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[[File:Puffer spores.gif|right|frame|The infectious spores of a brooding azurepuff, jadepuff, and rosepuff]]
<!-- ➤<br>→<br>➝<br>⟶<br>→</br>⤍<br>⤑<br>⥅<br>⇴<br>⇢<br>➞<br>➟<br>⇨ -->


Fungi are crucial participants in the peculiar Qud ecosystem, and play a central role in the game's main quest.
{| class="wikitable"
! colspan=3 style="text-align:left;background-color:#003e00; border-bottom:0px;" | All of the following:
|-
| style="background:#003e00;border-top:0px;border-bottom:0px;" |
! style="background:rgba(0, 62, 0, 0.65);" | Item
! style="background:rgba(0, 62, 0, 0.65);" | Quantity
|-
| style="background:#003e00;font-size:1.5em;" | ⥅
| Uplifted Knight Commander
| 1
|-
| style="background:#003e00;font-size:1.5em;" | ⥅
|


Fungi are perhaps most notable for their infectious spores, which may spread to the player and other creatures.
{| class="wikitable" style="margin-left: 0.5em;" <!-- Types -->
! colspan=4 style="text-align:left;background-color:#333e00;border-bottom:0px;" | One of the following:
|-
| style="background:#333e00;border-top:0px; " |
! style="background:rgba(51, 62, 0, 0.65);" | Item
! style="background:rgba(51, 62, 0, 0.65);" | Quantity
! style="background:rgba(51, 62, 0, 0.65);" | Chance
|-
| style="background:#333e00;font-size:1.5em;" | ⇢
|


Carrying a fungal infection endears the host to fungi across Qud, significantly improving their [[reputation]] with the [[Fungi]] faction. Infections may be considered symbiotic or parasitic depending on the scenario. For example, a fungal infection on the main weapon hand could prevent a {{favilink|snapjaw warlord}} from attacking as effectively as they previously could and provide little benefit. However, a {{favilink|mumble mouth}} infection on the arm might be considered a valuable asset to a player that desires to learn new secrets about the world of Qud.
{| class="wikitable" style="margin-left: 0.5em;" <!-- Types > Knight -->
! colspan=3 style="text-align:left;background-color:#003e00;border-bottom:0px;" | All of the following:
|-
| rowspan=3 style="max-width:12px; background:#003e00;border-top:0px;" |
! Item
! Quantity
|-
| Templar Weighted Toward Knight
| 1
|-
|


== Common Varieties of Fungal Infection ==
{| class="wikitable" style="margin-left: 0.5em;" <!-- Knight Leader -->
Fungal infections are spread by the spores of the {{favilink|brooding azurepuff}}, {{favilink|brooding goldpuff}}, {{favilink|brooding jadepuff}}, and {{favilink|brooding rosepuff}}.
! colspan=4 style="text-align:left;background-color:#333e00;border-bottom:0px;" | One of the following:
|-
| rowspan=3 style="max-width:12px; background:#333e00;border-top:0px; |
! Item
! Quantity
! Chance
|-
| Banner-Knight Templar
| 1
| 50%
|-
| Knight Templar
| 1
| 50%
|}


There are four common fungal infections. Each infection is spread by a particular color of brooding puff, but the association between puff and infection is randomly determined for each playthrough, so there is no easy way to know ahead of time which type of infection one will get from a particular brooding puff.
| 1
|}


* {{favilink|fickle gill}}
| 1
* {{favilink|glowcrust}}
| 33.3%
* {{favilink|mumble mouth}}
|-
* {{favilink|waxflab}}
| style="background:#333e00;font-size:1.5em;" | ⇢
| Template War Party Major > Types > Gunner
| 1
| 33.3%
|-
| style="background:#333e00;font-size:1.5em;" | ⇢
| Template War Party Major > Types > GunnerOrKnight
| 1
| 33.3%
|}


== Methods of Transmission ==
| 1
Fungal infections are obtained by contact with fungal spores.
|}


When a player or creature that has less than {{qud text|&G250}} [[reputation]] with the [[Fungi]] faction enters any of the 8 tiles surrounding a {{favilink|brooding jadepuff|brooding puff}}, the puff will spew its infectious spores into the air. The spores act similar to a gas, and will generally linger in the air for around 60-100 turns. Any creature or player that is in the same tile as fungal spores must make a [[save|toughness save]] each turn (difficulty 10) or become afflicted with [[itchy skin]], which eventually leads to the fungal infection.


