Dev Journal: Adventure Sets

Time for another development journal! This one will focus on Adventure Sets. Adventure Sets are used to regulate the type of ‘adventure’ the different kinds of structures offer. In this journal we’ll go into the technical framework behind the systems and show a little of how they function. Modders take note: you can create adventure sets in the level editor and link them to structures to make them function in new and exciting ways. As always these journals are about the current state of the development process, not the finished project. So expect things to change and to be rougher around the edges than they will be in the finished game. – Godewijn, Designer

Adventure Set Scope

In Age of Wonders 3 you’ll explore a world map filled with all manner of interesting objects.
Structures are a big part of this. Among the different kinds of structures that exist in the world we have treasure sites (explore these for items and other rewards), gold mines and similar sites (provide resources every turn) and sites like brigand camps (they spawn Brigands).

Brigand camp with a stack of newly spawned brigands.

Adventure sets give these structures their flavor in a number of different ways.

Guard Units: Very important for any structure are their units. Do they stand on top of the site or hide within? Units that stand on top we call Defenders: they’re visible and can be attacked by as many stacks as can surround them. They’re pretty vulnerable and guard structures like Watch Towers and Mana Nodes.
Units that do not we call Inhabitants: they’re not visible and can only ever be attacked by the one stack that ‘enters’ the structure. They guard structures like Tombs and Dungeons.

You can set what unit set they should be from (only Goblins for example), and what their strength should be (weak, normal, strong, random, disabled). You can even scale up or down what weak, normal etc. means and whether the units should be chosen randomly or if the most expensive unit that can be included with those settings should be included.

The guard unit settings of an adventure set.

Combat Properties: These set the structure’s magical flavor (if any). Global tactical combat enchantments can be an integral part of the structure in question. They can be disjuncted by strong enough Heroes or Leaders during the combat, if so desired. Think of enchantments like Suffocating Fumes and Wind Ward. The latter can be found on Air Nodes for example.

Rewards Link: Links to a different set that regulates the rewards of the structure. Basically what you find when a structure is captured for the first time. They can be units, items, gold, mana, knowledge and more. Expect even common Gold Mines to have a few gold pieces worth of nuggets lying around.

Spawn Units: It is possible for structures to spawn units and you can set those here.
Of course you can link the set of units that will be spawned (only animals for example, or only undead, or only bandits) and when the units should be spawned, but that’s not all.
Spawned units spawn with a behavior attached to them and you can set that here: Do they behave like animals? Do they raid everything they come across and attack mindlessly? Are they brigands who like to prey on the weak and occupy your gold mines?
This last option really brings the world to life!

The spawn settings of an adventure set

Adventure sets also link to the actual tactical map(s) that will be fought on.

In the Level Editor

In our level editor you can see all existing adventure sets and duplicate them to modify them or create new ones from scratch. Similarly you can create reward sets and link those in the adventure set. The adventure set will then need to be linked in the structure you’ve placed on the map and you’re done: a customized structures that does what you want it to!

As will hopefully be clear, using these adventure sets it is possible to make a lot of different flavors for structures. This is something we enjoy and hope you will also like. We also look forward to see the ones you create yourselves!

In other Dev Journals we’ll explore the different kinds of structures we’ve created so far, and how they work and look.

I’ll leave you with the complete list of settings as I think some of you will appreciate that:

A structure’s complete adventure set.

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Home Forums Dev Journal: Adventure Sets

This topic contains 28 replies, has 17 voices, and was last updated by  iHunterKiller 6 years, 4 months ago.

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  • #9060

    Narvek
    Keymaster

    Time for another development journal! This one will focus on Adventure Sets. Adventure Sets are used to regulate the type of ‘adventure’ the different
    [See the full post at: Dev Journal: Adventure Sets]

    #9063

    Brother JO
    Member

    I think brigand behavior will make things more exciting and complicated :D. Stack of brigand behavior units capturing your mine and when you send a strong army they start running away from you. While this can annoy some player(and it will annoy 😛 ) , that’s how real brigands act like. That new mechanic will push players to deal with bandit lairs or other things to deal with corruption and disorder in provinces while fighting with other players. I like how this sounds 😀

    I would also like events that spawn random bandit camps/graveyards/dragon nest(not recruiting one) and the player who owns the nearby city gets notified.

