Village: Difference between revisions

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** {{dice tooltip|0-1}} villages in the {{favilink|Flower Fields}}
** {{dice tooltip|0-1}} villages 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 villages - those are generated separately)
** {{dice tooltip|1-2}} villages in the {{favilink|Ruins}}
** {{dice tooltip|1-2}} villages in the {{favilink|Ruins}}
** {{dice tooltip|1-2}} villages in the {{favilink|Deathlands}}
** {{dice tooltip|1-2}} villages in the {{favilink|Deathlands}}
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* {{favilink|Six Day Stilt}}
* {{favilink|Six Day Stilt}}
* {{favilink|Grit Gate}}
* {{favilink|Grit Gate}}
== References ==
{{as of patch inline|2.0.201.49}}
<references />

Revision as of 16:14, 13 November 2020

Villages are the primary form of settlement in Caves of Qud.

The following villages are static and will appear in every playthrough:

In addition to these 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
    • 00 villages 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
    • 1-21-2 (Avg: 1.5) villages in the mountains
    • 0-10-1 (Avg: 0.5) villages in the flower fields
    • 8-128-12 (Avg: 10) villages in the jungle
      • (note that these are not goatfolk villages - those are generated separately)
    • 1-21-2 (Avg: 1.5) villages in the ruins
    • 1-21-2 (Avg: 1.5) villages in the Deathlands(favilink error!)

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]

Example abandoned village monument

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 world map tier of the village's location.[4]

Other Types of Settlements

References

This information is reliable as of patch 2.0.201.49.
  1. XRL.Annals.QudHistoryFactory, method GenerateNewSultanHistory
  2. XRL.Annals.QudHistoryFactory, method GenerateNewVillage
  3. XRL.Annals.Abandoned
  4. XRL.World.Parts.VillageSurface