Dev Journal: Heroic Quests and Epic Loot

Hello, my name is Brian Cox, and I’m a gameplay programmer at Triumph. This post is a continuation of last week’s journal, where Arnout discussed Independent Towns and the new Monster Dwellings. This week we take a look at the quest system and how these dwellings spawn quests during the game.

Quests

questoffered-tornAlthough you can get quests from various sources, the best place to get quests is through interacting with independent dwellings. Quests can give you a tactical advantage because they offer valuable rewards to make your leader and heroes more powerful.

Quests also contribute to the rich lore and story of the game. Each race has its own style and reason to send you on a quest. The purpose of quests is to motivate the player to explore the map and build up and maintain alignments to achieve victory as an alternative to conquering the world by force.

Upon meeting a dwelling they generate quests for the player which are random, so the gameplay experience is different each time you play a map.

Different types and rewards

krakenquest-tornThere are various types of quests, for example:

  • Capture a city controlled by a rival player
  • Raze a heavily guarded fortress.
  • Clear a dragon’s graveyard to recover an epic treasure.
  • Slay unclean infidels who are terrorizing the lands.

Don’t worry, quests don’t require you to collect apples…

When a quest is completed you are rewarded with a combination of resources, units, heroes, items, increased reputation or even a city! The reward of a quest is based on its difficulty.

Each dwelling has its own set of rewards from which the rewards are randomly chosen, completing quests for a dragon dwelling can give you a dragon to fight by your side while dwarven dwellings can give you strong dwarven crafted weaponry.

Upon completing the quest you also have the possibility to turn the rewards into gold.

Randomization

Quests are generated from groups of settings called QuestGenerators. These generators define things like the type of quests to be generated, distance the player must travel, and type of structure to target. It also allows designers to define exceptions to ensure that a Dragon dwelling never asks a player to destroy a draconian city.

Each dwelling has its own unique quest style which changes based on your reputation with them, a goblin with a nasty scar on its face once told me that if they really hate you they might want you to kill a unit of your own army to prove your loyalty to them!

Quest Customization and Modding support

leveledquest-tornSome more good news: Level editors can create their own quests and even quest chains containing multiple quests! It is possible to create fully custom quests specific to a certain map, so you are able to create your own story and allow other players to have an epic experience you created.

If you want to create a highly competitive multiplayer map you can give all players the same quest objective, and make the first one to complete it with the game by applying a script to the quest. Each player needs to make the decision if they want to attack each other or try and complete the main objective.

If you ever quested and thought to yourself “I can make much cooler quests than the developers of this game”, here’s your chance to prove it! 🙂

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Home Forums Dev Journal: Heroic Quests and Epic Loot

This topic contains 48 replies, has 22 voices, and was last updated by  raymond_bingham 5 years, 2 months ago.

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  • #8232

    jimmy
    Member

    Last week we discussed the dwellings and settlements in Age of Wonders III. But what is a dwelling without a decent quest? In this chapter of our dev
    [See the full post at: Dev Journal: Heroic Quests and Epic Loot ]

    #8237

    Tomipapa
    Member

    This this this is just awesome! Quests depending on diplomatic relations? Oh dear…

    #8238

    Sounds really cool, that makes the neutral dwellings indeed much more than nodes that need to be conquered.

    A question though: In the example of the Kraken in the screenshot, what happens when I generate the quest, but another player kills the Kraken? Will I be rewarded or will the quest fail?

    In Warlock, that situation would result in me getting free rewards for doing nothing and that annoyed me quite a bit.

    #8240

    Brian Cox
    Member

    @arjan: Luckily I have foreseen this issue when implementing the quest system 😉

    I have provided quests with a completion type, this completion type can be set to “Personal” meaning ‘you must do it’, or “Any” meaning ‘as long as it gets done’.
    example for completion type “you”: if you receive a quest which tells you must prove yourself by slaying a specific dragon. If someone else beats you to it this quest will fail for you.
    example for completion type “any”: if you receive a quest which tells you to get rid of a dragon by any means necessary, the quest will complete if someone else kills this dragon.

    This is the case for custom designed quests at least.

    For generated quests I cannot tell yet which setting will be used, could be that both will be used depending on the dwelling and diplomatic status with them. Most likely they will be “Personal” meaning you should do it.

    The code support is there, but it is up to the game designers to determine if the quests have the “Personal” or “Any” completion type.

    Short answer to your question: No, you cannot sit back and hope to get rewards by others completing quests for you if the quest specified that you had to do it personally. 🙂

    #8241

    Grey47
    Member

    I’m not sure if you haven’t already made this quest, but imagine if you are allied with someone, and you are about to do a quest for someone who hates your ally (or the main-race your ally plays as). Then the quest that dwelling would give you would be to break the alliance with your ally. Maybe even to betray your ally by declaring war or outright invading him for a greater reward! How about that?

