Zone tier: Difference between revisions

5,461 bytes added ,  16:52, 27 December 2020
Significantly updated
mNo edit summary
(Significantly updated)
Line 1: Line 1:
{{tocright}}{{Missing info|How is zone tier handled for unique locations, such as the Tomb of the Eaters?}}
{{tocright}}
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'' associated with, often 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 determined based on a combination of the following elements:
Zone tier is determined based on a combination of the following elements:
* The [[World Map]] tier of the current [[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.


== Calculating a Zone's Tier ==
== Background ==
To determine a zone's tier:{{Code Reference|namespace=XRL.World|class=ZoneManager|method=GetZoneTier}}
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:
# Find the world map tier of the current parasang. These numeric tier values are pictured in the [[#Base_Difficulty_Tier_of_World_Map_Parasangs|Base Difficulty Tier of World Map Parasangs]] section below. If the tier is 0, increase it to 1 (1 is the minimum zone tier).
* '''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.
# Next, modify that value based on the current depth:
* '''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.
#* 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 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.
#** As an example, if the player digs beneath a {{favilink|Jungle}} biome (world map 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.


== Tiers and Procedural Generation ==
== Tiers and Procedural Generation ==
Line 19: Line 19:
A location's zone tier is generally used as a rough guide for procedural generation of creatures and items in that zone.
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 {{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 [[: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 starts to be more directly correlated to zone tier, creature tier, and item tier, and is less strictly defined by biome-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 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.


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.
Line 31: Line 31:


=== 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.
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 ==
{{No Official Name|section|inline=true}}
The following map shows the '''regional zone tier''' for all areas in {{gamename}}.
 
{{World map with zone tiers}}
 
=== Features That Use Regional 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''':
* The generation of [[relic]] items.
* Turret generation of {{favilink|dynamic turret tinker|plural}}<ref><code>ObjectBlueprints.xml</code></ref>{{Code Reference|class=TurretTinker}}
* 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}}
* Legendary/merchant lairs, including procedurally generated creatures and legendary merchant stock{{Code Reference|namespace=XRL.World.WorldBuilders|class=JoppaWorldBuilder|method=AddLairAt}}
* Village generation{{Code Reference|namespace=XRL.Annals|class=InitializeVillage|method=Generate}}
* 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}}
 
=== Features That Use Static Zone Tier ===
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.
 
The following things are influenced by '''static zone tier''':
 
* [[Historic_site#World_Map_Location|historic site locations]]{{Code Reference|namespace=XRL.World.WorldBuilders|class=JoppaWorldBuilder|method=AddSultanHistoryLocations|name=AddSultanHistoryLocations}}
* The XP reward for visiting a new [[historic site]] if you '''''don't''''' have a quest to visit that site (250 * static zone tier){{Code Reference|class=SultanRegionSurface}}
* The XP reward for visiting a new village{{Code Reference|class=VillageSurface}}
* The randomly-selected zone location for {{favilink|Kindrish}}{{Code Reference|XRL.World.WorldBuilders|class=JoppaWorldBuilder|method=BuildSecrets}}
* The tier of the randomly-selected creature when {{favilink|Either}}/{{favilink|Or}} atomizes into a random creature{{Code Reference|class=PetEitherOr}}
* The minimum tier for {{favilink|sparking baetyl}} rewards{{Code Reference|class=RandomAltarBaetyl}}
* Certain aspects of random faction encounters.{{Code Reference|namespace=XRL.World.ZoneBuilders|class=FactionEncounters|comment=Affects anything that uses "FactionEncounters" builder, which is most world zones.}} This includes any of the following faction groups that appear with a legendary leader: [[Pariahs]], [[Bears]], [[Arachnids]], [[Tortoises]], [[Antelopes]], [[Apes]], [[Barathrumites]], [[Birds]], [[Mechanimists]], [[Seekers of the Sightless Way]], and [[Putus Templar]]<ref><code>PopulationTables.xml</code> - Possible factions chosen from "GenericFactionPopulation"</ref>. Some, but not all, of these factions use zone tier to determine certain features of their encounter. For example, legendary Barathrumite faction leaders will carry scrap and junk appropriate to the static zone tier.
* 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>}}
 
