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This would transfers "economy" points from the raided town to the raider which is used to generate dungeon loot with some tokens added to the dungeon depending upon what services are available in the raided town.
Goblins raid a village with a weapon smith the dungeon will have more weapon loot, the player sells or even "returns" that loot to the raided town and the town can recover its lost economy points.
We will have named uniques for each lair. Hunting down those uniques will be an important town quest.
How monster lairs work and populate the world is in flux as right now we are heads down on NPCs and Combat. So you are getting in early which is good. Now that we have Mark around I'm real interested to get his ideas on how we implement what you've outlined.
Couple things I have decided having wrestled with this problem for years:
Since you thought so hard on this, here is some secret insider knowledge of the races we are working on. Most of the art and animation work is done, programming and combat balance is the hold up. This isn't a promise list, and some may be cut or moved to DLC, but it paints a picture of the breadth beyond the 4 you currently see. We didn't make a specific "monsters" update on the roadmap because we are going to include them in the other updates as they are ready:
Already done:
Goblins
Wolves
Spiders
Skeletons
Various states of completion:
Bandits
Renegades
Boars
Bats
Scarab
Scorpions
Ettin
Crocodon
Slimes & Oozes
Carrion Crawler
Blood Hawk
DLC:
Gargoyles
I don't really like the idea of dungeons being recycled - a few makes sense, sure. But not every cave or hole in the ground or open field is going to be populated by monsters, and when new monsters move into a previously cleared area, they're not going to always choose the same cave, hole or field to set up shop. They may pick another hole, cave or field that was previously uninhabited.
It just doesn't make sense for monsters and wildlife to behave that way, like it would for humans recycling castles and similar strongholds. And the player knowing exactly where previously explored dungeons are exacerbates the issue as now they somehow know where all the wolves that just moved into the area are located, against all logic.
No, thank you for listening.
Any insight I seem to posses comes from having plays a lot of games, I have over 300 titles in my steam library and a dozen of so have 400+ hours, this is also why I tend to do a lot of comparison "this system like that game, that system is like this game."
I really enjoyed Shadow of Mordors Nemesis system, it really made the game for me, both in having favourite subordinates and harassing one guy all the way down to mook level with the shame option.
I was thinking something like this might be planned, but there is no way to know until; you say so.
Dwarf fortress uses a "savagery" map of sorts for its world generation process, basically it tells the game where to place certain biomes filled with say giant creatures in the more "savage" areas.
I made these screen shots using the Perfect World utility made by "cephalo" on the DF forums while thinking about your world generation process, it was for another possible future thread that I hadn't given much thought to yet, savagery is the 13th image.
https://imgur.com/a/IpsSrxn
Technically everything the 3rd party utility does can be done by DF alone, its just like many aspects DF GUI is/was terrible making the process like pulling teeth.
I mainly use the PW utility to make Australia based maps.
https://imgur.com/a/exqitg3
Very fair and reasonable, the main reasons I suggested it was to enable lairs to level up far away from player activity, so the player doesn't go out into the wilds and find nothing but lvl 1 dungeons.
Thank you Edar-Ara-Lunin, I loved Morrowind so much for its lack of lvl scaling and Oblivion was such a let down, I only made it as far as I think his name was Martin before the lvl scaling killed it for me.
I personally really like going back to low lvl areas in the late game, I get a lot of vindictive satisfaction from wiping out enemies that I used to struggle against, this is how far I've come type deal.
It was while killing some goblins I was looking at the lvl 1 cutter and thought, Okay, they planned some sort of monster level system, I'll chuck in my 2 cents early and let the devs chew on it.
Nice, I do like some verity in my slaughter of worlds,
https://www.youtube.com/watch?v=fcbazH6aE2g&t
It gets samey if you only killing one race, also kind of racist, I'm an equal opportunity murder hobo.
I can see and respect that, I was viewing it solely from a simulated world perspective in that, the cave, ruin, castle or whatever doesn't magically disappear when you cleared it but leaving an empty dungeon sitting there is pointless and messy.
If however dungeons can get repopulated, potentially with different enemies then they have a purpose, just need to provide the player with a means of managing that, hence hirelings to patrol and kill "young" dungeon re-spawns and spells to collapse them permanently.
