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{{Missing info|Needs updated maps that include the Deep Jungle areas from the latest game version.}} | {{Missing info|Needs updated maps that include the Deep Jungle areas from the latest game version.}} | ||
{{tocright}} | {{tocright}} | ||
Each [[zone]] (or screen) that a player explores has a particular ''difficulty tier'' | Each [[zone]] (or screen) that a player explores has a particular ''difficulty tier'' typically referred to as the '''''{{name}}'''''. | ||
Zone tier is one significant factor that contributes to the procedural generation of features in {{gamename}}, such as the level and difficulty of creatures that are found in a particular zone, or the items that can be obtained as random loot from a {{favilink|chest}} in that zone. Procedural generation is also influenced by other factors, such as the terrain type of the current zone | Zone tier is one significant factor that contributes to the procedural generation of features in {{gamename}}, such as the level and difficulty of creatures that are found in a particular zone, or the items that can be obtained as random loot from a {{favilink|chest}} in that zone. Procedural generation is also influenced by other factors, such as the terrain type of the current zone and whether or not the current zone is part of a village or a unique location. | ||
Zone tier is determined based on a combination of the following elements: | Zone tier is determined based on a combination of the following elements: | ||
* The surface tier of the current [[world map]] {{parasang}}. | * The surface tier of the current [[world map]] {{parasang}}. | ||
* The depth of the current zone, if it is underground. | * The depth of the current zone, if it is underground. | ||
== Tiers and Procedural Generation == | == Tiers and Procedural Generation == | ||
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For example, in an area with a zone tier of 5, tier 5 creatures (such as {{favilink|dynamic turret tinker|plural}}) and tier 5 items (such as {{favilink|fullerite gauntlets}}) are more likely to be found. Note that zone tier is only one of several factors that affects the dynamic generation of creatures and objects in the world. Specific types of [[:Category:Terrain|terrain]], [[:Category:Biomes|biomes]], unique [[:Category:Locations|locations]] (such as [[historic site]]s or [[:Category:Dungeons|dungeons]]), or other factors can influence the objects and items that are generated in particular zones. This is why, for example, the surface levels of the {{favilink|Desert Canyons}} will always contain the same primary creatures, such as {{favilink|snapjaw scavenger|snapjaws}}, {{favilink|equimax|equimaxes}}, and {{favilink|giant dragonfly|giant dragonflies}} - this biome has its own unique population/encounter tables. | For example, in an area with a zone tier of 5, tier 5 creatures (such as {{favilink|dynamic turret tinker|plural}}) and tier 5 items (such as {{favilink|fullerite gauntlets}}) are more likely to be found. Note that zone tier is only one of several factors that affects the dynamic generation of creatures and objects in the world. Specific types of [[:Category:Terrain|terrain]], [[:Category:Biomes|biomes]], unique [[:Category:Locations|locations]] (such as [[historic site]]s or [[:Category:Dungeons|dungeons]]), or other factors can influence the objects and items that are generated in particular zones. This is why, for example, the surface levels of the {{favilink|Desert Canyons}} will always contain the same primary creatures, such as {{favilink|snapjaw scavenger|snapjaws}}, {{favilink|equimax|equimaxes}}, and {{favilink|giant dragonfly|giant dragonflies}} - this biome has its own unique population/encounter tables. | ||
Most biomes have unique generation tables defined for their surface and levels 1-5 underground.<ref>Determined by review of <code>Worlds.xml</code>, <code>ZoneTemplates.xml</code>, and <code>PopulationTables.xml</code>.</ref> Once you descend to level 6 or lower in most areas, creature and item generation | Most biomes have unique generation tables defined for their surface and levels 1-5 underground.<ref>Determined by review of <code>Worlds.xml</code>, <code>ZoneTemplates.xml</code>, and <code>PopulationTables.xml</code>.</ref> Once you descend to level 6 or lower in most areas, creature and item generation more directly correlates to zone tier and is less strictly defined by [[:Category:Terrain|terrain]]-specific spawning logic. | ||
