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=== Procedurally Generated Village Qualities ===
=== Procedurally Generated Village Qualities ===
Procedurally generated villages will have random names. They'll also have a number of creatures, typically including a {{favilink|village mayor}}, {{favilink|village tinker}}, {{favilink|village apothecary}}, {{favilink|village warden}}, and a {{favilink|dromad merchant}}. One random creature in the village will always be a quest-giver that provides a procedurally generated [[village quest]]. If the village is the player's starting village, there will also be a second quest-giver that provides a procedurally generated quest that will start the game's main questline.
Procedurally generated villages will have random names. They'll also have a number of creatures, typically including a {{favilink|village mayor}}, {{favilink|village tinker}}, {{favilink|village apothecary}}, {{favilink|village warden}}, and a {{favilink|dromad trader}}. One random creature in the village will always be a quest-giver that provides a procedurally generated [[village quest]]. If the village is the player's starting village, there will also be a second quest-giver that provides a procedurally generated quest that will start the game's main questline.


== Abandoned Villages ==
== Abandoned Villages ==

Revision as of 16:20, 13 November 2020

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

Static Villages

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

Procedurally Generated Villages

In addition to 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!)

Procedurally Generated Village Qualities

Procedurally generated villages will have random names. They'll also have a number of creatures, typically including a village mayor, village tinker, village apothecary, village warden, and a dromad trader. One random creature in the village will always be a quest-giver that provides a procedurally generated village quest. If the village is the player's starting village, there will also be a second quest-giver that provides a procedurally generated quest that will start the game's main questline.

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

Some settlements are similar to villages in that they include many creatures, merchants, or other village-like features, but they technically are not quite the same as a village.

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