    #8243

    Brian Cox
    Member

    @grey: This is very possible, you will need to make a choice between your ally or a great reward.

    The target player is a specific quest setting for dwellings and independent cities, so in case your ally gets targeted this is not an accident but done on purpose.

    Perhaps your diplomatic standing is so low that they want you to betray your ally in order to prove your loyalty. (Note: this is just a possible example)

    #8246

    Red Key
    Member

    Whoa 2000 gold for killing a Kraken! That would be a ton of gold in the past AoW games. Thanks for including modding support. Chains of quests and scripting sound like they will offer some awesome possibilities.

    Any word on other sources of quests besides independent dwellings? Will the spirits that gave quests in AoW2/SM make a return?

    #8249

    Brian Cox
    Member

    @red Key: This reward value has not been value scaled yet, the quest reward is normally scaled to the difficulty of the quest. In this case we just wanted to show you some epic loot. 🙂

    I cannot tell anything about the spirits I’m afraid. Maybe Narvek or Lennart can give more information about this topic later or perhaps in a future DevBlog.

    #8250

    Draxynnic
    Member

    One thing that I’m curious about here is…

    There’s apparently two settings here for completion of quests – the ‘personal’ setting and the ‘any’ setting. Are there any other settings? For example:

    An “ally” setting could be between ‘personal’ and ‘any’ – it won’t be a success for you if anyone does it, but if a friend does it in your name, it counts.

    An “enemy” setting (or ‘specific player that isn’t you’ setting) could have some interesting consequences. This could go either way – you could get a win if you can entice another player to do something (a dwelling might say something like “We’re hungry. Bring us some live food!” where success might come from bringing an enemy army within a certain distance of the lair – at which point you’re rewarded with units from the lair that will help destroy it). Alternatively, you could get quests based around preventing an opposing player from doing something – if the condition is met you fail the quest, but if it isn’t met by a certain time, you succeed.

    #8253

    NEHZ
    Member

    The “all” setting, which is similair to the “any” setting, except it gives the reward to the player that completes it 😀

    #8254

    Draxynnic
    Member

    Or the ‘AllButPlayerX’ setting: “We’ll grant our favour to whoever slays the dragon Galandrauth the Terrible… except for Lord Trollface the Unlikeable. We hate that guy.”

    #8256

    An “ally” setting could be between ‘personal’ and ‘any’ – it won’t be a success for you if anyone does it, but if a friend does it in your name, it counts.

    An “enemy” setting (or ‘specific player that isn’t you’ setting) could have some interesting consequence.

    Was thinking these same things while reading down, i really do think the ally setting is a must, if it spawns something in my allies kingdom for example and he has an army right next to it … mean of me to say no no wait 3 turns so i can get their.

    Any form of group / alliance / everyone quests? Players get randomly “paired” up on the same quest (chain) throughout the game. If this is done multiple times throughout the course of a game, it could end up being an ally your competing against 😀

    The “all” setting, which is similair to the “any” setting, except it gives the reward to the player that completes it :D

    From whats said about quests being their from the start of the game and everyone having to choose whether to fight each other or do the quests makes me think this is in, but im not sure. I hope it is 😀

    edit:

    this is such a sneeky image 😀 i love it, some little tid bits of info we can see here

    Seems as though every indy city has its own quest chains – or at least the bigger ones as the location giving the quest is a “Dwarf City”, so its likely each faction will also have its own specific quests and loot besides the dwellings.

    Wizard Towers are now resources on the world map. Which is very sad to see being a AoW2 player, but understandable since the magic of the olden days is gone. Still dont know what it does … doesn’t resource means you get something from it so i dont see it having the same effect as in previous games. But at least we know its a world map structure … though perhaps you can still build one … sorcerer could maybe 😀

    #8260

    GDevil
    Member

    I Think this game will be great! Some things are similar to civilization V like the dwellings I think they are like the city states. The layout also looks similar which is really good I like that layout. I think this will be the best age of wonders!!! I hope there will be a good editor so you can create quite new things or maybe new races. I’d really enjoy this.

    P.S: I really enjoy reading your dev journals. I can’t await the release of the game (or a beta version)
    😀

    #8261

    Red Key
    Member

    I would also like an Ally setting for quests. 🙂

    The “all” setting, which is similair to the “any” setting, except it gives the reward to the player that completes it :D

    Based on the info given this should already be possible without adding a new setting. Just give the quest to all players and use the Personal setting.