Fungal spores can also be expelled by any creature that hosts a {{favilink|fickle gill}} infection, and those spores may in turn infect other creatures.


'''<big> Fungal Habitats </big>'''
== Templar War Party Major ==
[[Image:Fungal_caps_and_grass.png|right|frame|Fungal grass, dandy caps, and spotted shagspook]]
Fungi spawn in [[World Map#Zones|zones]] that are randomly generated with a ''fungus patch'', ''fungus grove'', or ''fungus forest'' postfix. These zones can appear in any biome, including under ground, though they are somewhat uncommon. When such an area spawns in the world, it is typical for multiple connected zones to each be populated with fungi.


Fungal zones have a recognizable type of blue grass. They are also filled with {{favilink|dandy cap|plural}} and {{favilink|spotted shagspook}}, which, though harmless themselves, can often obscure the visibility of nearby brooding puffs. It is also common for fungal zones to include creatures that are infected with one or more fungal infections. These creatures often have the ''and friend to fungi'' postfix on their name.
{| class="wikitable"
 
! colspan=2 style="text-align:left;background-color:#003e00;" | All of the following:
== Curing Fungal Infections ==
|-
 
! Item
{{Ambox
! Quantity
| type = For a player-focused guide about how to gain and cure fungal infections, refer to [[Fungal Infections/Guide]].
|-
| icon = Spray_bottle.png
| Uplifted Knight Commander
| format = tiny
| 1
}}
|-
| Template War Party Major > Types
| 1
|}


The [[Corpus Choliys]] contains the cure to many known diseases and infections in Qud, including fungal infections.
=== Templar War Party Major > Types ===
 
The fungal infection cure recipe is randomized for each playthrough, but will always have the same general structure. To cure a fungal infection, one must:
# Eat a raw corpse of a random worm-like creature.
# Spray a random {{qud text|&Yunctuous}} liquid onto the infection.
#* This step must be completed within 100 turns of consuming the corpse.
 
The worm-like corpse required to initiate the cure will always be one of the following:


{| class="wikitable"
{| class="wikitable"
! Creature
! colspan=3 style="text-align:left;background-color:#333e00;" | One of the following:
! style="width: 140px;" | Corpse Drop Chance
! Where to Find
|-
|-
| {{favilink|electric snail}}
! Item
| style="text-align:center;" | 100%
! Quantity
| A somewhat uncommon creature found in the [[ruins]] and [[jungles]] biomes or underground.
! Chance
|-
|-
| {{favilink|knollworm}}
| Template War Party Major > Types > Knight
| style="text-align:center;" | 10%
| 1
| Very common in the [[waterlogged tunnel]]. Also found in similar low-tier underground areas.
| 33.3%
|-
|-
| {{favilink|plated knollworm}}
| Template War Party Major > Types > Gunner
| style="text-align:center;" | 15%
| 1
| Very common in the [[waterlogged tunnel]]. Also found in similar low-tier underground areas.
| 33.3%
|-
|-
| {{favilink|leech}}  
| Template War Party Major > Types > GunnerOrKnight
| style="text-align:center;" | 25%
| 1
| Commonly found in [[hills]], [[jungles]], [[ruins]], and the [[Rust Wells]].
| 33.3%
|}
 
=== Templar War Party Major > Types > Knight ===
 
{| class="wikitable"
! colspan=2 style="text-align:left;background-color:#003e00;" | All of the following:
|-
|-
| {{favilink|bloated leech}}
! Item
| style="text-align:center;" | 100%
! Quantity
| Commonly found in [[hills]], [[jungles]], [[ruins]], and the [[Rust Wells]].
|-
|-
| {{favilink|segmented mirthworm}}
| Templar Weighted Toward Knight
| style="text-align:center;" | 50%
| 1
| Very common in surface and underground zones near [[Grit Gate]]. This is a self-replicating "breeder" creature that will multiply into a larger group.
|-
|-
| {{favilink|worm of the earth}}
| Templar War Party Major > Types > Knight > Knight Leader
| style="text-align:center;" | 5%
| 1
| Found in mid- to high-tier [[ruins]] and in the [[Tomb of the Eaters]]. This is a self-replicating "breeder" creature that will multiply into a larger group.
|-
| {{favilink|seedsprout worm}}
| style="text-align:center;" | 10%
| A rare solitary creature with a low corpse drop rate. Finding a corpse will be difficult. They are most commonly found in levels 1-5 underground beneath non-[[ruins]] biomes (such as [[hills]], [[mountains]], [[Salt Marsh|salt marshes]], [[Flower Fields|flower fields]], [[Salt Dunes|salt dunes]], [[Jungle|jungles]], and [[Banana Grove|banana groves]]). Even in these areas they have a very low spawn rate. If you go deeper than strata 5 underground, they are found only in low-tier cave areas, such as the south-western parts of the world map where the player begins the game, so focus your search on strata 1-5 for the best chance of finding them.
|}
|}


