Zone tier: Difference between revisions

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{{Missing info|Needs updated maps that include the Deep Jungle areas from the latest game version.}}
{{Missing info|Needs updated maps that include the Deep Jungle areas from the latest game version.}}
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Each [[zone]] (or screen) that a player explores has a particular ''difficulty tier'' associated with, often referred to as the '''''{{name}}'''''.
Each [[zone]] (or screen) that a player explores has a particular ''difficulty tier'' typically referred to as the '''''{{name}}'''''.


Zone tier is one significant factor that contributes to the procedural generation of features in {{gamename}}, such as the level and difficulty of creatures that are found in a particular zone, or the items that can be obtained as random loot from a {{favilink|chest}} in that zone. Procedural generation is also influenced by other factors, such as the terrain type of the current zone, and whether or not the current zone is part of a village or a unique location.
Zone tier is one significant factor that contributes to the procedural generation of features in {{gamename}}, such as the level and difficulty of creatures that are found in a particular zone, or the items that can be obtained as random loot from a {{favilink|chest}} in that zone. Procedural generation is also influenced by other factors, such as the terrain type of the current zone and whether or not the current zone is part of a village or a unique location.


Zone tier is determined based on a combination of the following elements:
Zone tier is determined based on a combination of the following elements:
* The surface tier of the current [[world map]] {{parasang}}.
* The surface tier of the current [[world map]] {{parasang}}.
* The depth of the current zone, if it is underground.
* The depth of the current zone, if it is underground.
== Background ==
For historical reasons, the game uses two different systems to calculate zone tier. This can sometimes make determining the zone tier a bit tricky, because depending on which feature is using the zone tier, it may be calculated using one system or the other (even in the same single zone). For the purposes of this article, we'll give a name to each of those systems to help better distinguish them:
* '''Regional Zone Tier:''' This type of zone tier is the most commonly used. It is closely linked to the world map terrain type of the zone. For example, all {{favilink|Hills}} areas have a '''regional zone tier''' of 2, even the few '''Hills''' parasangs that are in the far upper-right corner of the world map, sandwiched between the Deathlands and the Mountains.
* '''Static Zone Tier:''' This type of zone tier appears to generally be an older type of zone tier system. It is based on static values that are defined in a configuration file<ref><code>Text.txt</code></ref> in the game directory. This system of zone tiers is used for fewer things, but it is still used frequently enough to be worth mentioning.
As a general rule, these two zone tier systems tend to be quite similar on the western half of the world map. They differ more significantly on the eastern half of the map.


== Tiers and Procedural Generation ==
== Tiers and Procedural Generation ==
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For example, in an area with a zone tier of 5, tier 5 creatures (such as {{favilink|dynamic turret tinker|plural}}) and tier 5 items (such as {{favilink|fullerite gauntlets}}) are more likely to be found. Note that zone tier is only one of several factors that affects the dynamic generation of creatures and objects in the world. Specific types of [[:Category:Terrain|terrain]], [[:Category:Biomes|biomes]], unique [[:Category:Locations|locations]] (such as [[historic site]]s or [[:Category:Dungeons|dungeons]]), or other factors can influence the objects and items that are generated in particular zones. This is why, for example, the surface levels of the {{favilink|Desert Canyons}} will always contain the same primary creatures, such as {{favilink|snapjaw scavenger|snapjaws}}, {{favilink|equimax|equimaxes}}, and {{favilink|giant dragonfly|giant dragonflies}} - this biome has its own unique population/encounter tables.
For example, in an area with a zone tier of 5, tier 5 creatures (such as {{favilink|dynamic turret tinker|plural}}) and tier 5 items (such as {{favilink|fullerite gauntlets}}) are more likely to be found. Note that zone tier is only one of several factors that affects the dynamic generation of creatures and objects in the world. Specific types of [[:Category:Terrain|terrain]], [[:Category:Biomes|biomes]], unique [[:Category:Locations|locations]] (such as [[historic site]]s or [[:Category:Dungeons|dungeons]]), or other factors can influence the objects and items that are generated in particular zones. This is why, for example, the surface levels of the {{favilink|Desert Canyons}} will always contain the same primary creatures, such as {{favilink|snapjaw scavenger|snapjaws}}, {{favilink|equimax|equimaxes}}, and {{favilink|giant dragonfly|giant dragonflies}} - this biome has its own unique population/encounter tables.


