Sparking baetyl: Difference between revisions

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(overview for sparking quests)
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{{As Of Patch|2.0.195.1}}
<!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. -->
{{Character
{{Character
| title = {{Qud text|&amp;Wsparking baetyl}}
| title = {{Qud text|{{Qud shader|W|{{(}}sparking baetyl{{)}}}}}}
| image = sparking baetyl.png
| image = sparking baetyl.png
| lv = 25
| hp = 2000
| av = 100
| dv = -10
| weight = 12000
| weight = 12000
| featureweightinfo = no
| id = SparkingBaetyl
| tier = 5
| colorstr = &amp;W^g
| colorstr = &amp;W^g
| tilecolors = BW
| renderstr = ♦
| renderstr = ♦
| id = SparkingBaetyl
| corpse = Rubble
| corpse = {{ID to name|Rubble}}
| corpsechance = 100
| corpsechance = 100
| extra = {{Extra info|weight = 12000 | empsensitive = yes | metal = yes | isoccluding = yes}}
| inheritingfrom = Baetyl
| xptier = 5
| faction = {{creature faction|{{FactionID to name|Baetyls}}|100}}
| faction = {{creature faction|{{FactionID to name|Baetyls}}|100}}
| desc = You gaze upon your own reflection in the lustrous chrome face of this conical orb, which emits a crackling drone and showers azure sparks upon the floor.
| desc = A lens of glass has crusted over the smooth stone where the heat of sacred math burned the air then cooled in Q.E.D. Under that dermis and the meteoritic layer, an electric heart grinds on the field of magnets at the earth's core and radiates a shower of sparks.
 
{{Qud shader|rules|{{(}}25% chance per turn to repel gases near itself.{{)}}}}
| categories = Baetyls
| categories = Baetyls
| gameversion = 2.0.206.57
}}
}}
The {{name}} is the only type of [[:Category:Baetyls|Baetyl]] that gives the player randomly generated quests that give random rewards. These rewards can be a weapon, artifact, or even reputation points or attribute points. The player will know when a baetyl has an uncompleted quest if once the player character has already saw the baetyl at least once, they will begin to emit sparks occasionally. Even when the baetyl is out of the player character's vision, it will continue to emit sparks as long as it was seen once.
<!-- END QBE -->
A {{name}} is an object belonging to the [[baetyls]] faction. Sparking baetyls can be found in {{favilink|Bethesda Susa}}, as well as rarely in {{favilink|Ruins}}, the {{favilink|Flower Fields}}, the {{favilink|rusted archway}}, {{favilink|Grit Gate}}, {{favilink|Golgotha}} beneath the Cloaca level, and randomly underground.{{File Ref|file=EncounterTables}}{{File Ref|file=PopulationTables}}{{File Ref|file=Worlds}}{{Code Reference|namespace=XRL.World.ZoneBuilders|class=SpireZoneTemplate}}
 
Sparking baetyls are a kind of {{favilink|baetyl}} that are able to grant the player "quests" with random rewards. These rewards can be a weapon, [[artifact]], or even [[reputation]] or [[attribute]] points.
 
When a baetyl is seen by the player for the first time, they will begin emitting sparks and will play a short buzzing sound on occasion. This sparking will continue as long as the player is in the same zone as the sparking baetyl, and the player will be able to see the baetyl's location, even if they do not have line of sight to it.
 
When spoken to, sparking baetyls will prompt the player to give them multiple random objects in exchange for a vague gift. After speaking to it, the location of the sparking baetyl and the items requested will be automatically noted in the Journal. To fulfill the request, the player must drop the requested objects in a tile adjacent to the sparking baetyl, and then speak it. It will then consume the items, and reward the player.
 