There is also an element of randomness at play. For example, the dynamic loot tables for each zone tier have a small chance to roll upward one tier higher. This effect can chain in succession (although at very low probability), sometimes resulting in loot several tiers higher than expected. For example, {{favilink|Elder Irudad}} may spawn with tier 8 {{favilink|zetachrome pumps}} in {{favilink|Joppa}} at the start of the game, even though Joppa has a very low zone tier. | There is also an element of randomness at play. For example, the dynamic loot tables for each zone tier have a small chance to roll upward one tier higher. This effect can chain in succession (although at very low probability), sometimes resulting in loot several tiers higher than expected. For example, {{favilink|Elder Irudad}} may spawn with tier 8 {{favilink|zetachrome pumps}} in {{favilink|Joppa}} at the start of the game, even though Joppa has a very low zone tier. | ||
=== Creature Tier === | === Creature Tier === | ||
Creature tier is based on level | Creature tier is based on level and can be given as follows: | ||
Note that this | <math>\text{Tier} = \text{Floor}(\frac{Level}{5})\text{, min 1}</math> | ||
Note that this creature tier varies slightly from the tiering used to calculate XP, which can go as low as Tier 0. Refer to the [[Experience]] page for more information about XP tiers. | |||
=== Item Tier === | === Item Tier === | ||
Item tier is manually specified for each item in the game's <code>ObjectBlueprints.xml</code>. You can view the tier of a particular item on its wiki page. For example, a {{favilink|flamethrower}} is a tier 4 item. | Item tier is manually specified for each item in the game's <code>ObjectBlueprints.xml</code>. You can view the tier of a particular item on its wiki page. For example, a {{favilink|flamethrower}} is a tier 4 item. | ||
== | == Surface Zone Tier == | ||
{{No Official Name|section|inline=true}} | {{No Official Name|section|inline=true}} | ||
The following map shows the | The following map shows the zone tier for all surface areas in {{gamename}}. | ||
{{World map with zone tiers}} | {{World map with zone tiers}} | ||
== | == Underground Zone Tier== | ||
To determine the zone tier for an underground zone:{{Code Reference|namespace=XRL.World|class=Zone|property=NewTier}} | |||
* If the current zone is 6 strata or deeper underground: | |||
*# Calculate '''2 + Floor((Strata - 6) / 5)'''. | |||
*# Modify the result to ensure it is a number between 1 and 8. The result is always constrained to the nearest number within the 1 to 8 range. | |||
* Otherwise, for any zone higher than 6 strata underground: | |||
*# Take the surface zone tier at the location. | |||
*# Modify that value to ensure it is a number between 1 and 8. The result is always constrained to the nearest number within the 1 to 8 range. | |||
To determine the | |||
# | |||
# | |||
===Zone tier exceptions=== | |||
Certain biomes and zones override the underground zone tier rules. See individual articles for details: | |||
* [[Asphalt Mines#Zone tier|Asphalt Mines]] | |||
* [[Bethesda Susa]] | |||
* [[Ruins#Zone tier|Ruins]] and [[Baroque Ruins#Zone tier|Baroque Ruins]] | |||
== Effects of Zone Tier == | |||
* [[Historic_site#World_Map_Location|historic site locations]]{{Code Reference|namespace=XRL.World.WorldBuilders|class=JoppaWorldBuilder|method=AddSultanHistoryLocations|name=AddSultanHistoryLocations}} | * [[Historic_site#World_Map_Location|historic site locations]]{{Code Reference|namespace=XRL.World.WorldBuilders|class=JoppaWorldBuilder|method=AddSultanHistoryLocations|name=AddSultanHistoryLocations}} | ||
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* The level and quantity of cybernetics credit wedges rewarded in the relic chest at the bottom of a [[historic site]]{{Code Reference|namespace=XRL.World.ZoneBuildes|class=PlaceRelicBuilder|method=BuildZoneWithRelic}} | * The level and quantity of cybernetics credit wedges rewarded in the relic chest at the bottom of a [[historic site]]{{Code Reference|namespace=XRL.World.ZoneBuildes|class=PlaceRelicBuilder|method=BuildZoneWithRelic}} | ||
