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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.


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 [[secret]]s 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 ==
= 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}}
Eight historic sites will be procedurally generated during [[world generation]] for each playthrough. These historic sites will be placed into random areas with increasing tiers for older sultans, as defined by the values shown in the [[Zone_tier#Static_Zone_Tier|static zone tier world map]]:{{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 ==
{| class="wikitable"
{{main|Sultan}}
! Sultan period
{{main|Sultan cult}}
! Location of first historic site
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.
! Location of second historic site
|-
| Fifth period
| Tier 0 or 1 location
| Tier 2 location
|-
| Fourth period
| Tier 3 location
| Tier 4 location
|-
| Third period
| Tier 5 location
| Tier 6 location
|-
| Second period
| Tier 7 location
| -
|-
| First period
| Tier 8 location
| -
|}
The first historic site for the fifth period sultan will always be located between 3 and 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}}. The second historic site for that sultan will always lie within 30 parasangs of {{favilink|Joppa}}; this restricts the site from spawning in the [[hills]] on the right side of the map.


== Final Floor: Guaranteed Relic and Loot ==
Each site will be inhabited by the members of the associated [[sultan cult|sultan's cult]]. This means that it is very likely for the player to encounter similar creatures at the two related historic sites for the 3rd-5th period sultanates.
 
= Rewards =
== Final Floor ==
Each historic site will have a guaranteed relic chest on its bottom floor. The chest will contain:
Each historic site will have a guaranteed relic chest on its bottom floor. The chest will contain:
* A procedurally generated relic aligned with the sultan's favored factions, [[sultan themes|themes]], and other attributes.
* A procedurally generated relic aligned with the sultan's favored factions, [[sultan themes|themes]], and other attributes.
Line 23: Line 44:


=== Relic ===
=== Relic ===
Relics found on the final floor of a historic site will be generated either from the context of the location (zone) where the relic is found, or the full context of the encompassing historic site. For this reason, it is common for relics found in historic sites to be named after the historic site or the zone where they were found. In both cases, the relic will also be very likely to exhibit properties that are aligned with the historic site's sultan, because both the historic site and the locations within it are associated with the period of the sultan's reign, and inherit many of their qualities from the associated sultan.<ref name="AddSultanHistoryLocations" />
Relics found on the final floor of a historic site may either:
# Be a relic that the sultan lost in the named location represented by the final floor location (zone).
# Be a random, procedurally generated relic associated with the context of the location (zone) where the relic is found, or the full context of the encompassing historic site.
 
Relics of the first kind typically are named after a significant event in the sultan's life. The relic is more likely to exhibit properties aligned directly with the sultan and the particular event in question. This type of relic is described in more detail in the [[#Location-based Strata and Relics|Location-based Strata and Relics]] section below.
 
Relics of the second kind are commonly named after the historic site or the zone where they were found. These relics will be very likely to exhibit properties that are aligned with the historic site's sultan, because both the historic site and the locations within it are associated with the period of the sultan's reign, and inherit many of their qualities from the associated sultan.<ref name="AddSultanHistoryLocations" />


=== Credit Wedges ===
=== Credit Wedges ===
The cybernetics credit wedge reward is determined based on a numeric zone difficulty value that is either equal to the surface [[World_Map#World_Tier|world tier]] (if the zone where the relic chest is found is strata 5 or higher) or else based on the value '''2 + Floor((Depth - 6) / 5)'''.<ref name="RelicBuilder" />{{Code Reference|namespace=XRL.World|class=Zone|method=NewTier}}
The cybernetics credit wedge reward is determined based on the tier of the historic site as described above. <ref name="AddSultanHistoryLocations" /><ref name="RelicBuilder" />{{Code Reference|namespace=XRL.World|class=Zone|method=NewTier}}
{| class="wikitable"
{| class="wikitable"
! Zone difficulty
! Historic site tier
! Sultanate period
! Reward
! Reward
|-
|-
| style="text-align:center;" | 2 or lower
| style="text-align:center;" | 0-2
| fifth period
| {{favilink|cybernetics credit wedge|cybernetics credit wedge 2¢}}
| {{favilink|cybernetics credit wedge|cybernetics credit wedge 2¢}}
|-
|-
| style="text-align:center;" | 3
| style="text-align:center;" | 3
| fourth period
| {{favilink|cybernetics credit wedge|cybernetics credit wedge 3¢}}
| {{favilink|cybernetics credit wedge|cybernetics credit wedge 3¢}}
|-
|-
| style="text-align:center;" | 4
| style="text-align:center;" | 4-5
| fourth period, third period
| {{favilink|cybernetics credit wedge|cybernetics credit wedge 2¢}}, {{favilink|cybernetics credit wedge|cybernetics credit wedge 2¢}}
| {{favilink|cybernetics credit wedge|cybernetics credit wedge 2¢}}, {{favilink|cybernetics credit wedge|cybernetics credit wedge 2¢}}
|-
|-
| style="text-align:center;" | 5 or higher
| style="text-align:center;" | 6-7
| {{favilink|cybernetics credit wedge|cybernetics credit wedge }}, {{favilink|cybernetics credit wedge|cybernetics credit wedge 3¢}}
| third period, second period
| {{favilink|cybernetics credit wedge|cybernetics credit wedge 3¢}}, {{favilink|cybernetics credit wedge|cybernetics credit wedge 3¢}}
|-
| style="text-align:center;" | 8
| first period
| {{favilink|cybernetics credit wedge|cybernetics credit wedge }}, {{favilink|cybernetics credit wedge|cybernetics credit wedge 3¢}}, {{favilink|cybernetics credit wedge|cybernetics credit wedge 2¢}}
|}
|}