Most biomes have unique generation tables defined for their surface and levels 1-5 underground.<ref>Determined by review of <code>Worlds.xml</code>, <code>ZoneTemplates.xml</code>, and <code>PopulationTables.xml</code>.</ref> Once you descend to level 6 or lower in most areas, creature and item generation typically are more directly correlated to zone tier, creature tier, and item tier, and is less strictly defined by [[:Category:Terrain|terrain]]-specific spawning logic.
Most biomes have unique generation tables defined for their surface and levels 1-5 underground.<ref>Determined by review of <code>Worlds.xml</code>, <code>ZoneTemplates.xml</code>, and <code>PopulationTables.xml</code>.</ref> Once you descend to level 6 or lower in most areas, creature and item generation more directly correlates to zone tier and is less strictly defined by [[:Category:Terrain|terrain]]-specific spawning logic.


There is also an element of randomness at play. For example, the dynamic loot tables for each zone tier have a small chance to roll upward one tier higher. This effect can chain in succession (although at very low probability), sometimes resulting in loot several tiers higher than expected. For example, {{favilink|Elder Irudad}} may spawn with tier 8 {{favilink|zetachrome pumps}} in {{favilink|Joppa}} at the start of the game, even though Joppa has a very low zone tier.
There is also an element of randomness at play. For example, the dynamic loot tables for each zone tier have a small chance to roll upward one tier higher. This effect can chain in succession (although at very low probability), sometimes resulting in loot several tiers higher than expected. For example, {{favilink|Elder Irudad}} may spawn with tier 8 {{favilink|zetachrome pumps}} in {{favilink|Joppa}} at the start of the game, even though Joppa has a very low zone tier.


=== Creature Tier ===
=== Creature Tier ===
Creature tier is based on level. Creatures of levels 1-9 are tier 1 for the purposes of dynamic zone generation. A creature's tier increases by one for additional each five levels (creatures of levels 10-14 are tier 2, creatures of level 15-19 are tier 3, etcetera).
Creature tier is based on level and can be given as follows:


Note that this logic for creature tier varies slightly from how a creature's XP tier is calculated (XP tier can go as low as 0). For more information about XP tiers, refer to the [[Experience]] page.
<math>\text{Tier} = \text{Floor}(\frac{Level}{5})\text{, min 1}</math>
 
Note that this creature tier varies slightly from the tiering used to calculate XP, which can go as low as Tier 0. Refer to the [[Experience]] page for more information about XP tiers.


=== Item Tier ===
=== Item Tier ===
Item tier is manually specified for each item in the game's <code>ObjectBlueprints.xml</code>. You can view the tier of a particular item on its wiki page. For example, a {{favilink|flamethrower}} is a tier 4 item.
Item tier is manually specified for each item in the game's <code>ObjectBlueprints.xml</code>. You can view the tier of a particular item on its wiki page. For example, a {{favilink|flamethrower}} is a tier 4 item.


== Regional Zone Tier ==
== Surface Zone Tier ==
{{No Official Name|section|inline=true}}
{{No Official Name|section|inline=true}}
The following map shows the '''regional zone tier''' for all areas in {{gamename}}.
The following map shows the zone tier for all surface areas in {{gamename}}.


{{World map with zone tiers}}
{{World map with zone tiers}}


=== Features That Use Regional Zone Tier ===
== Underground Zone Tier==
Everything that is not explicitly listed as using '''static zone tier''' in the [[#Static_Zone_Tier|Static Zone Tier]] section of this page uses '''regional zone tier'''.