I can see that, I figured that it was in early stages since improved world gen is 5 and dungeons are 7.
Nice, thank you kindly.
I did figure that Bandits and Renegades where likely to show up as a sort of standard fair, also their counter parts in Town Guards and Conclave Mages if you go evil, which I 100% will.
I had seen the Ettin, Carrion Crawler and I think it was called "black pudding" in some videos but the others are good news to hear.
My thinking was that wild life will use whatever cave or crevasse is available unless it is already inhabited by something else, and in some cases will compete for the same cave.
I mean if you know where the caves in a given tile are you just have to check those caves, once you've hit 100% explored you know where any potential spider den could possible be in that tile.
Do we know that physical "size" of a tile? only so many landmarks can fit inside a given space and it would make much less sense IMO for one tile to have housed 30 different unrelated dungeons over the course of a game.
How many caves are there in this space?
There are black bears where I hunt. I've seen a couple over the years. I've never found a den, despite hunting and scouting all over the same 150-ish acres over and over. Unless you check every single windfall and hollow and potential cave system you're gonna overlook a lot of potential spots where animals can set up shop, and only a fraction of potential areas to set up a den are inhabited at any given time, even with healthy animal populations.
And where there are caves, there are likely a LOT of bigger and smaller caves nearby, some accessible from the surface, others not. You're not going to find them all by exploring the area - though you CAN locate a given cave that is occupied by the trails they form.
Again, its not like there are a limited number of spots available that are constantly recycled by local wildlife. And I assume that once dungeons are fleshed out, they're going to be more than just caves and multiple-floored buildings located out in the wilderness for no apparent reason. They might have spider dungeons above ground, with "rooms" sectioned off by webbing between trees, for example. Same with wolves and other animals - no reason they can't be above ground dungeons. Goblins and such could also be a series of hovels/primitive shelters. I hope they go that route over caves and mysterious mansions in the middle of nowhere for EVERY encounter type; large caves aren't that common and mansions all over the place deep in the bush don't make much sense.
And once skinning, pelts, etc. are implemented hopefully we can have a system where "loot" is available on a given dungeon clearing quest, without having to explain away why a den of wolves has a loot chest in the final room. A valuable "alpha" pelt or something would be a nice way to maintain a bit of realism for encounters like that. Though I'm not sure how the current system of a "teleporter room" at the end of every dungeon would tie into that.
I'd certainly like the Devs to give the dungeon system a bit more thought and avoid the same format for all enemy types. It makes more sense when facing intelligent monsters like goblins, but less so for things like wolves. Maybe "clearing" quests for regular monsters should be more an event-based system of searching tiles in an area for a series of wolf dens, rather than inexplicably finding 30 of them all crammed into a cave. And instead of a teleporter in every dungeon, just have them in ancient ruins/mage fortresses and instead have a simple "exit dungeon" trap door or something where it makes less sense to have something as powerful as a teleporter.
That may be a little nit-picky, but I'd just like a bit more of a reason for things like wilderness mansions and magic teleporters rather than them being everywhere for every type of encounter. Ruins immersion a bit from my perspective.
There is a big difference between 3 and 5 miles across and the thing is we're not looking at every possible location, just locations of sufficient size to house a "dungeon" that dramatically reduces the difficulty.
Also, this changes based upon terrain, it sounds like we're both a bit biased based upon where we live.
Where I live is rather, open and flat and it would be possible to completely map a 5 mile area if you really wanted to, it would take awhile but in this game you can spend as much time as you want on it.
How much time and effort have you put into the express purpose of mapping that 150 acre area, not just scouting and hunting but mapping cartography/survey style?
Because that is sort of what I envisioned "exploring" being in this game, so I'm personally of the mind that if the game tell me 100% explored then it is 100% explored, once I hit 100% I expect for nothing else to be hidden in that area, anything else is a lie.
Hitting 100% should be hard but once I hit it I expect no surprises, if there is a cave system underground I've mapped that too, anything else isn't 100%.
Its not like I'm thinking of exploring every single map tile in the world to 100%, just the ones in "range" of my home.
This... this is a very good argument, and like you say very much preferred over a dozen mystical mansions, that being said if a ruin or mansion dungeon does appear it shouldn't disappear just because you cleared it, that should require active effort.