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{{qud quote|In 1764 BR, Ylepater won a decisive victory against the combined forces of Seminary District Salep at the bloody Battle of the Hamlet of Birsivuh, though he lost his prized {{qud shader|Y|Shiningacus Succulentswoe}} during the course of the conflict. As a result of the battle, the Hamlet of Birsivuh was so bristling with carnivorous geodes that it was renamed Lustrousruin.}}
{{qud quote|In 1764 BR, Ylepater won a decisive victory against the combined forces of Seminary District Salep at the bloody Battle of the Hamlet of Birsivuh, though he lost his prized {{qud shader|Y|Shiningacus Succulentswoe}} during the course of the conflict. As a result of the battle, the Hamlet of Birsivuh was so bristling with carnivorous geodes that it was renamed Lustrousruin.}}


This lore appears in a world with a historic site named "Salep Seminary", which has a floor called "Lustrousruin, Salep Simary" 1 strata underground. On this floor, a relic chest contains the {{qud shader|Y|Shiningacus Succulentswoe}} mentioned in the significant event above. This is not the only relic in the historic site - it continues downward and includes one other named location floor, as well as a final floor that includes another relic specific to this historic site (the {{qud text|&YT&Gh&Ye &GW&Yeigh&Gt&Yed Chai&Gn&Y o&Gf &YSal&Ge&Yp &GS&Yemin&Ga&Yry}}).
This lore appears in a world with a historic site named "Salep Seminary", which has a floor called "Lustrousruin, Salep Seminary" 1 strata underground. On this floor, a relic chest contains the {{qud shader|Y|Shiningacus Succulentswoe}} mentioned in the significant event above. This is not the only relic in the historic site - it continues downward and includes one other named location floor, as well as a final floor that includes another relic specific to this historic site (the {{qud text|&YT&Gh&Ye &GW&Yeigh&Gt&Yed Chai&Gn&Y o&Gf &YSal&Ge&Yp &GS&Yemin&Ga&Yry}}).


<div style="display:flex;flex-wrap:wrap;">
<div style="display:flex;flex-wrap:wrap;">
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In addition to the relics described above, each individual floor of a historic site that does not already contain a final floor relic or a location-specific relic has a 0.3% chance to contain an additional randomly generated relic.{{Code Reference|namespace=XRL.World.WorldBuilders|class=JoppaWorldBuilder|method=AddSultanHistoryLocations}}
In addition to the relics described above, each individual floor of a historic site that does not already contain a final floor relic or a location-specific relic has a 0.3% chance to contain an additional randomly generated relic.{{Code Reference|namespace=XRL.World.WorldBuilders|class=JoppaWorldBuilder|method=AddSultanHistoryLocations}}


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


The following gallery exhibits each of the possible [[world map]] sprites that can be used by {{name|plural}}. Each sprite can have up to 196 random two-color combinations in game, using all of the [[Visual_Style#Palette|Qud palette]] colors other than orange (O/o) and grey/black (K/k).{{Code Reference|class=SultanRegion|method=FireEvent}} The image galleries below show only a small random sampling of possible colors for each sprite.
The following gallery exhibits each of the possible [[world map]] sprites that can be used by {{name|plural}}. Each sprite can have up to 196 random two-color combinations in game, using all of the [[Visual_Style#Palette|Qud palette]] colors other than orange (O/o) and grey/black (K/k).{{Code Reference|class=SultanRegion|method=FireEvent}} The image galleries below show only a small random sampling of possible colors for each sprite.
Line 71: Line 107:
<div style="margin-top:2em;">{{Historic site image gallery}}</div>
<div style="margin-top:2em;">{{Historic site image gallery}}</div>


{{references|2.0.201.49}}
= Trivia =
For much of the game's early history (prior to the [https://freeholdgames.itch.io/cavesofqud/devlog/348340/the-deep-jungle-feature-arc-is-here deep jungle update]), only four historic sites were generated in the world. Two for the fifth period sultanate, and two for the fourth period sultanate.
 