Some examples of things that are influenced by '''regional zone tier''':
To determine the zone tier for an underground zone:{{Code Reference|namespace=XRL.World|class=Zone|property=NewTier}}
* The generation of [[relic]] items.
* If the current zone is 6 strata or deeper underground:
* Turret generation of {{favilink|dynamic turret tinker|plural}}.<ref><code>ObjectBlueprints.xml</code></ref>{{Code Reference|class=TurretTinker}}
*# Calculate '''2 + Floor((Strata - 6) / 5)'''.
* The contents of {{favilink|cybernetics rack|plural}}.<ref><code>PopulationTables.xml</code></ref>
*# Modify the result to ensure it is a number between 1 and 8. The result is always constrained to the nearest number within the 1 to 8 range.
* The XP reward for visiting a new [[historic site]] if you have a quest to visit that site (250 * regional zone tier){{Code Reference|namespace=HistoryKit|class=HistoricEvent|method=AddQuestsForRegion}}
* Otherwise, for any zone higher than 6 strata underground:
* Legendary/merchant lairs, including procedurally generated creatures and legendary merchant stock{{Code Reference|namespace=XRL.World.WorldBuilders|class=JoppaWorldBuilder|method=AddLairAt}}
*# Take the surface zone tier at the location.
* Village generation{{Code Reference|namespace=XRL.Annals|class=InitializeVillage|method=Generate}}
*# Modify that value to ensure it is a number between 1 and 8. The result is always constrained to the nearest number within the 1 to 8 range.
* Most other forms of dynamic creature/item generation throughout the world.<ref>''Technical note: Includes {zonetier} stand-ins in all XML files other than ZoneTemplates.xml.</ref>{{Code Reference|namespace=XRL|class=ZoneTemplate}}{{Code Reference|namespace=XRL.World|class=GameObjectFactory}}{{Code Reference|namespace=XRL.World.Encounters|class=EncounterObject}}{{Code Reference|namespace=XRL.World.Encounters|class=EncounterPopulation}}{{Code Reference|namespace=XRL.World.Encounters|class=EncounterTableObject}}''
 
=== Calculating Regional Zone Tier ===
To determine the regional zone tier for a zone:{{Code Reference|namespace=XRL.World|class=ZoneManager|method=GetZoneTier}}
# Find the surface regional zone tier for the current parasang in the world map pictured above.
#* This is closely tied to terrain type - for example, all {{favilink|Mountains}} zones have a surface regional zone tier of 4.
# Next, modify that value based on the current depth:
#* The zone tier is unchanged for the surface level and levels 1-4 underground.
#* Otherwise, the zone tier is increased by '''Floor(Depth / 5)'''. Depth 5-9 increases the zone tier by 1, depth 10-14 increases the zone tier by 2, and so on.
#** As an example, if the player digs beneath a {{favilink|Jungle}} biome (regional zone tier 3), the zone tier at depth 17 will be '''6'''.
# Finally, modify the result to ensure it is a number between 1 and 8. If a calculation would result in a zone tier value lower than 1 or higher than 8, the result is always constrained to the nearest number within the 1 to 8 range.
 
== Static Zone Tier ==
{{No Official Name|section|inline=true}}
The following map shows the '''static zone tier''' for all areas in {{gamename}}.


{{World map with world tiers}}
===Zone tier exceptions===


=== Features That Use Static Zone Tier ===
Certain biomes and zones override the underground zone tier rules. See individual articles for details:
This list is intended to be exhaustive. If something is not explicitly listed here, you can assume that it most likely uses '''regional zone tier''' instead.
* [[Asphalt Mines#Zone tier|Asphalt Mines]]
* [[Bethesda Susa]]
* [[Ruins#Zone tier|Ruins]] and [[Baroque Ruins#Zone tier|Baroque Ruins]]


The following things are influenced by '''static zone tier''':
== Effects of Zone Tier ==


* [[Historic_site#World_Map_Location|historic site locations]]{{Code Reference|namespace=XRL.World.WorldBuilders|class=JoppaWorldBuilder|method=AddSultanHistoryLocations|name=AddSultanHistoryLocations}}
* [[Historic_site#World_Map_Location|historic site locations]]{{Code Reference|namespace=XRL.World.WorldBuilders|class=JoppaWorldBuilder|method=AddSultanHistoryLocations|name=AddSultanHistoryLocations}}
Line 82: Line 63:
* The level and quantity of cybernetics credit wedges rewarded in the relic chest at the bottom of a [[historic site]]{{Code Reference|namespace=XRL.World.ZoneBuildes|class=PlaceRelicBuilder|method=BuildZoneWithRelic}}
* The level and quantity of cybernetics credit wedges rewarded in the relic chest at the bottom of a [[historic site]]{{Code Reference|namespace=XRL.World.ZoneBuildes|class=PlaceRelicBuilder|method=BuildZoneWithRelic}}
* A small number of legendary creature zone spawns (legendary baboons, snapjaws, glow-wights, eyeless king crabs, and goatfolk) and minor zone generation features.{{Code Reference|namespace=XRL|class=ZoneTemplate|comment=Applies to anything that uses "{zonetier}" in <code>ZoneTemplates.xml</code>}}
* A small number of legendary creature zone spawns (legendary baboons, snapjaws, glow-wights, eyeless king crabs, and goatfolk) and minor zone generation features.{{Code Reference|namespace=XRL|class=ZoneTemplate|comment=Applies to anything that uses "{zonetier}" in <code>ZoneTemplates.xml</code>}}
 