    Or the ‘AllButPlayerX’ setting: “We’ll grant our favour to whoever slays the dragon Galandrauth the Terrible… except for Lord Trollface the Unlikeable. We hate that guy.”

    Similar as above… just give the quest to everyone except Lord Trollface and use the Personal setting.

    I guess I have assumed that it can be controlled who is given a quest…

    #8262

    Brian Cox
    Member

    @draxynnic: The topic of having allies help complete quests for you has been discussed in the office before. This is quite a good remark, I will bring it up later.
    The enemy setting wouldn’t work for the current system however I made a custom quest type which allows “scripting”, what you could do is place an area trigger in the LevelEditor and check if a certain stack has moved into it. If they have you can trigger the quest as completed. 😉

    @nehz: The functionality of the “all setting” is implemented but this is not a setting. What we do is give the same quest to each player and put it on “personal” completion setting. This way the first person to complete the quest will fail the quest of the other players, this works in the same way as you described the all setting.

    @ihunterkiller: The picture you quoted is a picture of a custom defined Quest in the LevelEditor. Here you can fill in the Quest title and description for it’s 3 states (active, completed, failed), define who the quest giver and quest target are, choose the quest type (capture city, slay unit, …) and completion type (personal, any), the quest rewardset defines the set of rewards your reward will be chosen from, the “resource” in this case means which rewardset is chosen. The correct rewardset resource here would be “Dwarven Reward Set”. I filled in Wizard’s Tower Full because this rewardset currently has a wide variety of rewards. I hope this clarified it a bit! 🙂

    #8265

    Tomipapa
    Member

    And what about the AI players? If they meet with a city/dwelling will they get a quest as well or only the human players?

    #8267

    Piko LV
    Member

    As I’m not convinced the randomized quests is a good thing (I never liked when someone asks me to destroy an abc city and all of my forces are on the other corner of map… I like freedom. In AoW1 we had freedom. And this was cool.), but option to edit them is a really nice thing. I’m looking forward to do some mapmaking. 🙂

    #8268

    Brian Cox
    Member

    @piko: I also provided a MaxDistance setting for the generated quests to make sure you don’t get a quest at the other side of the map. The menu a screenshot was posted from was for custom quests, not generated quests. Generated quests have some extra parameters to ensure the quest aren’t annoying and should work for every map including user created maps.

    #8273

    Just awesome and the modding possibilities are sky high. Makes me think the campaign will have some more interesting victory conditions as well.

    I wonder if it’s feasible to always maintain a neutral city close by in order to “farm” quests.

    #8277

    pavel_minaev
    Member

    It’s really great to see modding brought up in this context as well. I wish there was more of that – one of the strengths of AoW series that extended its lifetime so much was always the vibrant mapmaking and modding community, and seeing this reinforced in AoW3 is awesome, but more details are always interesting!

    #8279

    … the quest rewardset defines the set of rewards your reward will be chosen from, the “resource” in this case means which rewardset is chosen. The correct rewardset resource here would be “Dwarven Reward Set”. I filled in Wizard’s Tower Full because this rewardset currently has a wide variety of rewards. I hope this clarified it a bit! :)

    Oh man i completely spaced out on it being a child to Quest Reward Sets. So this is very interesting, FULL wizard tower … sounds like its still a going by the AoW2 system then 😀

    Really interested to see what other races can reward you with. Are dwarves the only ones who can reward you with building upgrades?

    @piko: I also provided a MaxDistance setting for the generated quests to make sure you don’t get a quest at the other side of the map. The menu a screenshot was posted from was for custom quests, not generated quests.

    This is a nice feature 😀 What about if the quest spawns something, does that unit have a max area or some form of area it can travel around, or can it walk further and further away?

    #8287

    There is a great deal of good things here: I like how quests are going to work for the campaign, that diplomacy is impacted (hmmm, dragons or friends, muhahahahahhahhahahha DRAGONS!), and that there might be spirits.

    Also, I’m glad that there are krakens, and not just because I predicted that they would put them in to develop water diversity. Krakens are my second favorite fantasy monster, except for, well, you all can probably guess.

    So my question is whether the AOW III campaign will do some of the very complicated quest stuff that modders or level designers like the Groll did with AOW SM. I loved that stuff when the modders did it, and I’d love to see what full time paid employees can do (not to insult the modders, they can keep being awesome as well).

    #8288

    Gyor
    Member

    This sounds very cool.

    Are all quest violant or could some be make peace with x, or research y.

    Oh and the Kraken is an awesome addition to the game, although things could get interesting if you cast fly on it and it attacks a land locked city.