= References =
{{as of patch inline|2.0.203.39}}
<references />


[[Category:History]][[Category:Lore]]
[[Category:History]][[Category:Lore]]

Latest revision as of 19:30, 6 April 2024

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

Eight historic sites will be procedurally generated during world generation for each playthrough. These historic sites will be placed into random areas with increasing tiers for older sultans, as defined by the values shown in the static zone tier world map:[1]

Sultan period Location of first historic site Location of second historic site
Fifth period Tier 0 or 1 location Tier 2 location
Fourth period Tier 3 location Tier 4 location
Third period Tier 5 location Tier 6 location
Second period Tier 7 location -
First period Tier 8 location -

The first historic site for the fifth period sultan will always be located between 3 and 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. The second historic site for that sultan will always lie within 30 parasangs of Joppa; this restricts the site from spawning in the hills on the right side of the map.

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 at the two related historic sites for the 3rd-5th period sultanates.

Rewards

Final Floor

Each historic site will have a guaranteed relic chest on its bottom floor. The chest will contain:

  • A procedurally generated relic aligned with the sultan's favored factions, themes, and other attributes.
  • One or more cybernetics credit wedges depending on the difficulty rating of the historic site zone where they are found.[2]

Relic

Relics found on the final floor of a historic site may either:

  1. Be a relic that the sultan lost in the named location represented by the final floor location (zone).
  2. Be a random, procedurally generated relic associated with the context of the location (zone) where the relic is found, or the full context of the encompassing historic site.

Relics of the first kind typically are named after a significant event in the sultan's life. The relic is more likely to exhibit properties aligned directly with the sultan and the particular event in question. This type of relic is described in more detail in the Location-based Strata and Relics section below.

Relics of the second kind are commonly named after the historic site or the zone where they were found. These relics will be very likely to exhibit properties that are aligned with the historic site's sultan, because both the historic site and the locations within it are associated with the period of the sultan's reign, and inherit many of their qualities from the associated sultan.[1]

Credit Wedges

The cybernetics credit wedge reward is determined based on the tier of the historic site as described above. [1][2][3]

Historic site tier Sultanate period Reward
0-2 fifth period cybernetics credit wedge 2¢
3 fourth period cybernetics credit wedge 3¢
4-5 fourth period, third period cybernetics credit wedge 2¢, cybernetics credit wedge 2¢
6-7 third period, second period cybernetics credit wedge 3¢, cybernetics credit wedge 3¢
8 first period cybernetics credit wedge 3¢, cybernetics credit wedge 3¢, cybernetics credit wedge 2¢

Location-based Strata and Relics

Whenever an underground floor of a historic site has a name other than "liminal floor", that name represents a location that is part of the generated history. The location will be one that existed during the period of the sultan associated with this historic site, though it may or may not be a location that is explicitly mentioned in the significant events of the sultan's life.[1] Historic sites are often conceptualized as "regions" within sultan lore, and those regions can contain one or more specific locations. For this reason, a snippet of sultan lore might say something like "While traveling through <historic site name>, <sultan> visited <location>". Occasionally, those locations can also include relics of importance to the sultan. For example, consider the following bit of sultan lore:

In 1764 BR, Ylepater won a decisive victory against the combined forces of Seminary District Salep at the bloody Battle of the Hamlet of Birsivuh, though he lost his prized Shiningacus Succulentswoe during the course of the conflict. As a result of the battle, the Hamlet of Birsivuh was so bristling with carnivorous geodes that it was renamed Lustrousruin.

This lore appears in a world with a historic site named "Salep Seminary", which has a floor called "Lustrousruin, Salep Seminary" 1 strata underground. On this floor, a relic chest contains the Shiningacus Succulentswoe mentioned in the significant event above. This is not the only relic in the historic site - it continues downward and includes one other named location floor, as well as a final floor that includes another relic specific to this historic site (the The Weighted Chain of Salep Seminary).

Historic site sublocation example.png

Historic site sublocation relic example.png

Historic site final relic example.png

While each floor of a historic site has a chance to be named based on particular locations mentioned in a sultan's history, the exact number of named and unnamed floors will vary depending on the particular sultan's history and the number of locations associated with the historic site region.[1]

Additional Relics

In addition to the relics described above, each individual floor of a historic site that does not already contain a final floor relic or a location-specific relic has a 0.3% chance to contain an additional randomly generated relic.[4]

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).[5] 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

Trivia

For much of the game's early history (prior to the deep jungle update), only four historic sites were generated in the world. Two for the fifth period sultanate, and two for the fourth period sultanate.

References

This information is reliable as of patch 2.0.203.39.
  1. 1.0 1.1 1.2 1.3 1.4 XRL.World.WorldBuilders.JoppaWorldBuilder, method AddSultanHistoryLocations
  2. 2.0 2.1 XRL.World.ZoneBuilders.PlaceRelicBuilder
  3. XRL.World.Zone, method NewTier
  4. XRL.World.WorldBuilders.JoppaWorldBuilder, method AddSultanHistoryLocations
  5. XRL.World.Parts.SultanRegion, method FireEvent