The liquid required by the cure will always be a 1:1 mixture of {{favilink|gel}} and one of the following randomly chosen liquids. The mixture must be put into a {{favilink|spray bottle}} and applied to the infection.
=== Templar War Party Major > Types > Knight > Knight Leader ===


{| style="padding: 0.6em; border: var(--toc-border); background: var(--toc-background);"
{| class="wikitable"
| style="min-width:140px;" | {{favilink|cider}}
! colspan=3 style="text-align:left;background-color:#333e00;" | One of the following:
| style="min-width:140px;" | {{favilink|slime}}
| style="min-width:140px;" | {{favilink|putrescence}}
|-
|-
| {{favilink|honey}} || {{favilink|acid}} || {{favilink|asphalt}}
! Item
! Quantity
! Chance
|-
|-
| {{favilink|sap}} || {{favilink|convalessence}} || {{favilink|oil}}
| Banner-Knight Templar
| 1
| 50%
|-
|-
| {{favilink|wine}} || {{favilink|primordial soup}} || {{favilink|blood}}
| Knight Templar
| 1
| 50%
|}
|}


== Additional Methods of Losing an Infection ==
=== Templar War Party Major > Types > Gunner ===
 
In addition to completing the cure described in the [[Corpus Choliys]], a creature may also lose a fungal infection by:
* Having the infected limb dismembered.
* Cooking a recipe that temporarily grants a mutation which equips a natural weapon into the infection's body slot.
** For example, cooking with {{favilink|flamebeard gland paste}} can grant fire breath, which temporarily equips {{qud text|&Ygh&yos&ktly &rfla&Rme&Ws}} to the face and will remove any fungal infection from the face. Burrowing hands, flaming hands, freezing hands, and ice breath will all have a similar effect on the hands or face.
 
== Relevance to the Main Quest ==
 
{{favilink|Klanq}} is a unique fungal infection that the player contracts during the game's [[:Category:Main_Questline|main questline]]. As part of the [[Pax Klanq, I Presume?]] quest, the player is given a choice of which body part they would like to be infected with {{qud text|&OKlanq}}. Unlike other fungal infections, {{qud text|&OKlanq}} cannot be cured by using the recipe in the [[Corpus Choliys]]. It can only be cured by completing its associated quest.
 
== Benefits and Detriments ==
{{Opinion}}
 
There are many benefits to hosting a well-placed fungal infection on the body. However, there also some notable drawbacks.
 
'''<big> Benefits </big>'''
* {{favilink|waxflab}} acts as a {{heart}}2d3 unarmed weapon with unlimited strength bonus when it is contracted on a weapon hand.
** This is the most powerful unarmed damage available to mutants (equivalent to the damage of a [[carbide hand bones]] implant).
* {{favilink|mumble mouth}} provides a constant source of secrets, including rare and sought-after secrets such as the locations of legendary merchants. Hosting multiple mumble mouth infections at once can result in a vast amount of new knowledge, and open up interesting opportunities to explore lairs and ruins.
* {{favilink|glowcrust}} provides a continuous supply of {{favilink page|luminous hoarshroom (food)|plural}}. These can be used as healing tonics, sold for profit due to their high trade value, or preserved into useful [[cooking]] ingredients.
* Significantly improves one's reputation with the [[Fungi]] faction.
* Grants bonus armor ([[AV]]), and in some cases, additional elemental [[resistances]].
 