* A small number of legendary creature zone spawns (legendary baboons, snapjaws, glow-wights, eyeless king crabs, and goatfolk) and minor zone generation features.{{Code Reference|namespace=XRL|class=ZoneTemplate|comment=Applies to anything that uses "{zonetier}" in <code>ZoneTemplates.xml</code>}} | * A small number of legendary creature zone spawns (legendary baboons, snapjaws, glow-wights, eyeless king crabs, and goatfolk) and minor zone generation features.{{Code Reference|namespace=XRL|class=ZoneTemplate|comment=Applies to anything that uses "{zonetier}" in <code>ZoneTemplates.xml</code>}} | ||
* The generation of [[relic]] items. | |||
=== | * Turret generation of {{favilink|dynamic turret tinker|plural}}.<ref><code>ObjectBlueprints.xml</code></ref>{{Code Reference|class=TurretTinker}} | ||
* The contents of {{favilink|cybernetics rack|plural}}.<ref><code>PopulationTables.xml</code></ref> | |||
* | * The XP reward for visiting a new [[historic site]] if you have a quest to visit that site (250 * regional zone tier){{Code Reference|namespace=HistoryKit|class=HistoricEvent|method=AddQuestsForRegion}} | ||
* Legendary/merchant lairs, including procedurally generated creatures and legendary merchant stock{{Code Reference|namespace=XRL.World.WorldBuilders|class=JoppaWorldBuilder|method=AddLairAt}} | |||
* Village generation{{Code Reference|namespace=XRL.Annals|class=InitializeVillage|method=Generate}} | |||
* Most other forms of dynamic creature/item generation throughout the world.<ref>''Technical note: Includes {zonetier} stand-ins in all XML files other than ZoneTemplates.xml.</ref>{{Code Reference|namespace=XRL|class=ZoneTemplate}}{{Code Reference|namespace=XRL.World|class=GameObjectFactory}}{{Code Reference|namespace=XRL.World.Encounters|class=EncounterObject}}{{Code Reference|namespace=XRL.World.Encounters|class=EncounterPopulation}}{{Code Reference|namespace=XRL.World.Encounters|class=EncounterTableObject}}'' | |||
== References == | == References == | ||
{{As of patch inline|2.0. | {{As of patch inline|2.0.203.49}} | ||
<references /> | <references /> | ||
=== General Technical Notes === | === General Technical Notes === | ||
The following fields and methods return a " | The following fields and methods return a "zone tier" value based on the "RegionTier" tag on the World Map terrain object and a few overrides, and are used for most applications of the tier system: | ||
* <code>XRL.World.ZoneManager.zoneGenerationContextTier</code> | * <code>XRL.World.ZoneManager.zoneGenerationContextTier</code> | ||
* <code>XRL.World.Zone.NewTier </code> | |||
Those fields and methods apply the overrides discussed in Zoning Exceptions: | |||
*<code>WorldTerrain.xml, feature Tier</code> | |||
*<code>XRL.World.ZoneManager.GetZoneProperty(), property "ZoneTierOverride"</code> | |||
The following | The following methods utilize a “zone tier” value directly based on the “RegionTier” tag on the World Map terrain object without applying overrides: | ||
* <code>XRL.World.ZoneManager.GetZoneTier()</code> | |||
* <code>XRL.World.WorldBuilders.JoppaWorldBuilder.getLocationOfTier(int)</code> | * <code>XRL.World.WorldBuilders.JoppaWorldBuilder.getLocationOfTier(int)</code> | ||
* <code>XRL.World.WorldBuilders.JoppaWorldBuilder.getLocationOfTier(int, int)</code> | * <code>XRL.World.WorldBuilders.JoppaWorldBuilder.getLocationOfTier(int, int)</code> | ||
* <code>XRL.World.WorldBuilders.JoppaWorldBuilder.getLocationWithinNFromTerrainTypeTier()</code> | * <code>XRL.World.WorldBuilders.JoppaWorldBuilder.getLocationWithinNFromTerrainTypeTier()</code> | ||
These methods are used for placing surface locations and village quests and historic site discovery XP; since no existing zone tier overrides apply to surface locations, not applying overrides here doesn’t change the game’s behavior. | |||
[[Category:Mechanics]][[Category:World]] | [[Category:Mechanics]][[Category:World]] |
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