=== Calculating Static Zone Tier ===
To determine the static zone tier for a zone:{{Code Reference|namespace=XRL.World|class=Zone|property=NewTier}}
* If the current zone is strata 6 or deeper underground:
*# Calculate '''2 + Floor((Strata - 6) / 5)''', regardless of the world location.
*# 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 strata 6 underground:
*# 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.


== Base Difficulty Tier of World Map Parasangs ==
== References ==
Each parasang of the world map has a base difficulty tier associated with, as shown on the following numeric overlay:
{{As of patch inline|2.0.201.58}}
<references />


<div style="overflow:auto;">
=== General Technical Notes ===
[[File:Joppaworld with tiers2.png|frame|left|class=scalable|alt=An image of the world map, with each tier's number found laid on top of the respective terrain.|The world map with base difficulty tiers of each parasang.]]
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:
</div>
* <code>XRL.World.Zone.Tier</code>
* <code>XRL.World.ZoneManager.GetZoneTier()</code>
* <code>XRL.World.ZoneManager.zoneGenerationContextTier</code>


These tiers can be found looking in the <code>Text.txt</code> file located in the base game directory, in the section of the file titled "ZoneTier_JoppaWorld".
The following fields and methods return a "static zone tier" that is instead loaded from the game's <code>Text.txt</code> file.
<pre>
* <code>XRL.World.WorldBuilders.JoppaWorldBuilder.getLocationOfTier(int)</code>
33333333322324444444444444444444444444444444444444444444444444444444444444444444
* <code>XRL.World.WorldBuilders.JoppaWorldBuilder.getLocationOfTier(int, int)</code>
33333333223324442222222444232333333344333333333333333333333355555555555555555555
* <code>XRL.World.WorldBuilders.JoppaWorldBuilder.getLocationWithinNFromTerrainTypeTier()</code>
33333333322224222222222222333333333334433333333333333333333355555555555555555555
* <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. [https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/2834 This may be a bug?]
33333333322222222222222225333333333333433333333333333333333355555555555555555555
* <code>XRL.ZoneTemplateNode.VariableReplace()</code>
33333333332222222222222233333333333344433333333333333333333355555555555555555555
23333333333111112222223333333333333343333333333333333333333355555555555555555555
33333333333311222211223333333333333343333333333333333333333355555555555555555555
33333333333311222111232333333333333343333333333333333333333355555555555555555555
33333222222112221112233333333333333343333333333333333333333355555555555555555555
33332222222122212112233443344444333443333333333333333333333355555555555555555555
33322222222111222122233333433333333433333333333333333333333355555555555555555555
33222222222112221222333334444433334433333333333333333333333355555555555555555555
32222222222221222212233333333344444333333333333333333333333355555555555555555555
22222222222222122112244443433444444333333333333333333333333355555555555555555555
22222222222222122212223343334444444333333333333333333333333355555555555555555555
22222222222211112222233333344444443333333333333333333333333355555555555555555555
22222222220111111112223333444444333333333333333333333333333355555555555555555555
22222222200211111211223444444433333333333333333333333333333355555555555555555555
22222222201111111211344433433333333333333333333333333333333355555555555555555555
22222222000111112211333344433333333333333333333333333333333355555555555555555555
22222222200111112113333343333333333333333333333333333333333355555555555555555555
22222220000000112211134443333333333333333333333333333333333355555555555555555555
22222220000000111222133333333333333333333333333333333333333355555555555555555555
22222000000001111122213313331113333333113333333333333333333355555555555555555555
22222000000011121222221111111111111111223333333333333333333355555555555555555555
</pre>


{{References|2.0.201.49}}
[[Category:Mechanics]][[Category:World]]