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.}}
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Each [[zone]] (or screen) that a player explores has a particular ''difficulty tier'' typically 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 {{favilink|chest|chests}} 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:
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== Surface Zone Tier ==
== Surface Zone Tier ==
{{No Official Name|section|inline=true}}
The following map shows the zone tier for all surface areas in {{gamename}}.
The following map shows the zone tier for all surface areas in {{gamename}}.


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===Zone tier exceptions===
===Zone tier exceptions===


Certain biomes and unique locations override the underground zone tier rules:
Certain biomes and unique locations override the above rules:
* [[Ruins#Zone tier|Ruins]] and [[Baroque_ruins#Zone tier|Baroque Ruins]] progress underground zone tier more quickly.
* [[Ruins#Zone tier|Ruins]] and [[Baroque_ruins#Zone tier|Baroque Ruins]] progress underground zone tier more quickly; see their pages for details.
* The [[Asphalt Mines#Zone tier|Asphalt Mines]] have zone tier 3 until the Great Sea, after which they have zone tier 7.
* The [[Asphalt Mines#Floors|Asphalt Mines]] have zone tier 3 until the Great Sea, after which they have zone tier 7.
* [[Bethesda Susa]] has uniform zone tier 4.
* [[Bethesda Susa]] has uniform zone tier 4.
* [[Historic Sites]] have uniform zone tier equal to the tier of the historic site.
* [[Historic Site|Historic sites]] have uniform zone tier equal to the tier of the historic site.


== Effects of 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}}
* 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 [[historic site]] (250 * zone tier){{Code Reference|class=SultanRegionSurface}}{{Code Reference|namespace=HistoryKit|class=HistoricEvent|method=AddQuestsForRegion}}
* The XP reward for visiting a new village{{Code Reference|class=VillageSurface}}
* 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 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 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}}
* 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.
* 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 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}}
* 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>}}
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* Turret generation of {{favilink|dynamic turret tinker|plural}}.<ref><code>ObjectBlueprints.xml</code></ref>{{Code Reference|class=TurretTinker}}
* Turret generation of {{favilink|dynamic turret tinker|plural}}.<ref><code>ObjectBlueprints.xml</code></ref>{{Code Reference|class=TurretTinker}}
* The contents of {{favilink|cybernetics rack|plural}}.<ref><code>PopulationTables.xml</code></ref>
* The contents of {{favilink|cybernetics rack|plural}}.<ref><code>PopulationTables.xml</code></ref>
* 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}}
* 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}}
* Village generation{{Code Reference|namespace=XRL.Annals|class=InitializeVillage|method=Generate}}
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* <code>XRL.World.Zone.NewTier </code>
* <code>XRL.World.Zone.NewTier </code>


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


*<code>WorldTerrain.xml, feature Tier</code>
*<code>WorldTerrain.xml, feature Tier</code>
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* <code>XRL.World.WorldBuilders.JoppaWorldBuilder.getLocationWithinNFromTerrainTypeTier()</code>
* <code>XRL.World.WorldBuilders.JoppaWorldBuilder.getLocationWithinNFromTerrainTypeTier()</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.  
These methods are used for placing surface locations, placing village quests, and historic site discovery XP; since no existing zone tier overrides apply to surface locations, not applying overrides in these methods doesn’t change the game’s behavior. As such, the main article assumes universal overrides to make explanations easier.


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