Once the request is fulfilled, sparking baetyls will cease sparking and, when spoken to, will respond only with the following:{{Code Reference|class=RandomAltarBaetyl|name=RAB}}
 
{{Qud quote|I AM SATED, MORTAL. BEGONE.}}
 
== Properties ==
 
Sparking baetyls are completely immobile objects with extremely high health and {{AV}}[[AV]], meaning they are extremely difficult to destroy under normal circumstances. If a sparking baetyl's [[hitpoints]] are somehow reduced to 25% of their maximum HP (500 HP), it will become [[broken]]. If its HP is further reduced to 20% (400 HP), it will violently [[explosions|explode]] with a force of 25,000, dealing {{Heart}}{{dice tooltip|10d10+75}} damage to everything in a huge radius. This explosion is considered [[Neutron flux|neutronic]]. After exploding, the baetyl itself will disappear, leaving behind a {{favilink id|Space-Time Vortex}}.{{Code Reference|class=BaetylHostility}}


Sparking baetyls are found in the ruins and flower fields (at a smaller chance) terrain. Specific locations that have an increased chance of spawning sparking baetyls are {{favilink|Bethesda Susa}} and lower {{favilink|Grit Gate}}.
Sparking baetyls have an inherent [[normality|reality stabilization]] effect, while will contest [[Reality distortion|reality distorting]] events.{{Code Reference|class=RealityStabilization}} The strength of this reality stabilization is equal to 120 when a sparking baetyl is at maximum HP; if the baetyl takes damage, the strength of reality stabilization will be multiplied by the percentage of HP it has of its maximum HP.{{File Ref|file=ObjectBlueprints|name=Object}} Notably, reality stabilization will prevent sparking baetyls from being revealed by [[Clairvoyance]].


When spoken to, it will prompt the player to give them multiple random objects for a vague gift. The location of the baetyl and the items requested will be automatically noted in the journal. To fulfill this request, drop the requested objects in one of the 8 adjacent tiles to the baetyl, and then speak to the baetyl. It will ignore [[mods]] and will only take the number requested.
A sparking baetyl's reality stabilization and gas repulsion will be disabled if the baetyl is broken, [[rusted]], or affected by EMP; however, its explosion effect will still function.


Once the request is fulfilled, it will stop emitting sparks and will respond only with "I AM SATED, MORTAL. BEGONE."
Sparking baetyls will passively push adjacent [[gas|gases]] away from themselves, with a 25% chance of doing so each round.<ref name="Object"/>{{Code Reference|class=PartsGas}}
 
== Baetyl Quests ==
 
A sparking baetyl has a 70% chance of demanding a particular kind of item and a 30% chance of demanding a particular [[Item Mods|item mod]]. Any item with the mod will satisfy an item mod demand.
 
===Item Demands===
To be eligible to be used in a baetyl quest, an item <em>blueprint</em>:
* must not have a <code>Brain</code> part
* must have a <code>Physics</code> part
* must have a <code>Render</code> part
* must not have the tag <code>NoSparkingQuest</code>
* must not have the tag <code>BaseObject</code>
* must not have the tag <code>ExcludeFromDynamicEncounters</code>
* must not have <code>Physics.Takeable=false</code>
* must not have <code>Physics.IsReal=false</code>
* must not have the character <code>[</code> in its <code>Render.DisplayName</code>
* must not have the tag <code>SparkingQuestBlueprint</code> set to a value other than its own blueprint name
 
A blueprint meeting these requirements is randomly selected, with all such blueprints being equally likely. The baetyl will want from 3 to 6 objects matching the blueprint.
 
An object is considered to match the demand if:
* its blueprint is the same as the demand blueprint
* or it has the demand blueprint set in its <code>SparkingQuestBlueprint</code> property or tag
* or its blueprint-level <code>Render.DisplayName</code>, with all color formatting stripped, matches the blueprint's <code>Render.DisplayName</code> with all color formatting stripped
 
===Item Mod Demands===
To be eligible to be used in a baetyl quest, an item mod:
 
* must not have the <code>NoSparkingQuest</code> property set to true ([[Sharp]], [[Freezing]], and [[Flaming]] have this, as well as some wall mods)
* must have a <code>MinTier</code> less than or equal to 8 (only wall mods have this value set higher)
 
An item mod meeting these requirements is randomly selected, with all such item mods being equally likely. The baetyl will want from 3 to 6 items that have the item mod.