* The generation of [[relic]] items.
=== Calculating Static Zone Tier ===
* Turret generation of {{favilink|dynamic turret tinker|plural}}.<ref><code>ObjectBlueprints.xml</code></ref>{{Code Reference|class=TurretTinker}}
To determine the static zone tier for a zone:{{Code Reference|namespace=XRL.World|class=Zone|property=NewTier}}
* The contents of {{favilink|cybernetics rack|plural}}.<ref><code>PopulationTables.xml</code></ref>
* If the current zone is 6 strata or deeper underground:
* The XP reward for visiting a new [[historic site]] if you have a quest to visit that site (250 * regional zone tier){{Code Reference|namespace=HistoryKit|class=HistoricEvent|method=AddQuestsForRegion}}
*# Calculate '''2 + Floor((Strata - 6) / 5)''', regardless of the world location.
* Legendary/merchant lairs, including procedurally generated creatures and legendary merchant stock{{Code Reference|namespace=XRL.World.WorldBuilders|class=JoppaWorldBuilder|method=AddLairAt}}
*# Modify the result to ensure it is a number between 1 and 8. The result is always constrained to the nearest number within the 1 to 8 range.
* Village generation{{Code Reference|namespace=XRL.Annals|class=InitializeVillage|method=Generate}}
* Otherwise, for any zone higher than 6 strata underground:
* Most other forms of dynamic creature/item generation throughout the world.<ref>''Technical note: Includes {zonetier} stand-ins in all XML files other than ZoneTemplates.xml.</ref>{{Code Reference|namespace=XRL|class=ZoneTemplate}}{{Code Reference|namespace=XRL.World|class=GameObjectFactory}}{{Code Reference|namespace=XRL.World.Encounters|class=EncounterObject}}{{Code Reference|namespace=XRL.World.Encounters|class=EncounterPopulation}}{{Code Reference|namespace=XRL.World.Encounters|class=EncounterTableObject}}''
*# Take the static zone tier value shown in the map above.
*# Modify that value to ensure it is a number between 1 and 8. The result is always constrained to the nearest number within the 1 to 8 range.


== References ==
== References ==
{{As of patch inline|2.0.201.58}}
{{As of patch inline|2.0.203.49}}
<references />
<references />


=== General Technical Notes ===
=== General Technical Notes ===
The following fields and methods return a "regional zone tier" value, based on the "RegionTier" tag on the World Map terrain object. These are the most commonly used methods in the codebase for obtaining zone tier:
The following fields and methods return a "zone tier" value based on the "RegionTier" tag on the World Map terrain object and a few overrides, and are used for most applications of the tier system:
* <code>XRL.World.Zone.Tier</code>
* <code>XRL.World.ZoneManager.GetZoneTier()</code>
* <code>XRL.World.ZoneManager.zoneGenerationContextTier</code>
* <code>XRL.World.ZoneManager.zoneGenerationContextTier</code>
* <code>XRL.World.Zone.NewTier </code>
Those fields and methods apply the overrides discussed in Zoning Exceptions:
*<code>WorldTerrain.xml, feature Tier</code>
*<code>XRL.World.ZoneManager.GetZoneProperty(), property "ZoneTierOverride"</code>


The following fields and methods return a "static zone tier" that is instead loaded from the game's <code>Text.txt</code> file.
The following methods utilize a “zone tier” value directly based on the “RegionTier” tag on the World Map terrain object without applying overrides:
* <code>XRL.World.ZoneManager.GetZoneTier()</code>
* <code>XRL.World.WorldBuilders.JoppaWorldBuilder.getLocationOfTier(int)</code>
* <code>XRL.World.WorldBuilders.JoppaWorldBuilder.getLocationOfTier(int)</code>
* <code>XRL.World.WorldBuilders.JoppaWorldBuilder.getLocationOfTier(int, int)</code>
* <code>XRL.World.WorldBuilders.JoppaWorldBuilder.getLocationOfTier(int, int)</code>
* <code>XRL.World.WorldBuilders.JoppaWorldBuilder.getLocationWithinNFromTerrainTypeTier()</code>
* <code>XRL.World.WorldBuilders.JoppaWorldBuilder.getLocationWithinNFromTerrainTypeTier()</code>
* <code>XRL.World.Zone.NewTier</code>: This is one of the most widely used for "static zone tier" and is the only method that takes z-level into account. It has peculiar logic for calculating below-ground tiers, which completely ignores the surface tier at strata 6 and below.
 
