Zone tier: Difference between revisions

Jump to navigation Jump to search
207 bytes removed ,  20:35, 22 June 2022
no edit summary
No edit summary
 
(6 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{Missing info|Needs updated map that includes the Deep Jungle areas from the latest game version.}}
{{tocright}}
{{tocright}}
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:
Line 30: Line 29:


== 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}}.


Line 56: Line 54:


* [[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 * 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}}
Line 67: Line 65:
* 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}}
Line 81: Line 78:
* <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>
Line 92: Line 89:
* <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]]
384

edits

Navigation menu