    Example: “A wild dragon appeared from the north and inhabited a cave not far from here. If we don’t deal with this later it might attack our city and burn the farms.

    “Some citizens of your “XXX city” formed a criminal syndicate.If we don’t deal with this they will start plundering the lands and damage our economy.”

    #9068

    Tomipapa
    Member

    ward

    So archers not always hit? 🙂 Good very good 😀

    #9077

    NEHZ
    Member

    I would also like events that spawn random bandit camps/graveyards/dragon nest(not recruiting one) and the player who owns the nearby city gets notified.

    It would be awesome if Rogues could force this. Encouraging other player’s peoples to take up arms and take whatever they want. With which I mean spawning bandit camps.
    Another devious ability that would synergize with this would be to sell weapons to bandit camps, temporarly increasing their spawn rates.

    Anyway, nice to see that there’s plenty for modders to work with and that independends will have more character.

    #9080

    Narvek
    Keymaster

    @tomipapa: Wow that was fast! Congratulations, you won this time!

    You guys are really good at finding outdated stuff or bugs, beta testing is early this year ^^ 😉
    It should read something like “-8 ranged attack strength” (which balance-wise is probably too heavy a penalty as well).

    Thanks, we’ll change it!

    Letting players spawn brigand hideouts hm? Interesting…

    #9082

    yann_faucher
    Member

    It’s awesome, as always.

    As NEHZ, I think Rogue class should be able to interact with Brigands. Maybe a spell/skill to recruit them ? It would mean cheap/early army to try rush tactics.

    #9083

    Red Key
    Member

    Me like! 😀 I think this will offer modders a lot of possibilities. Is it possible for modders to create new behavior types? That would be amazing!

    Letting players spawn brigand hideouts hm? Interesting…

    or demon portals…

    #9112

    NEHZ
    Member

    Letting players spawn brigand hideouts hm? Interesting…

    Always nice to see suggestions being considered 🙂

    or demon portals…

    Sounds like something that could be the result of a demon summoning gone wrong. Carefull when trying to summon those things as a quick defense measure, things might end up being very bad indeed…

    #9115

    I would also like events that spawn random bandit camps/graveyards/dragon nest(not recruiting one) and the player who owns the nearby city gets notified.

    Example: “A wild dragon appeared from the north and inhabited a cave not far from here. If we don’t deal with this later it might attack our city and burn the farms.

    “Some citizens of your “XXX city” formed a criminal syndicate.If we don’t deal with this they will start plundering the lands and damage our economy.”

    This is a greaaat idea and kind of touches on one i was thinking of posting too. Is it possible of .. instead of capturing or invading a structure – can the environment or perhaps through a players actions – convert the structure?
    i.e. cast sacrifice on a fairy structure and they all die and a chaos portal opens or cast undead on a brigand city and then instead undead start to spawn their – or they fight it out and the winner survives making it easier for you to invade it yourself. (since such spells would cost so much i dont think it would be to OP – 5-7 turns of preparation maybe?

    It would be awesome if Rogues could force this. Encouraging other player’s peoples to take up arms and take whatever they want. With which I mean spawning bandit camps.
    Another devious ability that would synergize with this would be to sell weapons to bandit camps, temporarly increasing their spawn rates.

    I think this would be great if all/few classes could do this, but rogues could do it better: in multiple ways, more ofter, faster etc. But i agree that definitely rogues should be able to 😀

    ward

    So archers not always hit? :) Good very good :D

    As soon as i read that all i was thinking about was commenting on it, was so happy that it made it that the attacks COULD miss if you put points into that side of the research/unit tree.

    Such a shame when i read down below on narveks new post, though i guess a very big dmg reduction is decent too – crit hits being the best way for them to deal dmg then.

    It should read something like “-8 ranged attack strength” (which balance-wise is probably too heavy a penalty as well).