==Baetyl Quests==
===Demands===
To be eligible to be used in a baetyl quest, the item:
* must be inanimate
* can be taken
* does not have the tag <code>NoSparkingQuest</code> or <code>ExcludeFromDynamicEncounters</code>
* physically exists
* does not contain the character <code>[</code> in their display name
Once these requirements are met, a random number between 3 to 8 inclusive of that object will be requested.
===Rewards===
===Rewards===
The type of reward is randomly generated out of 8 possible rewards, with each having an equal chance, unless the player character is a [[true kin]], where the reward that grants mutation points grants attribute points instead. The tier of the reward is determined by a roll of {{dice tooltip|1d3+2}}. This means that the reward will be either tier 3, 4, or 5.
The type of reward is randomly generated out of 8 possible rewards, with each having an equal chance, unless the player character is a [[True Kin]], where the reward that grants mutation points grants attribute points instead.  


{|class = "wikitable"
{|class = "wikitable"
Line 39: Line 90:
|-
|-
|A MIGHTY WEAPON
|A MIGHTY WEAPON
|A melee weapon of the specified tier with a 30% chance of being modded
|A melee weapon
| 12.5%
| 12.5%
|-
|-
|A SPLENDID VESTEMENT
|A SPLENDID VESTMENT
|A piece of armor of the specified tier with a 30% chance of being modded
|A piece of armor
|12.5%
|12.5%
|-
|-
|A BLAZING CANNON
|A BLAZING CANNON
| A missile weapon of the specified tier with a 30% chance of being modded
|A missile weapon
|12.5%
|12.5%
|-
|-
|A PECULIAR CONTRAPTION
|A PECULIAR CONTRAPTION
|An [[artifact]] of the specified tier with a 30% chance of being modded
|An [[artifact]]
|12.5%
|12.5%
|-
|-
|ENHANCED PROWESS
|ENHANCED PROWESS
|1 to 3 attribute points or 1 to 3 mutation points (If true kin, it will always be attribute points)
|1 to 3 attribute points or 1 to 3 mutation points (if true kin, it will always be attribute points)
|25%
|25%
|-
|-
Line 63: Line 114:
|-
|-
|GREAT RENOWN
|GREAT RENOWN
| +800 [[reputation]] with a random visible [[factions|faction]]
| Grants 720 to 880 [[reputation]] with a random visible [[factions|faction]]
|12.5%
|12.5%
|}
|}
====Item Rewards====
Item rewards will be of a [[tier]] meant to very roughly reflect the challenge of the demand. This tier will be either a number based on the demand or the [[zone tier|static zone tier]] of the [[zone]] where the baetyl first spawned, whichever is higher, plus {{dice tooltip|1d2}}. For item demands, the demand-based number is the tier of the item. For item mod demands, the demand-based number is the tier of the item mod (corresponding to its main bit), plus a number corresponding to the rarity of the item mod (squared if the item mod cannot be added via [[tinkering]]), minus one if the item mod can show up randomly on items created by [[tinkering]].
Item rewards will have:
* at least one [[Item Mods|mod]], if any are applicable
* a 40% increase to their chance of second and third mods
* a 35% chance of a minor performance boost similar to those seen on [[relic]]s
* a 15% chance of a major power similar to those seen on [[relic]]s
* if either relic bestowal occurs, the item will be given a proper name like that of a relic, and the item will become unmoddable
The success of relic power bestowals is, beyond the random chance involved, also subject to whether the item has appropriate faculties to receive a bestowal. (For example, a {{favilink|box of crayons}} may not be able to receive any bestowal.)
The item's value will be adjusted upward by:
* a base 20%
* an additional 20% if a minor relic performance boost was bestowed
* an additional 40% if a major relic power was bestowed
==Precognition Interaction==
Sparking baetyl demands and rewards are generated when the baetyl is first placed in a square, meaning that in order to generate these differently using [[Precognition]], you would need to be going back to before the zone was generated. You would also need to avoid having transited multiple zones in the meantime, in order to avoid an issue with the game's save architecture that can allow serialized zones to "cross over" between saved game states.
==Tips==
==Tips==
{{opinion}}
{{opinion}}
*Due to the randomness of requests, it is fine to ignore some requests that request too rare objects for a low quality reward.
* Due to the randomness of requests, it is fine to ignore some requests that request too rare objects for a low quality reward.
* For player characters already at tier 6 or greater(crysteel or higher) gear, the quests that reward items will be less useful.
 