    #8289

    Gyor
    Member

    Oh and does the Kraken mean there is q water based dwelling or is it magic summons.

    also if wizards tower is a reward set, doea that mean that wizard’s towers are a dwelling/monster settlement?

    #8295

    rob_james
    Member

    Really awesome!!!

    They cant give all the candy out by telling us about the spirits! And glad theirs a distance thing included, nothing worse when you have to slay some infidels on the other side of the map!

    Hi Brian I kinda like the idea where you touched on making your own epic quests in the editor, would it be worth it, and possible for 1 major or epic quest loot, like HOMM 3 grail? but you know AOW version which would be way more awesome.

    #8313

    This sounds very cool.

    Are all quest violant or could some be make peace with x, or research y.

    very good question, i didnt even notice it was missing until you mentioned it :O

    Oh and the Kraken is an awesome addition to the game, although things could get interesting if you cast fly on it and it attacks a land locked city.

    LOL flying krakens, epic!

    Oh and does the Kraken mean there is q water based dwelling or is it magic summons.

    I dont think so, the quest came from a dwarf city that is trading over seas, the kraken is just in the way.

    I wonder if their is city trading in game though :O

    also if wizards tower is a reward set, doea that mean that wizard’s towers are a dwelling/monster settlement?

    From the post:

    Brian Cox wrote:
    … the quest rewardset defines the set of rewards your reward will be chosen from, the “resource” in this case means which rewardset is chosen. The correct rewardset resource here would be “Dwarven Reward Set”. I filled in Wizard’s Tower Full because this rewardset currently has a wide variety of rewards. I hope this clarified it a bit! :)

    i think the wizards tower is a building in a city or perhaps an upgradable world map structure that generates mana / expands borders loads / expands casting pool maybe / increases research / etc … could do anything xD all i remember is that a dev said they implemented them in a way that mights surprise us :O

    #8314

    Brian Cox
    Member

    @gyor: The standard quest types are all violent for the moment city quests, structure quests, explore treasure location quests and slay unit quest. However I also provided a custom quest type where you can give any sort of quest. These custom quests need to be setup using scripting. For example you need to bring item X to location Y, this can be checked by placing an area trigger at a certain location and once your stack runs into this trigger area you can check to see if this unit has the required item. So yes, there are also non-violent quests.

    @Rob: I think it is definetly worth it to give quest creation a try in the leveleditor. I’m not responsible for creating the actual quests and rewards in the game, that’s the responsibility of the gamedesigners. But I really enjoyed creating my own quests to test the quest system.
    I especially enjoy betrayal quests, for example you receive a quest chain where you need to complete a bunch of quests and the final step is to slay a dragon in a heavily guarded area. Just before you attack the dragon he offers you an even greater reward and then you have to choose if you will betray your original questgiver or slay the dragon (this is just an example). It adds a bit of a RPG element to the game, influencing the game by the choices you made. 🙂

    #8328

    I especially enjoy betrayal quests, for example you receive a quest chain where you need to complete a bunch of quests and the final step is to slay a dragon in a heavily guarded area. Just before you attack the dragon he offers you an even greater reward and then you have to choose if you will betray your original questgiver or slay the dragon

    oh … my good …ness ….

    this is the biggest feature i wanted to see in the games questing (i mentioned it in the spirit thread but forgot to ask about it here) I think its just really cool, will add a lot of depth to the game.

    Are these betrayal quests multi player?

    I.e. A dwarven city tells me to go take out a dragon graveyard ..
    A draconian city (or the site under attack itself) counter offers another player to defend it… >:D

    … or perhaps even the dwarven city could place a counter offer to another player … if i deny them a quest or fail them .. they might want to deal with me

    😉

    EDIT:

    Can the players place “quests” to other players, any form of bulletin board system or direct requests.

    #8387

    Tsi Iri
    Member

    speaking of krakens and water combat…..is the water combat system being upgraded? like if I have a transport ship full of land units and it gets attacked by a galley, am i basically doomed like in the previous games? maybe there could be cool sea battle where the units on the ships were actually visible on the ships and you ould sail up next to the enemy ships and have your units board their ship and take it over! you could be pirate 😀

    #8389

    Brother JO
    Member

    I actually liked this system but still kind a miss old spirit system in aow2. But I’m curious about something about these quests. Can we get a quest from a dwelling twice if we complete quest/quest chain?

    Because if we not, then it will limit number of quests you can take in whole gameplay.I mean there were maps which take 200-300 turns to complete(hardcore maps created by hardcore map creators 😛 lol) in Aow2SM and if we complete all quests we can do in turn 100 and can’t get more quests that would be sad 😛

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