'''<big> Detriments </big>'''
* Prevents a host from equipping items to the infected body part.
** For creatures that prefer to fight with a weapon, an infection on the weapon hand can be particularly problematic.
* Seriously harms one's reputation with the [[Consortium of Phyta]] faction.
** Several notable NPCs that the player will encounter during the [[:Category:Main Questline||main quest]] are part of this faction and may become hostile if the player's Consortium reputation is too low.
* All fungal infections have a low [[AV]] bonus compared to the [[AV]] (or [[DV]]) bonuses granted by high-tier equipment.
* {{favilink|waxflab}} has a particularly notable penalty to [[DV]] and [[quickness]].
* {{favilink|fickle gill}} can spread between a host and the host's companions or [[Temporal Fugue]] clones, which can lead to many infected body parts over time.


{| class="wikitable"
! colspan=2 style="text-align:left;background-color:#003e00;" | All of the following:
|-
! Item
! Quantity
|-
| Templar Weighted Toward Gunner
| 1
|-
| Templar War Party Major > Types > Gunner > Gunner Leader
| 1
|}


 
=== Templar War Party Major > Types > Gunner > Gunner Leader ===
 
== Curing Fungal Infections ==
 
{{Ambox
| type = If for some reason you cannot obtain the Corpus Choliys or the required ingredients for the cure, you can consider resorting to [[Voluntary Dismemberment]] to remove your infection. However, this won't work for non-dismemberable body parts, such as your back.
| icon = Madpole.png
| format = tiny
}}
 
The [[Corpus Choliys]] contains the cure to many known diseases and infections in Qud, including fungal infections. You must find the book in game and read it to learn what is required of you to cure a fungal disease.
 
The fungal infection cure recipe will be randomized but will always have the same general structure:
# Eat a raw corpse of a specific worm-like creature.
# Then, spray a mixture of {{favilink|gel}} and one other random liquid onto the infection.
 
'''<big> Eating the Corpse </big>'''
 
To initiate the cure, the player must eat the raw corpse of a worm-like creature. The corpse required will be one of those listed in the following table.
 
Non-[[carnivorous]] creatures will need to wait until they are [[Hunger|famished]] before they will be able to stomach the thought of eating the raw corpse.


{| class="wikitable"
{| class="wikitable"
! Creature || Corpse Drop Chance || Where to Find
! colspan=3 style="text-align:left;background-color:#333e00;" | One of the following:
|-
|-
| {{favilink|electric snail}} || 100% || A somewhat uncommon creature found in the [[ruins]] and [[jungles]] biomes or underground.
! Item
! Quantity
! Chance
|-
|-
| {{favilink|knollworm}} || 10% || Very common in the [[waterlogged tunnel]]. Also found in similar low-tier underground areas.
| Banner-Knight Templar
| 1
| 50%
|-
|-
| {{favilink|plated knollworm}} || 15% || Very common in the [[waterlogged tunnel]]. Also found in similar low-tier underground areas.
| Gunner-Knight Templar
| 1
| 50%
|}
 
=== Templar War Party Major > Types > GunnerOrKnight ===
 
{| class="wikitable"
! colspan=2 style="text-align:left;background-color:#003e00;" | All of the following:
|-
|-
| {{favilink|leech}} || 25% || Commonly found in [[hills]], [[jungles]], [[ruins]], and the [[Rust Wells]].
! Item
! Quantity
|-
|-
| {{favilink|bloated leech}} || 100% || Commonly found in [[hills]], [[jungles]], [[ruins]], and the [[Rust Wells]].
| Templar Weighted Toward Gunner
| 1
|-
|-
| {{favilink|segmented mirthworm}} || 50% || Very common in surface and underground zones near [[Grit Gate]]. This is a self-replicating "breeder" creature that will multiply into a larger group.
| Templar Weighted Toward Knight
| 1
|-
|-
| {{favilink|worm of the earth}} || 5% || Found in mid- to high-tier [[ruins]] and in the [[Tomb of the Eaters]]. This is a self-replicating "breeder" creature that will multiply into a larger group.
| Templar War Party Major > Types > GunnerOrKnight > GunnerOrKnight Leader
|-
| 1
| {{favilink|seedsprout worm}} || 10% || A rare solitary creature with a low corpse drop rate. Finding a corpse will be difficult. They are most commonly found in levels 1-5 underground beneath non-[[ruins]] biomes (such as [[hills]], [[mountains]], [[Salt Marsh|salt marshes]], [[Flower Fields|flower fields]], [[Salt Dunes|salt dunes]], [[Jungle|jungles]], and [[Banana Grove|banana groves]]). Even in these areas they have a very low spawn rate. If you go deeper than strata 5 underground, they are found only in low-tier cave areas, such as the south-western parts of the world map where the player begins the game, so focus your search on strata 1-5 for the best chance of finding them.
|}
|}