==References==
{{References|2.0.201.75}}
*All information from this page is taken from <code>XRL.World.Parts.RandomAltarBaetyl</code>
 
{{Creature Navbox|Baetyls}}

Latest revision as of 01:36, 26 February 2024

sparking baetyl
Sparking baetyl.png
Character

ID?Use this ID to Wish for sparking baetyl

SparkingBaetyl

Faction

baetyls (Loved100 Reputation)

Tier

5

Corpse Dropped

rubble (100%)


Extra info:
sparking baetyl

A lens of glass has crusted over the smooth stone where the heat of sacred math burned the air then cooled in Q.E.D. Under that dermis and the meteoritic layer, an electric heart grinds on the field of magnets at the earth's core and radiates a shower of sparks.

25% chance per turn to repel gases near itself.

Perfect

A sparking baetyl is an object belonging to the baetyls faction. Sparking baetyls can be found in Bethesda Susa, as well as rarely in ruins, the flower fields, the Rusted Archway, Grit Gate, Golgotha beneath the Cloaca level, and randomly underground.[1][2][3][4]

Sparking baetyls are a kind of baetyl that are able to grant the player "quests" with random rewards. These rewards can be a weapon, artifact, or even reputation or attribute points.

When a baetyl is seen by the player for the first time, they will begin emitting sparks and will play a short buzzing sound on occasion. This sparking will continue as long as the player is in the same zone as the sparking baetyl, and the player will be able to see the baetyl's location, even if they do not have line of sight to it.

When spoken to, sparking baetyls will prompt the player to give them multiple random objects in exchange for a vague gift. After speaking to it, the location of the sparking baetyl and the items requested will be automatically noted in the Journal. To fulfill the request, the player must drop the requested objects in a tile adjacent to the sparking baetyl, and then speak it. It will then consume the items, and reward the player.

Once the request is fulfilled, sparking baetyls will cease sparking and, when spoken to, will respond only with the following:[5]

I AM SATED, MORTAL. BEGONE.

Properties

Sparking baetyls are completely immobile objects with extremely high health and ♦AV, meaning they are extremely difficult to destroy under normal circumstances. If a sparking baetyl's hitpoints are somehow reduced to 25% of their maximum HP (500 HP), it will become broken. If its HP is further reduced to 20% (400 HP), it will violently explode with a force of 25,000, dealing ♥10d10+7585-175 (Avg: 130) damage to everything in a huge radius. This explosion is considered neutronic. After exploding, the baetyl itself will disappear, leaving behind a space-time vortex.[6]

Sparking baetyls have an inherent reality stabilization effect, while will contest reality distorting events.[7] The strength of this reality stabilization is equal to 120 when a sparking baetyl is at maximum HP; if the baetyl takes damage, the strength of reality stabilization will be multiplied by the percentage of HP it has of its maximum HP.[8] Notably, reality stabilization will prevent sparking baetyls from being revealed by Clairvoyance.

A sparking baetyl's reality stabilization and gas repulsion will be disabled if the baetyl is broken, rusted, or affected by EMP; however, its explosion effect will still function.

Sparking baetyls will passively push adjacent gases away from themselves, with a 25% chance of doing so each round.[8][9]

Baetyl Quests

A sparking baetyl has a 70% chance of demanding a particular kind of item and a 30% chance of demanding a particular item mod. Any item with the mod will satisfy an item mod demand.

