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Historic sites are locations of special relevance to a particular [[sultan|sultan's]] history. For example, a sultan may have lost an important relic at a historic site.
Historic sites are locations of special relevance to a particular [[sultan|sultan's]] history. For example, a sultan may have lost an important relic at a historic site.
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Typically, the locations of historic sites are discovered by looking at statues that depict sultan lore. They may also be obtained as traded secrets or through similar means. There is always guaranteed to be one statue in the [[zone]] just north of [[Joppa]] that reveals the location of one historic site, even if the player does not choose Joppa as a starting village. Other historic sites must be discovered during normal play.
Typically, the locations of historic sites are discovered by looking at statues that depict sultan lore. They may also be obtained as traded secrets or through similar means. There is always guaranteed to be one statue in the [[zone]] just north of [[Joppa]] that reveals the location of one historic site, even if the player does not choose Joppa as a starting village. Other historic sites must be discovered during normal play.


There will always be four randomly generated and randomly located historic sites in each world. {{Code Reference|namespace=XRL.World.WorldBuilders|class=JoppaWorldBuilder|method=AddSultanHistoryLocations}}
== World Map Location ==
 
There will always be four randomly generated and randomly located historic sites in each world. Those locations will be placed into specific world tiers, as shown in the [[World_Map#World_Tier|numeric world tier overlay]].{{Code Reference|namespace=XRL.World.WorldBuilders|class=JoppaWorldBuilder|method=AddSultanHistoryLocations|Name=AddSultanHistoryLocations}}
* One historic site for the sultan of period 5 will be located in a tier 0 or tier 1 map location, within 3-8 parasangs of {{favilink|Joppa}}. The location of this site can be revealed by interacting with the sultan shrine one zone north of {{favilink|Joppa}} or the {{favilink|Ruins of Joppa}}.
* A second historic site for the sultan of period 5 will be located in a tier 2 map location.
* A third historic site for the sultan of period 4 will be located in a tier 3 map location.
* A final historic site for the sultan of period 4 will be located in a tier 4 map location.
 
== Sultan and Sultan Cult ==
{{main|Sultan}}
{{main|Sultan cult}}
Of the four procedurally generated historic sites in each playthrough, two of those sites will always be associated with the period 4 sultan of the current world, and two of those sites will always be associated with the period 5 sultan of the current world.<ref name="AddSultanHistoryLocations" /> Each site will be inhabited by the members of the associated sultan's cult. This means that it is very likely for the player to encounter similar creatures in each pair of two related historic sites.


== World Map Sprites ==
== World Map Sprites ==

Revision as of 01:44, 17 November 2020

This article is a stub. You can help Caves of Qud Wiki by expanding it.
This article is a stub. You can help Caves of Qud Wiki by expanding it.

Historic sites are locations of special relevance to a particular sultan's history. For example, a sultan may have lost an important relic at a historic site.

Typically, the locations of historic sites are discovered by looking at statues that depict sultan lore. They may also be obtained as traded secrets or through similar means. There is always guaranteed to be one statue in the zone just north of Joppa that reveals the location of one historic site, even if the player does not choose Joppa as a starting village. Other historic sites must be discovered during normal play.

World Map Location

There will always be four randomly generated and randomly located historic sites in each world. Those locations will be placed into specific world tiers, as shown in the numeric world tier overlay.[1]

  • One historic site for the sultan of period 5 will be located in a tier 0 or tier 1 map location, within 3-8 parasangs of Joppa. The location of this site can be revealed by interacting with the sultan shrine one zone north of Joppa or the ruins of Joppa.
  • A second historic site for the sultan of period 5 will be located in a tier 2 map location.
  • A third historic site for the sultan of period 4 will be located in a tier 3 map location.
  • A final historic site for the sultan of period 4 will be located in a tier 4 map location.

Sultan and Sultan Cult

Main article: Sultan
Main article: Sultan cult

Of the four procedurally generated historic sites in each playthrough, two of those sites will always be associated with the period 4 sultan of the current world, and two of those sites will always be associated with the period 5 sultan of the current world.[2] Each site will be inhabited by the members of the associated sultan's cult. This means that it is very likely for the player to encounter similar creatures in each pair of two related historic sites.

World Map Sprites

The following gallery exhibits each of the possible world map sprites that can be used by Historic site. Each sprite can have up to 196 random two-color combinations in game, using all of the Qud palette colors other than orange (O/o) and grey/black (K/k).[3] The image galleries below show only a small random sampling of possible colors for each sprite.

Barracks
Additional Names

Garrison

Function

barracks

Terrain ID

HistoricGrid

College
Additional Names

Lyceum • Seminary • Temple • Shrine • Tabernacle

Function

college, temple

Terrain ID

HistoricPantheon

Consulate
Additional Names

Embassy

Function

consulate

Terrain ID

HistoricBuilding

Granary
Additional Names

Silo

Function

food storage

Terrain ID

HistoricBuilding2

Forum
Additional Names

none

Function

forums

Terrain ID

HistoricArch

Garden
Additional Names

Arboretum • Orchard

Function

gardens

Terrain ID

HistoricGardens

House
Additional Names

Dwelling

Function

residential

Terrain ID

HistoricHouses

Lake
Additional Names

Spring • Pond • Waste • Trash • Scum

Function

pools, waste

Terrain ID

HistoricPools

Manor
Additional Names

Manse • Hall • Palace • Castle

Principle

wealth

Variant

rich

Terrain ID

HistoricCastle

Market
Additional Names

Theater • Hippodrome • Odeum • Coliseum • Gymnasium

Function

market, theaters

Terrain ID

HistoricRing

Museum
Additional Names

Library

Function

museums

Terrain ID

HistoricPond

Neighborhood
Additional Names

Homestead • Roost

Principle

wealth

Variant

middle-class

Terrain ID

HistoricHouse

Pipe
Additional Names

Waterworks • Channel

Function

pipe hub

Terrain ID

HistoricArms

Prison
Additional Names

none

Function

prison

Terrain ID

HistoricTower

Slums
Additional Names

Ghetto • Barrio

Principle

wealth

Variant

poor

Terrain ID

HistoricHills

Slums
Additional Names

Ghetto • Barrio

Principle

wealth

Variant

poor

Terrain ID

HistoricHuts

Tavern
Additional Names

Saloon • Club

Function

tavern

Terrain ID

HistoricBuilding3

References

This information is reliable as of patch 2.0.201.49.
  1. XRL.World.WorldBuilders.JoppaWorldBuilder, method AddSultanHistoryLocations
  2. Cite error: Invalid <ref> tag; no text was provided for refs named AddSultanHistoryLocations
  3. XRL.World.Parts.SultanRegion, method FireEvent