* <code>XRL.ZoneTemplateNode.VariableReplace()</code>
These methods are used for placing surface locations and village quests and historic site discovery XP; since no existing zone tier overrides apply to surface locations, not applying overrides here doesn’t change the game’s behavior.  


[[Category:Mechanics]][[Category:World]]
[[Category:Mechanics]][[Category:World]]

Revision as of 18:24, 21 June 2022

This article has information that is missing or not up to par.
Reason: Needs updated maps that include the Deep Jungle areas from the latest game version.

Each zone (or screen) that a player explores has a particular difficulty tier typically referred to as the Zone tier.

Zone tier is one significant factor that contributes to the procedural generation of features in Caves of Qud, such as the level and difficulty of creatures that are found in a particular zone, or the items that can be obtained as random loot from a chest in that zone. Procedural generation is also influenced by other factors, such as the terrain type of the current zone and whether or not the current zone is part of a village or a unique location.

Zone tier is determined based on a combination of the following elements:

  • The surface tier of the current world map parasangAn area made of 3x3 screens, which is represented as one tile on the overworld map..
  • The depth of the current zone, if it is underground.

Tiers and Procedural Generation

Elder Irudad with zetachrome pumps

A location's zone tier is generally used as a rough guide for procedural generation of creatures and items in that zone.

For example, in an area with a zone tier of 5, tier 5 creatures (such as dynamic turret tinkers) and tier 5 items (such as fullerite gauntlets) are more likely to be found. Note that zone tier is only one of several factors that affects the dynamic generation of creatures and objects in the world. Specific types of terrain, biomes, unique locations (such as historic sites or dungeons), or other factors can influence the objects and items that are generated in particular zones. This is why, for example, the surface levels of the desert canyons will always contain the same primary creatures, such as snapjaws, equimaxes, and giant dragonflies - this biome has its own unique population/encounter tables.

Most biomes have unique generation tables defined for their surface and levels 1-5 underground.[1] Once you descend to level 6 or lower in most areas, creature and item generation more directly correlates to zone tier and is less strictly defined by terrain-specific spawning logic.

There is also an element of randomness at play. For example, the dynamic loot tables for each zone tier have a small chance to roll upward one tier higher. This effect can chain in succession (although at very low probability), sometimes resulting in loot several tiers higher than expected. For example, Elder Irudad may spawn with tier 8 zetachrome pumps in Joppa at the start of the game, even though Joppa has a very low zone tier.

Creature Tier

Creature tier is based on level and can be given as follows:

Note that this creature tier varies slightly from the tiering used to calculate XP, which can go as low as Tier 0. Refer to the Experience page for more information about XP tiers.

Item Tier

Item tier is manually specified for each item in the game's ObjectBlueprints.xml. You can view the tier of a particular item on its wiki page. For example, a flamethrower is a tier 4 item.

Surface Zone Tier

The subject of this section has no official name presented in-game. As a result, a name for it was chosen at the discretion of wiki editors.

The following map shows the zone tier for all surface areas in Caves of Qud.

22222222211324444444444444444444444444444444444444444444444442444444422444444444
22222222112224442222222444232333333344434444424444444444444442224422224444444444
22222122211224222222112222333333333334433324424444555555544442222224444444448844
22222222211222211222122224333333333333433332422445555555534444422444444444888884
22222222221112211111112233333333333344433324244443555553333444444444444448888884
22222222222111112222223333333333333343333244244433335533334444466666244448888884
22222222222211222211223333333333333344444224244334333333444446466666224444888884
22222222222211222111232333333333333343334422224334444444444446666667724444888844
22222222222112221112233333343333333343333332244444444444466666666666222244888844
22222222222122212112233343333344333443333333444333344444466666677666662288888844
22222222222111222122233333433333333433333333434333333244666666667666666668888884
22222222222112221222333334344433334433333333333333333332266666666776666778888884
22222222222221222212233333333333344333334333433333333333266677666666666676888244
22222222222222122112244343433333444333333333433333333332226666666666666666888824
22222222222222122212221343333444444333333433333333353335522266666666666668888824
22222222222211112222233333334444443333433434333333555355232226666677667667866824
22222222221111111112223333344444443334433333343333555555536622677776666688868824
22222222211211111211223333344444434333333333333333355555556666666777776766668624
22222222211111111211333334444443333333434433333355555555556666676777677676676624
22222222111111112211333444444333333444334333333335555355566666677777776666667624
22222222211111112113333333413333333343333333333333555355666666666777666666676624
22222221111111112211133334433333333333333333333333333333666666666666666667766722
22222221111111112222133333333333333333333333433333334433666666666666666666626222
22222111111111111222213313331113333333113333333333334333336666666667762222222266
22222111111111122222221111111111111111223333333333333333333333337762222222662266
World map.png