I agree, but spiders cocoon their prey so items carried by prey can be taken back to their lair, kind of like the mummies in the current dungeons.
As for wolves, I mean that three eye alpha wolf isn't like anything IRL so maybe its sapient? that would be a bit of a cop-out though.
I agree for the most part, but I see static locations as just that, static, they're not going away so a cave once found will always be there and if wolves are in the area again then the first place I'd check in known caves and if I've explored an area enough I'll know where all the caves are.
Regarding searching tiles, yea this is what I'm envisioning:
https://www.dropbox.com/s/fzibac5k24776mx/-3791491443246173424.jpg?dl=0
That's a view out of my ground blind last year. And it's in the fall/winter, when you can see about 5x further because there is no spring/summer growth. In the summer (like during a scouting trip I have planned for next weekend) you can only see about 10-15 yards inside the forest. And that's the FOREST. The swamps nearby? You'll see an alligator only after you've stepped on it. Plenty of extremely thick forests in the world - most of what people see along hiking trails has been largely tamed and/or had controlled burns reducing undergrowth.
Edit: Here's a better one:
https://www.dropbox.com/s/z9b4kpkstp1g4tg/6707967996439768149.jpg?dl=0
I'm at the edge of a small clearing - you can see how thick the forest is at the edge of the clearing. Again, that's during winter. In summer you'd see a fraction of the distance.
I use "onX Hunt", which allows me to download high-res maps of the terrain that I can use locally without a cell signal via GPS positioning to mark out scouting/hunting areas. It has filters for tree species, trails, creeks and rivers, topographic mapping, etc. So its far superior to anything a skilled medieval cartographer could accomplish.
It also overlooks 95% of useful information. I may mark out a location with conifers or oak to scout for deer. Then I get out there and "oh look, a pond". Or "oh look, a branching stream" or even "oh look, an entire swampland" I missed because they were concealed in the aerial view.
That's the perspective I'm viewing "100% discovered" from - if you're in a forest, you could get something really slow like a Ozone wing, literally paramotor the length of the forest 50 feet above the treeline, and you'd miss the vast majority of terrain features despite flying within a 100-150 feet of them from a bird's eye view. Most forests are thick, unlike the handful of famous old growth forests in the western US and parts of Europe. A lot of forests are closer to the Amazon than they are to that, as far as visibility goes - you'll miss a cave in all of that unless you're literally right on top of it.
Don't worry about it. I don't like it either.
It's for the possibility of generational play, long time scale, happens slowly.
Only thing to add:
Dungeons are nothing more than a start, it's simply all we have right now.
My 3d artist developed carpal tunnel (the whippings will stop when morale improves!) and she went into a different field before we could get to the natural cave environment. We moved onto other things and now need to revisit.
This just in: Mark is going to help us make our dungeons more interesting, compelling. He has been a lead level designer on many AAA titles, level design is his jam. He has thoughts. We'll just leave it at that.
I can see spider tree nests and wolf clearings being one and done, but I also think that static structures are more likely the you think.
LordYabo said that this is a world is inspired by like Europe, specifically France and Germany, so having lots of abandoned manors and castles and dungeons makes more sense here unlike something inspired by North America.
It seem to be a world built upon the ruins of multiple previous civilisations and empires so that means lots of static structure that aren't going away after being cleared.
Yeah I figure based upon what you were saying you were thinking about your local area much like I was thinking about mine, like I visited my brother a few years back and he live in a heavily forested area even denser the what you presented here.
I suppose it really depends upon how in depth you see 100% exploration to be, the local indigenous people that live near my brother know all the nooks and crannies in their reserve area despite it being a dense rain forest.
That's kind of what I expect from a high survival skill and high exploration level, an indigenous level of local knowledge, only since where a mage it would have a academic cartography/survey style bent to it.
True modern tools are 1000% better.
You have a hunter, nature-man type approach which means leaving the forest undisturbed, but that not really what I'm talking about when I say 100% explored.
The sort of thing I'm thinking of is what you'd see when they're surveying and area for development, not leaving it "natural", that is the kind of cartography/survey I think 100% explored is.