    Take it spells like seeker are gone or been reworked? (should have all old spells in game just for continuation reasons … rework them if need be :D)

    #9118

    Fingers
    Member

    Narvek, any chance there will be a way to spawn units which specifically target heroes or leaders by their unit id’s? So that, say for example, if your lvl 20 paladin unearths a powerful but cursed sword, several stacks of undead would emerge from crypts scattered all around the map and they would hunt him down wherever he is.

    #9119

    Ice Age
    Member

    “They guard structures like Tombs and Dungeons” dose that means that explorable dungeons are back?
    Also, someone a while back suggested to intreduce units that dont display the owner’s colors and no one knows to whom they belong, thus they are able attack allys and enemys alike.
    I suggest such pirate/spy/saboteur unit for the job of spawning bandit camps in enemy or ally terretories (in case you dont like your ally much and want to annoy him without declaring war) giving weapons to existing bandit camps etc…

    #9124

    “They guard structures like Tombs and Dungeons” dose that means that explorable dungeons are back?<br>

    i knew i had forgotten somthing after i went through all the archer missing stuff

    i thought this too looking at it, when he said explore .. it could just mean a battle .. but i do hope the actual exploration crypts are back .. but i dont think they are .. it could slow down MP too much ?

    #9127

    This is great and the editor seems fairly user friendly.

    #9130

    Narvek
    Keymaster

    Narvek, any chance there will be a way to spawn units which specifically target heroes or leaders by their unit id’s? So that, say for example, if your lvl 20 paladin unearths a powerful but cursed sword, several stacks of undead would emerge from crypts scattered all around the map and they would hunt him down wherever he is.

    Definitely! Be careful about your actions in the campaign ^^

    I’m being intentionally vague about explorable dungeons, sorry! We’re just not ready to commit to an answer yet.

    #9136

    I’m being intentionally vague about explorable dungeons, sorry! We’re just not ready to commit to an answer yet.

    That is an answer in its own right and to be honest .. the one i kind of want to see atm as i too am unsure if i want explorable dungeons in the game .. they are very cool and make the game feel more .. “epic” but ..

    .. i really do think they will slow down MP gameplay unless they are implemented in a different way than they were in AoWI

    What is everyone elses opinion? Do you think its fine the way it was in AoWI, think it should be reworked (and how?) or do you think it shouldnt be in AoWIII at all?

    #9138

    Brother JO
    Member

    <div class=”d4p-bbt-quote-title”>Narvek wrote:</div>
    I’m being intentionally vague about explorable dungeons, sorry! We’re just not ready to commit to an answer yet.

    That is an answer in its own right and to be honest .. the one i kind of want to see atm as i too am unsure if i want explorable dungeons in the game .. they are very cool and make the game feel more .. “epic” but ..

    .. i really do think they will slow down MP gameplay unless they are implemented in a different way than they were in AoWI

    What is everyone elses opinion? Do you think its fine the way it was in AoWI, think it should be reworked (and how?) or do you think it shouldnt be in AoWIII at all?

    Meh… You’re going to auto-battle in Multiplayer anyway(except PBEM).So it doesn’t really matter that much in MP. But for single-player and PBEM having AoWI style dungeon would be much better and much more epic.

    Actually AoWI dungeons can be reworked in a way so you can’t swarm a unit with 6 units at once like you could in AoWI with good positioning. This can be done with having switches, moving walls, traps(when you enter a room, wall is created behind your unit, so you cannot escape or send reinforcements etc.).

    #9139

    heh … didnt think we would be skipping it but its pve ofc we will

    yea then im all for it 😀

    can any1 else think of a downside? think it could potentially pull you out of the immersion? (i dont but its the closest to a downside i can think of atm)

    #9146

    Zinc
    Member

    A solution: Have deep dungeons, as long and intricate as the developers can stand to make. Don’t put deep dungeons in any multiplayer map. They can still make good set pieces in the campaigns.

    #9148

    b0rsuk
    Member

    @tomipapa: Wow that was fast! Congratulations, you won this time!

    You guys are really good at finding outdated stuff or bugs, beta testing is early this year ^^

    The solution is easy – post more screenshots.