Underground Zone Tier

To determine the zone tier for an underground zone:[2]

  • If the current zone is 6 strata or deeper underground:
    1. Calculate 2 + Floor((Strata - 6) / 5).
    2. Modify the result to ensure it is a number between 1 and 8. The result is always constrained to the nearest number within the 1 to 8 range.
  • Otherwise, for any zone higher than 6 strata underground:
    1. Take the surface zone tier at the location.
    2. Modify that value to ensure it is a number between 1 and 8. The result is always constrained to the nearest number within the 1 to 8 range.

Zone tier exceptions

Certain biomes and zones override the underground zone tier rules. See individual articles for details:

Effects of Zone Tier

References

This information is reliable as of patch 2.0.203.49.
  1. Determined by review of Worlds.xml, ZoneTemplates.xml, and PopulationTables.xml.
  2. XRL.World.Zone, property NewTier
  3. XRL.World.WorldBuilders.JoppaWorldBuilder, method AddSultanHistoryLocations
  4. XRL.World.Parts.SultanRegionSurface
  5. XRL.World.Parts.VillageSurface
  6. XRL.World.Parts.JoppaWorldBuilder, method BuildSecrets
  7. XRL.World.Parts.PetEitherOr
  8. XRL.World.Parts.RandomAltarBaetyl
  9. XRL.World.ZoneBuilders.FactionEncounters – Affects anything that uses "FactionEncounters" builder, which is most world zones.
  10. PopulationTables.xml - Possible factions chosen from "GenericFactionPopulation"
  11. XRL.World.ZoneBuildes.PlaceRelicBuilder, method BuildZoneWithRelic
  12. XRL.ZoneTemplate – Applies to anything that uses "{zonetier}" in ZoneTemplates.xml
  13. ObjectBlueprints.xml
  14. XRL.World.Parts.TurretTinker
  15. PopulationTables.xml
  16. HistoryKit.HistoricEvent, method AddQuestsForRegion
  17. XRL.World.WorldBuilders.JoppaWorldBuilder, method AddLairAt
  18. XRL.Annals.InitializeVillage, method Generate
  19. Technical note: Includes {zonetier} stand-ins in all XML files other than ZoneTemplates.xml.
  20. XRL.ZoneTemplate
  21. XRL.World.GameObjectFactory
  22. XRL.World.Encounters.EncounterObject
  23. XRL.World.Encounters.EncounterPopulation
  24. XRL.World.Encounters.EncounterTableObject

General Technical Notes

The following fields and methods return a "zone tier" value based on the "RegionTier" tag on the World Map terrain object and a few overrides, and are used for most applications of the tier system:

  • XRL.World.ZoneManager.zoneGenerationContextTier
  • XRL.World.Zone.NewTier

Those fields and methods apply the overrides discussed in Zoning Exceptions:

  • WorldTerrain.xml, feature Tier
  • XRL.World.ZoneManager.GetZoneProperty(), property "ZoneTierOverride"

The following methods utilize a “zone tier” value directly based on the “RegionTier” tag on the World Map terrain object without applying overrides:

  • XRL.World.ZoneManager.GetZoneTier()
  • XRL.World.WorldBuilders.JoppaWorldBuilder.getLocationOfTier(int)
  • XRL.World.WorldBuilders.JoppaWorldBuilder.getLocationOfTier(int, int)
  • XRL.World.WorldBuilders.JoppaWorldBuilder.getLocationWithinNFromTerrainTypeTier()

These methods are used for placing surface locations and village quests and historic site discovery XP; since no existing zone tier overrides apply to surface locations, not applying overrides here doesn’t change the game’s behavior.