Village: Difference between revisions
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{{Missing info|Needs some general improvements, including discussion of village outskirts, random village starts, village types/philosophies, etc.}}{{tocright}} | |||
Villages are the primary form of settlement in {{gamename}}. | Villages are the primary form of settlement in {{gamename}}. | ||
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* {{favilink|Ezra}} | * {{favilink|Ezra}} | ||
* {{favilink|Bey Lah}} | * {{favilink|Bey Lah}} | ||
* {{favilink|the hydropon}} | |||
* {{favilink|Yd Freehold}} | |||
== Procedurally Generated Villages == | == Procedurally Generated Villages == | ||
In addition to static villages, each playthrough will contain the following procedurally generated villages:{{Code Reference|namespace=XRL.Annals|class=QudHistoryFactory|method= | In addition to static villages, each playthrough will contain the following procedurally generated villages:{{Code Reference|namespace=XRL.Annals|class=QudHistoryFactory|method=GenerateVillageEraHistory}} | ||
* One village in the selected starting biome, if the player chose a non-Joppa start. | * One village in the selected starting biome, if the player chose a non-Joppa start. | ||
* The following additional villages scattered throughout the [[world map]]. | * The following additional villages scattered throughout the [[world map]]. | ||
** {{dice tooltip|2-3}} villages in the {{favilink|Desert Canyons}} | ** {{dice tooltip|2-3}} villages in the {{favilink|Desert Canyons}} | ||
** {{dice tooltip|2-3}} villages in the {{favilink|Salt Dunes}} | ** {{dice tooltip|2-3}} villages in the {{favilink|Salt Dunes}} | ||
** | ** 1 village in the {{favilink|Salt Marsh}} | ||
** {{dice tooltip|2-3}} villages in the {{favilink|Hills}} | ** {{dice tooltip|2-3}} villages in the {{favilink|Hills}} | ||
** {{dice tooltip|1-2}} villages in the {{favilink|River|Rivers}} | ** {{dice tooltip|1-2}} villages in the {{favilink|River|Rivers}} | ||
** {{dice tooltip|0-2}} villages in the {{favilink|Banana Grove}} | ** {{dice tooltip|0-2}} villages in the {{favilink|Banana Grove}} | ||
** {{ | ** 1 village in the {{favilink|Rainbow Wood}} | ||
** {{dice tooltip| | ** 1 village in {{favilink|Lake Hinnom}} | ||
** 1 village in the {{favilink|Palladium Reef}} | |||
** {{dice tooltip|2-3}} villages in the {{favilink|Mountains}} | |||
** 1 village in the {{favilink|Flower Fields}} | |||
** {{dice tooltip|8-12}} villages in the {{favilink|Jungle}} | ** {{dice tooltip|8-12}} villages in the {{favilink|Jungle}} | ||
*** (note that these are ''not'' [[goatfolk village]]s - those are generated separately) | *** (note that these are ''not'' [[goatfolk village]]s - those are generated separately) | ||
** | ** 1 village in the {{favilink|Ruins}} | ||
** | ** 1 village in the {{favilink|Deathlands}} | ||
=== Procedurally Generated Village Qualities === | === Procedurally Generated Village Qualities === |
Revision as of 17:17, 23 November 2021
Reason: Needs some general improvements, including discussion of village outskirts, random village starts, village types/philosophies, etc.
Villages are the primary form of settlement in Caves of Qud.
Static Villages
The following villages are static and will appear in every playthrough:
Procedurally Generated Villages
In addition to static villages, each playthrough will contain the following procedurally generated villages:[1]
- One village in the selected starting biome, if the player chose a non-Joppa start.
- The following additional villages scattered throughout the world map.
- 2-32-3 (Avg: 2.5) villages in the desert canyons
- 2-32-3 (Avg: 2.5) villages in the salt dunes
- 1 village in the salt marsh
- 2-32-3 (Avg: 2.5) villages in the hills
- 1-21-2 (Avg: 1.5) villages in the Rivers
- 0-20-2 (Avg: 1) villages in the banana grove
- 1 village in the Rainbow Wood
- 1 village in Lake Hinnom
- 1 village in the Palladium Reef
- 2-32-3 (Avg: 2.5) villages in the mountains
- 1 village in the flower fields
- 8-128-12 (Avg: 10) villages in the jungle
- (note that these are not goatfolk villages - those are generated separately)
- 1 village in the ruins
- 1 village in the Deathlands(favilink error!)
Procedurally Generated Village Qualities
Procedurally generated villages will have random names. They'll also have a number of creatures, typically including a village mayor, village tinker, village apothecary, village warden, and a village merchant. One random creature in the village will always be a quest-giver that provides a procedurally generated village quest. If the village is the player's starting village, there will also be a second quest-giver that provides a procedurally generated quest that will start the game's main questline.
Abandoned Villages
Procedurally generated villages have a 1 in 20 chance of generating abandoned.[2] Abandoned village factions are hidden and will not appear on the factions screen or in other in-game contexts.
Typically, an abandoned village will have no creatures present, but there are often other remnants and clues about the village's history. For example, the village clay oven might still be usable, and there could be buildings or other structures present. In some cases, there will be explicit clues as to what happened that caused the village to become abandoned.[3]
Village Discovery
When the player enters a village for the first time (other than their starting village), they'll gain Experience equal to 250 * ZoneTier, where ZoneTier is equal to the regional zone tier of the village's location.[4]
Other Types of Settlements
Some settlements are similar to villages in that they include many creatures, merchants, or other village-like features, but they technically are not quite the same as a village.
Notes
- To reveal all villages in your world, you can use the
villagereveal
wish.
References
This information is reliable as of patch 2.0.201.49. |