When the correct corpse for the cure is eaten while the player has a fungal infection, the player will see a pop-up with the following message:
=== Templar War Party Major > Types > GunnerOrKnight > GunnerOrKnight Leader ===


{{Qud quote|You feel a little queasy.}}
{| class="wikitable"
 
! colspan=3 style="text-align:left;background-color:#333e00;" | One of the following:
At this point, the player has 100 turns to apply the cure to their fungal infection(s).
|-
 
! Item
After those 100 turns have passed, the player will see the following pop-up and will have to consume another corpse to perform any further cures:
! Quantity
 
! Chance
{{Qud quote|The queasiness passes.}}
 
'''<big> Preparing the Liquid </big>'''
 
The cure requires a 1:1 mixture of {{favilink|gel}} and one of the following randomly chosen liquids:
 
{| style="margin-left: 2em; border: var(--toc-border); background: var(--toc-background);"
| style="min-width:140px;" | {{favilink|cider}}
| style="min-width:140px;" | {{favilink|slime}}
| style="min-width:140px;" | {{favilink|putrescence}}
|-
|-
| {{favilink|honey}} || {{favilink|acid}} || {{favilink|asphalt}}
| Banner-Knight Templar
| 1
| 33.3%
|-
|-
| {{favilink|sap}} || {{favilink|convalessence}} || {{favilink|oil}}
| Knight Templar
| 1
| 33.3%
|-
|-
| {{favilink|wine}} || {{favilink|primordial soup}} || {{favilink|blood}}
| Gunner-Knight Templar
| 1
| 33.3%
|}
|}


The mixture must be put into a {{favilink|spray bottle}} so that it can be applied to the infection.
* You can find guaranteed spray bottles for sale at the [[Six Day Stilt]] - the southeastern zone of the market loop always includes an {{favilink|Apothecary}} who sells two spray bottles.
* The spray bottles may appear to your character as a {{qud text|&yweird artifact [&kempty&y]}} if you have not previously identified one.


The Southeastern zone of the Six Day Stilt market loop also is guaranteed to contain an {{favilink|Ichor merchant}}, who will most likely be selling {{favilink|gel}} and the additional random liquid you need to complete your cure. If for some reason you can't find gel for sale, you can buy a {{favilink|desalination pellet}} from the ichor merchant, and use it on some slime. For example, a large amount of slime will burst out of a {{favilink|giant amoeba}} when killed.
<pre>
  <population Name="Templar War Party Major">
    <group Name="Contents" Style="pickeach">
      <object Number="1" Blueprint="Uplifted Knight Commander" />
      <group Name="Types" Style="pickone">
        <group Name="Knight" Style="pickeach">
          <table Number="6" Name="Templar Weighted Toward Knight" />
          <group Name="Knight Leader" Style="pickone">
            <object Blueprint="Banner-Knight Templar" />
            <object Blueprint="Knight Templar" />
          </group>
        </group>
        <group Name="Gunner" Style="pickeach">
          <table Number="6" Name="Templar Weighted Toward Gunner" />
          <group Name="Gunner Leader" Style="pickone">
            <object Blueprint="Banner-Knight Templar" />
            <object Blueprint="Gunner-Knight Templar" />
          </group>
        </group>
        <group Name="GunnerOrKnight" Style="pickeach">
          <table Number="3" Name="Templar Weighted Toward Gunner" />
          <table Number="3" Name="Templar Weighted Toward Knight" />
          <group Name="GunnerOrKnight Leader" Style="pickone">
            <object Blueprint="Banner-Knight Templar" />
            <object Blueprint="Knight Templar" />
            <object Blueprint="Gunner-Knight Templar" />
          </group>
        </group>
      </group>
    </group>
  </population>
</pre>