    #9154

    meeber
    Member

    I do think there should be explorable dungeons and be accessed in both single and multiplayer games. But I think it should be setup like this:
    when you move into the dungeon you should have a option that pop ups asking if you wish to explore or have a fast combat to take site. The fast combat would be done the way sites are handled in AOW2 where you can ether have one tactical battle or fast battle. The explore option would of course be similar to AOW1 but be more awesome and these dungoens should vary in lenght and be modable (old DnD modules here we come.)
    We should also be able to set these options in the options section as well (I.e. Always explore, Never explore, Always ask) I would always have explore on even in MP. The people I play with want the full experience SP has in a MP game and we don’t care how time consuming it will be (both full TC and Explore mode.)
    Oh and I really hope that they will have full tactical combat in MP because I hate fast combat and will never use it. In AOW:SM we always TC in both SP and MP.

    #9156

    Fingers
    Member

    I’m glad to read that the larger explorable dungeons are being considered and that they might make a return, although it would be best if the scale were fully adjustable in the editor and perhaps for the majority of sites I would prefer not to have a dungeon crawl – only a few special ones. It would be nice also if there were an option for those sites to include gates and some small fortifications which would have to be breeched in order to enter the dungeon.

    #9164

    rover
    Member

    Why don’t you guys experiment with more-then-1 adventure buildings? Smth like mountain passages or sea forelands (3-4 hex with unknows defenders and loot)… Or maybe an old ruined city were every nighbor hex is a weak adventure building and central is the strongest one…

    #9173

    Qasar
    Member

    Entering Dungeons/Towers could prompt “It could take 3 days to explore this site. Do you wish to enter?” Each day is another depth/battle. The lower the level the bigger the Mobs, and you can only take 1 stack. Say you win after day 2. You can return to level 1 with a 50% chance to have to fight your way out or continue to level 3 for the toughest fight. Level 3 will come with an escape tunnel and item. If you run, the mobs regenerate the next time you return, or maybe even strengthen by the same amount they took from you.

    OR- Similar to running from a fight in AOW:SM, you could offer 4 sets of escape arrows. Choosing the correct one takes you one depth lower. This would require several attempts at the same dungeon to claim the prize at the lowest level. This could be randomized at start-up (see archaeologist skill below). The first direction arrow your unit touches selects that direction, so you can try to run your units to it before killing the rest of the mobs as they b-line towards stopping your progression. Selecting early (or taking too long?) could awaken more guards towards you. The wrong direction could even destroy, injure or seduce the unit that tried to exit that way, or the false exit takes you to a false room with no prize forcing you to fight to leave the dungeon then return later. Also, false rooms could give you a weaker item to try to trick you into leaving the uber item alone, or destroying the uber item.

    An Archaeologist skill on a unit could eliminate one of the useless directions. Archaeologists II could be used twice, etc. Master Archaeologists (Or Leader’s with Archaeology) could be given only the correct escape-arrow options. This will force you to want a weak scout and/or wise, slow unit in your party that chose the archaeologist skill. (Archaeology on your leader could also add 5% to your found gold/mana, perhaps.)

    Archaeology takes time after all. Plus, I think it adds to the lore. In a deep dungeon you might be able to trap or seduce a rare throwback mob from one of the older games, for example. A deadly being that was smart enough to hide out, like Nessie and Bigfoot. It bugged me that weak structures and strong structures both took one day to explore in earlier versions. This takes the happenstance out of exploration, and takes the wait time out of Multiplayer (1 fight at a time/level). If you want this item you need to commit your party for X-days. X-days they cannot be utilized elsewhere. And even then you might not get what you were looking for so you have to try again. You might want to assemble search and recovery stacks, and not just combat stacks. You probably want to take a Hero, too.
    ~~~~~~~~~~~~~
    PS-
    Cave structures should give a chance of finding a surprise tunnel to the Underground. Not just coins or mount eggs left by whatever lives there.

    #9188

    Really don’t think dungeon maps would slow MP that much, it’s not like the entire game is based around explorable dungeons. They’re a minor element in the grand scheme of things and I think people would be able to handle their entire match being like 5 minutes longer because of this.