Item Demands

To be eligible to be used in a baetyl quest, an item blueprint:

  • must not have a Brain part
  • must have a Physics part
  • must have a Render part
  • must not have the tag NoSparkingQuest
  • must not have the tag BaseObject
  • must not have the tag ExcludeFromDynamicEncounters
  • must not have Physics.Takeable=false
  • must not have Physics.IsReal=false
  • must not have the character [ in its Render.DisplayName
  • must not have the tag SparkingQuestBlueprint set to a value other than its own blueprint name

A blueprint meeting these requirements is randomly selected, with all such blueprints being equally likely. The baetyl will want from 3 to 6 objects matching the blueprint.

An object is considered to match the demand if:

  • its blueprint is the same as the demand blueprint
  • or it has the demand blueprint set in its SparkingQuestBlueprint property or tag
  • or its blueprint-level Render.DisplayName, with all color formatting stripped, matches the blueprint's Render.DisplayName with all color formatting stripped

Item Mod Demands

To be eligible to be used in a baetyl quest, an item mod:

  • must not have the NoSparkingQuest property set to true (Sharp, Freezing, and Flaming have this, as well as some wall mods)
  • must have a MinTier less than or equal to 8 (only wall mods have this value set higher)

An item mod meeting these requirements is randomly selected, with all such item mods being equally likely. The baetyl will want from 3 to 6 items that have the item mod.

Rewards

The type of reward is randomly generated out of 8 possible rewards, with each having an equal chance, unless the player character is a True Kin, where the reward that grants mutation points grants attribute points instead.

Reward Result Chance
A MIGHTY WEAPON A melee weapon 12.5%
A SPLENDID VESTMENT A piece of armor 12.5%
A BLAZING CANNON A missile weapon 12.5%
A PECULIAR CONTRAPTION An artifact 12.5%
ENHANCED PROWESS 1 to 3 attribute points or 1 to 3 mutation points (if true kin, it will always be attribute points) 25%
HEIGHTENED SKILL (1 to 3) * (4 * (intelligence - 10) + 50) skill points 12.5%
GREAT RENOWN Grants 720 to 880 reputation with a random visible faction 12.5%

Item Rewards

Item rewards will be of a tier meant to very roughly reflect the challenge of the demand. This tier will be either a number based on the demand or the static zone tier of the zone where the baetyl first spawned, whichever is higher, plus 1d21-2 (Avg: 1.5). For item demands, the demand-based number is the tier of the item. For item mod demands, the demand-based number is the tier of the item mod (corresponding to its main bit), plus a number corresponding to the rarity of the item mod (squared if the item mod cannot be added via tinkering), minus one if the item mod can show up randomly on items created by tinkering.

Item rewards will have:

  • at least one mod, if any are applicable
  • a 40% increase to their chance of second and third mods
  • a 35% chance of a minor performance boost similar to those seen on relics
  • a 15% chance of a major power similar to those seen on relics
  • if either relic bestowal occurs, the item will be given a proper name like that of a relic, and the item will become unmoddable

The success of relic power bestowals is, beyond the random chance involved, also subject to whether the item has appropriate faculties to receive a bestowal. (For example, a box of crayons may not be able to receive any bestowal.)

The item's value will be adjusted upward by:

  • a base 20%
  • an additional 20% if a minor relic performance boost was bestowed
  • an additional 40% if a major relic power was bestowed

Precognition Interaction

Sparking baetyl demands and rewards are generated when the baetyl is first placed in a square, meaning that in order to generate these differently using Precognition, you would need to be going back to before the zone was generated. You would also need to avoid having transited multiple zones in the meantime, in order to avoid an issue with the game's save architecture that can allow serialized zones to "cross over" between saved game states.

Tips

This section is opinion-based. Your mileage may vary.
  • Due to the randomness of requests, it is fine to ignore some requests that request too rare objects for a low quality reward.

References

This information is reliable as of patch 2.0.201.75.
  1. EncounterTables.xml
  2. PopulationTables.xml
  3. Worlds.xml
  4. XRL.World.ZoneBuilders.SpireZoneTemplate
  5. XRL.World.Parts.RandomAltarBaetyl
  6. XRL.World.Parts.BaetylHostility
  7. XRL.World.Parts.RealityStabilization
  8. 8.0 8.1 ObjectBlueprints.xml
  9. XRL.World.Parts.PartsGas