'''<big> Applying the Cure </big>'''
== Beta Wiki Prep ==
* <s>Drafts of new liquids pages: https://gist.github.com/egocarib/84e1ec29e6d9920f7b7e456dfe82a5e2</s>
* <s>Drafts of new turret pages: https://gist.github.com/egocarib/0c1e9623d17c874d5d3abf54da456704</s>
* <s>Drafts of new mod pages: https://gist.github.com/egocarib/83b007b356f111c6bb68e1e5259d28e4</s>
* <s>Drafts of 'plasma' and 'coated in plasma' pages: https://gist.github.com/egocarib/6ca2a8fdc3be827a04c5f51d03af36b2</s>
* <s>List of wish changes: https://gist.github.com/egocarib/271db4a0322a2db6498e3870afc887ca</s>


To actually apply the liquid concoction and cure your fungal infection, do the following:
# Ensure that the {{favilink|spray bottle}} is filled with the cure solution.
# Select the {{favilink|spray bottle}} from your inventory and choose the "apply" option.
# A list of items that looks like your inventory will appear. <u>'''Your fungal infection is included in this list'''</u>, but you may have to scroll down quite a bit to find it. For example, if you have {{favilink|fickle gill}}, a "{{qud text|&Gfickle gill}}" object will appear in this list, and you can select it.


At this point, if you've done everything right, you'll see the following pop-up confirmation that you've been cured:
==Preliminary research into zone tiers.==


{{Qud quote|The infected crust of skin loosens and breaks away.}}
===Uses [[:Template:World map with world tiers|"world tiers"]] (from Text.txt):===


If the liquid mixture is correct, but you haven't eaten the right corpse (or the 100 turns allowed have already expired), you'll instead see the following pop-up:
====methods:====
* JoppaWorldBuilder.getLocationWithinNFromTerrainTypeTier
* JoppaWorldBuilder.getLocationOfTier(int tier)
* JoppaWorldBuilder.getLocationOfTier(int minTier, int maxTier)
* Zone.NewTier
** This one is even weirder for Z-levels, it ignores the surface "world tier" entirely for strata 6 and below. This has the most noticeable impact on historic site credit wedge rewards and baeytl rewards
** Reported here in one particular context: https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/2834
* ZoneTemplateNode.VariableReplace


{{Qud quote|Your skin itches furiously.}}
====features:====
* Sultan historic site placement
* XP reward for visiting a sultan historic site if you DON'T have the quest to visit that site already (250 * world tier)
* XP reward for visiting a village
* Kindrish (location of tier 4-6), random z level from surface to 9 below ground
* Either/Or atomizing into a creature (creates a creature of the zone's "world tier")
* Baetyl rewards (only a potential influence - the game ensures the reward item is at minimum equal to the "world tier" plus a random number from 1-2 (max 8))
* Generic faction encounters in most zones (anything that uses "FactionEncounters" builder, which is a lot)
* Historic site relic zone builder / cybernetics credit wedge rewards
** doesn't affect the actual relic itself - that uses the "zone tier" instead
* ZoneTemplates.xml (wherever there's a "{zonetier}" that needs replacing in that file)


If the liquid you applied is not correct, you won't see any message at all.


== Additional Notes ==
===Uses [[:Template:World map with zone tiers|"zone tiers"]] (from "RegionTier" tag in ObjectBlueprints):===


* If you have multiple infected body parts but only want to cure some of them, you can do the following:
====methods:====
*# Use the spray bottle to apply a non-cure liquid to each of your fungal infections. This changes their descriptions to be liquid covered (for example: {{qud text|&Ggooey &Rmumbl&Me m&Routh}}).
* Zone.Tier
*# Go to the equipment screen and "clean" each of the infections that you want to remove. This restores the target infections to their normal name (for example: {{qud text|&Rmumbl&Me m&Routh}}).
* Zone.GetZoneTier
*# Load up your spray bottle with the cure solution and choose to "apply" it.
* ZoneManager.zoneGenerationContextTier
*# Apply the cure to each fungal infection that is not liquid covered.


====features:====
* XP reward for visiting a sultan historic site if you DO have a quest to visit that site already (250 * zone tier)
* Legendary lairs - all features, including the creatures and the merchant stock generated there
* Village generation
* All other XML files besides ZoneTemplates.xml (encounters, populations, etc) whenever there's a "{zonetier}" that needs replacing
* All other dynamic population generation, including creatures and items
* Everything else that cares about zone tier that's not already listed here or above




Line 242: Line 312:




'''<big> Obtaining Specific Infections </big>'''


In some cases, a player may wish to obtain specific infections, and perhaps even to infect specific body parts. Doing so is possible, but requires some preparation and patience.