I'm talking about a section of land where I'm going though making carving marking on almost every tree so regardless of where I look I can see a tree marked with something like A14 telling me that tree is in grid reference point A14.
How frequently those marking are is determined by how dense the forested area is, A very skilled indigenous woodsman could achieve that same level of local knowledge without the markings, which is what high Survival skill is, which I don't have hence why I'd use markings.
I think this is were we disagree.
The reason I asked how much time/effort have you spent mapping the area is because the vast majority of areas are not explored to 100% and I know you don't consider yourself to have 100% exploration in your area and you're unlikely to put in the time and effort to hit 100%, you don't need that for what you're doing.
In games terms you're hitting 60-70% and your good for your hunting and scouting needs, if nature is an obstacle to my goal of 100% then nature has got to go.
If I have to hire a team of hireling to clear cut the forest so that I can get my 100% exploration of the land around my tower or town then that is what I'm going to do, if the only way to reach 100% is to do burn it down then that is what I'm going to do but 100% is just that, 100% is not 99%.
Ouch, that sucks, I look forward to seeing what mark presents.
Dwarf Fortress, my go to on world simulation, caves, ruins, shrines are very static and largely permanent features of the world.
Continuing to think on the subject the vast majority of dungeons should be "disposable" and impermanent.
Thinking about it different terrain types should have different base difficulties in exploration, its harder to explore a thick forest or bog then some open grass plains.
Even then getting to 100% should be difficult, something you would only try with the tiles in the immediate vicinity to places of importance, basically the concept of creating a "safezone" around your tower or home town to ensure no threats to them from random mobs.
Also like you said 100% exploration doesn't mean you know exactly where the enemies are, at best it means you know everywhere they "might" be, you still have to actually check those possible locations to find which one they have inhabited it is fast then finding them in unexplored lands but still takes some time.
My focus was on avoiding the Project Zomboid problem where enemies can spawn inside your cleared safe space, it makes me want to turn zombie spawns off altogether, but then you end up with a dead empty world with nothing to do but farm and cook, how can I fix problem A with out causing problem B, this was what I was hyper focused and caused me to fail to see the forest though the trees.
I do still think that permanent structures should exist and stay after being cleared, ruined castles & towers, abandoned manors & mines, cave complexes etc but they shouldn't be the "bread & butter" dungeons so to speak, they should be memorable not just "castle dungeon 337".
So after some thinking and had a couple of ideas.
First is that exploration is not permanent, like Kaylo said when talking about seasons things change a lot in nature across time, animals migrate and nest is different areas then last season, trees grow, fall and grow again changing the environment, seasonal rains can change the landscape etc.
With this in mind your "exploration" value should decrees over time, the higher a tiles exploration value the faster the tiles exploration should decline, it take less change for you to need a "remap" of the area when you are after the fine details over general details.
Also movement and tracking should be faster in highly explored tiles, you know the paths and water sources though that area, this could be something as simple as every 10 points of a tiles exploration value equals -0.1 time spent on travel/tracking to a more complex formula for greater "fine" measurements.
Second is that a tile exploration value can be used as a negative to "dungeon" generation chance, if we assume that tile exploration does decrees over time then that mean keeping exploration high requires you to consistently explore an area.
I would say that there is less chance that a dungeon level spiders nest/wolves den will appear in an area that see frequent traffic from a hostile "predator" like the player character.
This could be simple as percentage modifier to dungeon generation chance based upon the tiles exploration value, tiles 80% explored then its -80% to dungeon generation.
Basic idea is that they explore out regions that are near/surrounding the city and keep them at like 80% ish explored (if they're able to do their job). This could aid the player, but more likely tell other town professions where resources can be harvested. You might even approach a ranger to accompany you giving an exploration/survival bonus. Or ask them if they know directions generally to some specific location.
Specialists can range from generalists like a woodsmen, panhandler, ranger, etc. up to prospector.
If tile type is called in the dialogue script, they can even give landmarks in their generated directions for it and adjacent tiles (in a plain, next to a mountain, surrounded by swamp, etc.) Size of node is selected from those nearby based on a combination of skill of the hired specialist and a randomization factor. So a surveyor gives a greater bonus than a panhandler for the game to give you directions to a larger local node over a smaller one.