    #9249

    happyworld1
    Member

    I hope they include Text boxes with selectable options and varies outcomes.

    for example your party visits a structure and a text box opens
    “in the distance you see 3 goblin priests casting a spell do you”
    1a) Attack
    1b) cautiously approach.
    1c) Wait for the spell to be cast.
    (Other options would only appear or be selectable when an asset is present .)
    1d) “Talk to goblins” – if any unit in party has an active seduce or charm or diplomacy ability or if your goblin relations score is friendly.
    -If you choose option;
    1a) a battle would start as normal.
    1b) battle would start only all of your units get double movement for the 1st turn (to signify sneaking up) and 1 random blessing or summon spell is cast on goblin enemy.
    (some options would have different possible outcomes leading to a new text box )
    1c) 50% chance (goblin priests cast random land transformation spell).
    “As the spell is completed the lands around you begin to change. The Goblins thank you for not attacking them and agree to help you with your quest” (cast a random bless spell on party.)
    1c) 50% chance “The heavy foot steps foretell the approach of 1 Kharagh summoned by the Goblins do you;
    2a) Fight
    2b) Run.
    (a choice can open the trade screen)
    2c) 40% chance “The goblins agree to trade with you” (below are items, spells, and creatures for sale.)
    2c) 40% chance The goblins will tell you what’s in the area (reveal 5 squares around) for 50 gold or 1 griffon egg.
    (choices can change map assets.)
    2c) 20% chance “The goblin priests agree to be aligned to you should they;
    3a) form a Goblin priest camp for 150 gold
    3b) Make a crystal mine for 150 crystal .
    3c) tell them to guard this area until further notice at the cost of 1 gold per turn.
    And so on, each location can hold many great stories and grand adventures. Or be simple, what ever you or other modders make.

    #9250

    I hope they include Text boxes with selectable options and varies outcomes.

    I would love if this was possible in AoW as well, but i dont think it will be 🙁

    #9256

    Brother JO
    Member

    I hope they include Text boxes with selectable options and varies outcomes.

    for example your party visits a structure and a text box opens<br>
    “in the distance you see 3 goblin priests casting a spell do you”<br>
    1a) Attack<br>
    1b) cautiously approach.<br>
    1c) Wait for the spell to be cast.<br>
    (Other options would only appear or be selectable when an asset is present .)<br>
    1d) “Talk to goblins” – if any unit in party has an active seduce or charm or diplomacy ability or if your goblin relations score is friendly.<br>
    -If you choose option;<br>
    1a) a battle would start as normal.<br>
    1b) battle would start only all of your units get double movement for the 1st turn (to signify sneaking up) and 1 random blessing or summon spell is cast on goblin enemy.<br>
    (some options would have different possible outcomes leading to a new text box )<br>
    1c) 50% chance (goblin priests cast random land transformation spell).<br>
    “As the spell is completed the lands around you begin to change. The Goblins thank you for not attacking them and agree to help you with your quest” (cast a random bless spell on party.)<br>
    1c) 50% chance “The heavy foot steps foretell the approach of 1 Kharagh summoned by the Goblins do you;<br>
    2a) Fight<br>
    2b) Run.<br>
    (a choice can open the trade screen)<br>
    2c) 40% chance “The goblins agree to trade with you” (below are items, spells, and creatures for sale.)<br>
    2c) 40% chance The goblins will tell you what’s in the area (reveal 5 squares around) for 50 gold or 1 griffon egg.<br>
    (choices can change map assets.)<br>
    2c) 20% chance “The goblin priests agree to be aligned to you should they;<br>
    3a) form a Goblin priest camp for 150 gold<br>
    3b) Make a crystal mine for 150 crystal .<br>
    3c) tell them to guard this area until further notice at the cost of 1 gold per turn.<br>
    And so on, each location can hold many great stories and grand adventures. Or be simple, what ever you or other modders make.

    That was just tooo Eadorish but still I like the idea 😀

    #9257

    Ha, I’m enjoying Eador!

    #9260

    That was just tooo Eadorish but still I like the idea

    Hehe totally! But its such an epic feature – love it in any rpg-esq game its in nearly 🙂

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