First, make note in your journal of any fungal zone that you find. This allows you to easily return to the area later when you're ready to get started. You'll typically encounter a few fungal zones during normal gameplay, but you can also simply wander around on surface zones to try and find one. Second, obtain a copy of the [[Corpus Choliys]], which contains the randomly generated recipe for a fungal cure in your world. It may also be a good idea to gather the cure ingredients ahead of time - particularly if the cure requires a rare corpse.


When you're ready to infect yourself:
# Enter a fungus zone that is home to {{favilink|brooding jadepuff|brooding puffs}}.
# Become infected by entering the puff's spores. <u>'''Make sure to note the color'''</u> of the puff and its spores (both will be the same color).
# After confirming that you've gained the itchy skin effect, wait 2-3 days nearby, and see what infection you get.
# If you got a different infection than you wanted, cure the infection and try again with a different-colored brooding puff. Repeat this process until you find the infection(s) you are looking for.
# To get infections on specific body parts, you can simply infect your entire body with the type of infection you desire, and then cure each body part that you '''don't''' want the infection to remain on.
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{{clear|both}}
{{infobox
|title=HistoricPond
|imagearea={{altimage start}}{{altimage | HistoricPond example 1.png | type =  example 1}}{{altimage | HistoricPond example 2.png | type =  example 2}}{{altimage | HistoricPond example 3.png | type =  example 3}}{{altimage | HistoricPond example 4.png | type =  example 4}}{{altimage | HistoricPond example 5.png | type =  example 5}}{{altimage | HistoricPond example 6.png | type =  example 6}}{{altimage | HistoricPond example 7.png | type =  example 7}}{{altimage | HistoricPond example 8.png | type =  example 8}}{{altimage | HistoricPond example 9.png | type =  example 9}}{{altimage | HistoricPond example 10.png | type =  example 10}}{{altimage | HistoricPond example 11.png | type =  example 11}}{{altimage | HistoricPond example 12.png | type =  example 12}}{{altimage | HistoricPond example 13.png | type =  example 13}}{{altimage | HistoricPond example 14.png | type =  example 14}}{{altimage | HistoricPond example 15.png | type =  example 15}}{{altimage | HistoricPond example 16.png | type =  example 16}}{{altimage | HistoricPond example 17.png | type =  example 17}}{{altimage | HistoricPond example 18.png | type =  example 18}}{{altimage | HistoricPond example 19.png | type =  example 19}}{{altimage | HistoricPond example 20.png | type =  example 20}}{{altimage end}}
}}








Gathering together old stuff I was working on...
* [[Template:Item/test]]
* [[Template:Item/CoreStats]]
* [[Template:Item/TinkerData]]


-->





Latest revision as of 15:53, 19 January 2024


All of the following:
Item Quantity
Uplifted Knight Commander 1
One of the following:
Item Quantity Chance
All of the following:
Item Quantity
Templar Weighted Toward Knight 1
One of the following:
Item Quantity Chance
Banner-Knight Templar 1 50%
Knight Templar 1 50%
1
1 33.3%
Template War Party Major > Types > Gunner 1 33.3%
Template War Party Major > Types > GunnerOrKnight 1 33.3%
1


Templar War Party Major

All of the following:
Item Quantity
Uplifted Knight Commander 1
Template War Party Major > Types 1

Templar War Party Major > Types

One of the following:
Item Quantity Chance
Template War Party Major > Types > Knight 1 33.3%
Template War Party Major > Types > Gunner 1 33.3%
Template War Party Major > Types > GunnerOrKnight 1 33.3%

Templar War Party Major > Types > Knight

All of the following:
Item Quantity
Templar Weighted Toward Knight 1
Templar War Party Major > Types > Knight > Knight Leader 1

Templar War Party Major > Types > Knight > Knight Leader

One of the following:
Item Quantity Chance
Banner-Knight Templar 1 50%
Knight Templar 1 50%

Templar War Party Major > Types > Gunner

All of the following:
Item Quantity
Templar Weighted Toward Gunner 1
Templar War Party Major > Types > Gunner > Gunner Leader 1

