclasses geared towards intrigue, investigation and subterfuge. Fulfil tasks set by the Hand to secure the Crowns position and hold over the realm, and keeps things discreet lest you be exposed. New items to aid in investigations will be added, along with a Hideaway for the Agents to utilise which comes equipped with equipment storage and a robust wardrobe of disguises, allowing the Agents to disguise themselves as any number of roles.

Subclasses

All subclasses are granted high skills in sneaking, climbing and lockpicking, allowing them to get around the city and get into buildings to investigate and handle the tasks the Hand has set for them. Each will also be trained in Torture and have the ability to extract confessions. They will not be able to Test Faith as this should remain exclusive to Inquisition roles. They'll be geared with a set of lockpicks, a knife and a key to the Keep allowing them to come and go as they please. They will also receive a key to their new Hideaway.

Bruiser: A Subclass geared for unarmed combat and wrestling. Specialises in roughing up anyone causing problems and threatening the position of the crown. Good for scaring and beating people into submission and letting them know their place in the world. Can select from either some Knuckles, a Katar, or go at it bare handed.

Hitman: A Subclass geared towards legal assassinations of targets that the Hand may deem a great threat to the Crowns security and need to be taken care of without arousing suspicion. Can select from either a Shortbow, or a Crossbow. They MIGHT also be granted a poison bottle to use.

Mystic Spy: A Subclass geared towards investigating and spying on people in its entirety, and also doubles as a Mage class. Flavour wise, they were once part of the Mages guild but were cast out for some reason, that reason being up to the player. Now they work for the Hand, and have been given the use of two gadgets to aid in spying on people, along with their innate magical abilities. Of course, only Noc and Zizo worshippers can be this class.

Protector: A heavier-ish fighter, geared towards personal protection of those the Hand deems worth protecting, but also doubles as a Spy themselves as they can quite as easily listen into the conversations of those they've been told to protect. As they're our fighter archetype, they can select from a variety of different weapon specialisations and will be given the subsequent skills and stats to wield them.

Mystic Spy Gadgets

There are two Gadgets planned to be implemented. One will be a listening device, and the other a fingerprint scanner:

Listening Device: Works identical to the listening devices used by the Inquisition. Place one device in a room you want to hear inside of, and use the device that you carry to hear everything that goes on inside that room.

Fingerprint Scanner: A unique piece of a equipment that makes use of the already existing forensics system the codebase has but doesn't use. When you scan an object that has fingerprints on it, the identity of the person who's prints they belong to become known to you, and they are added to your known persons list. You can then use the accompanying scry orb to then scry on them, or use a Message spell as they both rely on you knowing your target.

Hideout

The Hideout will be located behind a hidden wall in the stables, and down a ladder to the same z-level as the Dungeon. Court Agents will spawn here at round start, and the Hideout is PLANNED to be meta-protected so only the Agents and the Hand know where it is. It comes equipped with equipment storage, and a robust wardrobe for disguises, allowing the Agents to pose themselves as any number of roles.

More details when I actually start to map it...

Why It's Good For The Game

Court Agent as it stands right now is a very forgotten and awkward Job. Currently they are just adventurers with a "responsibility," and because of this a lot of subclasses they can select from are not geared towards the intent behind the job, being intrigue and subterfuge. They spawn in a corner of the Keep with no keys, so they can't even leave the Keep if there's no one to let them out. They have no access to disguises, no place to call their own. This lack of identity and tangible place/purpose in the world tends to lead to Court Agents either getting bored, or just leaving to go play Adventurer.

The aim of this rework is to give them a tangible spot in the world, and give them the resources needed to do their job. Those being the skills and stats needed with the subclasses, and the hideout they can utilise for whatever purpose they need.

Development Checklist

  • Core Job structure
  • Subclass Implementation
  • Weapon selection
  • Investigators Gadgets
  • Frumentarii Scroll changes and Knows Court Agents trait
  • Vanderlin Court Agent Hideout
  • WPP Court Agent Hideout
  • Final testing and bug fixing

Changelog

🆑
add: Reworked Court Agent, giving them unique subclasses and tools for intrigue and subterfuge
map: added the Court Agent Hideout, located behind a hidden door in the Keep's Stables
/:cl:

Pre-Merge Checklist

  • You tested this on a local server.
  • This code did not runtime during testing.
  • You documented all of your changes.

@github-actions github-actions Bot added Feature adds a new thing Mapping You changed a map file, thank you for your tiles. May require additional approval. labels May 4, 2026
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Feature adds a new thing Mapping You changed a map file, thank you for your tiles. May require additional approval.

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