Templar War Party Major > Types > Gunner > Gunner Leader

One of the following:
Item Quantity Chance
Banner-Knight Templar 1 50%
Gunner-Knight Templar 1 50%

Templar War Party Major > Types > GunnerOrKnight

All of the following:
Item Quantity
Templar Weighted Toward Gunner 1
Templar Weighted Toward Knight 1
Templar War Party Major > Types > GunnerOrKnight > GunnerOrKnight Leader 1

Templar War Party Major > Types > GunnerOrKnight > GunnerOrKnight Leader

One of the following:
Item Quantity Chance
Banner-Knight Templar 1 33.3%
Knight Templar 1 33.3%
Gunner-Knight Templar 1 33.3%


  <population Name="Templar War Party Major">
    <group Name="Contents" Style="pickeach">
      <object Number="1" Blueprint="Uplifted Knight Commander" />
      <group Name="Types" Style="pickone">
        <group Name="Knight" Style="pickeach">
          <table Number="6" Name="Templar Weighted Toward Knight" />
          <group Name="Knight Leader" Style="pickone">
            <object Blueprint="Banner-Knight Templar" />
            <object Blueprint="Knight Templar" />
          </group>
        </group>
        <group Name="Gunner" Style="pickeach">
          <table Number="6" Name="Templar Weighted Toward Gunner" />
          <group Name="Gunner Leader" Style="pickone">
            <object Blueprint="Banner-Knight Templar" />
            <object Blueprint="Gunner-Knight Templar" />
          </group>
        </group>
        <group Name="GunnerOrKnight" Style="pickeach">
          <table Number="3" Name="Templar Weighted Toward Gunner" />
          <table Number="3" Name="Templar Weighted Toward Knight" />
          <group Name="GunnerOrKnight Leader" Style="pickone">
            <object Blueprint="Banner-Knight Templar" />
            <object Blueprint="Knight Templar" />
            <object Blueprint="Gunner-Knight Templar" />
          </group>
        </group>
      </group>
    </group>
  </population>

Beta Wiki Prep


Preliminary research into zone tiers.

Uses "world tiers" (from Text.txt):

methods:

  • JoppaWorldBuilder.getLocationWithinNFromTerrainTypeTier
  • JoppaWorldBuilder.getLocationOfTier(int tier)
  • JoppaWorldBuilder.getLocationOfTier(int minTier, int maxTier)
  • Zone.NewTier
  • ZoneTemplateNode.VariableReplace

features:

  • Sultan historic site placement
  • XP reward for visiting a sultan historic site if you DON'T have the quest to visit that site already (250 * world tier)
  • XP reward for visiting a village
  • Kindrish (location of tier 4-6), random z level from surface to 9 below ground
  • Either/Or atomizing into a creature (creates a creature of the zone's "world tier")
  • Baetyl rewards (only a potential influence - the game ensures the reward item is at minimum equal to the "world tier" plus a random number from 1-2 (max 8))
  • Generic faction encounters in most zones (anything that uses "FactionEncounters" builder, which is a lot)
  • Historic site relic zone builder / cybernetics credit wedge rewards
    • doesn't affect the actual relic itself - that uses the "zone tier" instead
  • ZoneTemplates.xml (wherever there's a "{zonetier}" that needs replacing in that file)


Uses "zone tiers" (from "RegionTier" tag in ObjectBlueprints):

methods:

  • Zone.Tier
  • Zone.GetZoneTier
  • ZoneManager.zoneGenerationContextTier

features:

  • XP reward for visiting a sultan historic site if you DO have a quest to visit that site already (250 * zone tier)
  • Legendary lairs - all features, including the creatures and the merchant stock generated there
  • Village generation
  • All other XML files besides ZoneTemplates.xml (encounters, populations, etc) whenever there's a "{zonetier}" that needs replacing
  • All other dynamic population generation, including creatures and items
  • Everything else that cares about zone tier that's not already listed here or above








HistoricPond



Gathering together old stuff I was working on...


throwing axe
Throwing axe.png
4/9
base: 4maximum: 9
Damage
♥2d12
average: 13range: 2-24
♦4
Armor value: 4
○3
Dodge value: 3
PV

4/9

Damage

♥2d122-24 (Avg: 13)

Weight

1#