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 7 years, 4 months ago.

Viewing 19 posts - 31 through 49 (of 49 total)
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  • #8397

    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 :P 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 :P

    Hmm from what the devs have said in the past i dont think the spirits are gone … I hope not at least 🙁 one of them woulda told us in the spirit thread i hope lol

    Also i think one u complete a dwelling chain you get that city, so lets hope u can get quests from other sources (ie spirits *glares at the developers* lol)

    #8399

    Heroic_Spur
    Member

    Firstly I would like to ‘+1′ the requests for allowing allies to complete each others’ quests in multiplayer.

    Secondly, I’d like to emphasise the importance of quest variety. It really adds a new dimension when quests challenge you in expected ways. I’ve been playing Eador: MoTBW quite a lot recently, and I’ve noticed that while some quests/events are moderately interesting, they suffer from a reptitiveness, which is a danger here.

    Some examples of more interesting quest types might include:
    -In line with Brian Cox’s ‘betrayal’ line, choosing between competing factions within one independent location, each offering differing rewards in exchange for your support
    -Escort: The independent location sends a trade caravan/dignitary, you’re tasked with escorting them to their destination (forcing the player to be more adventurous advancing into the unknown).
    -Duel: The independent location respects only strength. You must send your greatest champion to challenge theirs in one-on-one combat, if you win, the spoils are yours, if you lose…

    #8402

    Tomipapa
    Member

    Some examples of more interesting quest types might include:
    -In line with Brian Cox’s ‘betrayal’ line, choosing between competing factions within one independent location, each offering differing rewards in exchange for your support
    -Escort: The independent location sends a trade caravan/dignitary, you’re tasked with escorting them to their destination (forcing the player to be more adventurous advancing into the unknown).
    -Duel: The independent location respects only strength. You must send your greatest champion to challenge theirs in one-on-one combat, if you win, the spoils are yours, if you lose…

    Really great ideas, especially the last one

    #8407

    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.

    Good, very excellent: I’ve always thought that the AOW world needed a little more treachery and greed to it. I propose splitting the horns of the dilemma (literally) by (A) betraying the quest giver and getting the better reward (B) killing the dragon anyway and looting its stuff and (C) resurrecting/possessing/somehow getting control of the dragon.

    So, a thought occurs: Are quest types going to differ by class? For instance, will a rouge player be more likely to get sneaking missions, a wizard magic based ones, etc., or will it be entirely random? In the alternative, will there ever be multiple ways to complete the quest, so that you can either smash it, magically possess it, or go all Voice of Saruman on it?

    #8462

    Gandolaro
    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.

    Is AI actually capable to understand this kind of custom quest?

    #8466

    <div class=”d4p-bbt-quote-title”>Brian Cox wrote:</div>
    @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.

    Is AI actually capable to understand this kind of custom quest?

    it must do, imagine how fast the game would become imba if the ai couldn’t handle your quests

    #8478

    Draxynnic
    Member

    If nothing else, it might be possible to write custom AI scripts to get the AI player to attempt to complete such a quest if it gets the opportunity.

    #8482

    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. :)

    Sweet stuff Brian! This sounds like a very flexible system and indeed very mod-friendly. This might actually get my lazy arse to create some quests, although I’m more intrigued at what both the developers and the community will come up with…

    In my case I’ll probably come up with the player having to save a damsel from the nasty hentai Kraken and then having to make a choice on whether to take her place or not.

    Yeah.

    #8485

    If nothing else, it might be possible to write custom AI scripts to get the AI player to attempt to complete such a quest if it gets the opportunity.

    Oeh, good point. How will the AI handle quests? Will it ignore them or chase them on purpose?

    #8495

    Tomipapa
    Member

    Oeh, good point. How will the AI handle quests? Will it ignore them or chase them on purpose?

    I would like to know it too. In AoW SM cpu players couldnt complete the spirit stone quests.

    #8509

    Gandolaro
    Member

    In general, i really really interested in knowing AI limit… maybe a future dev diary will be dedicated to what I’m most interested in, AI and Random Map Generator.

    #8573

    happyworld1
    Member

    Another great Dev Journal.

    I would Like to know if the editor options will only work in Your own maps or if you can add new content to Random Maps. (Cross Fingers)

    regards,

    #8574

    Another great Dev Journal.

    I would Like to know if the editor options will only work in Your own maps or if you can add new content to Random Maps. (Cross Fingers)

    regards,

    ah i didnt think about that, can you save your custom quests so that they will be incorporated into the generated map

    also are they exportable? Can we send our custom quests to each other ?

    #8599

    Gyor
    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.<br>
    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. :)

    Awesome, just awesome, I hope the game designers take note of your betrayal quest, that sounds cool.

    Thanks for replying.

    I can see alot of cool uses for this. And the betrayal quest design makes it sound like more then just dwellings can give quests.

    #8603

    And the betrayal quest design makes it sound like more then just dwellings can give quests.

    Im thinking you can quest for all indy cities and maybe lower sizes too like towns and villages ?

    #8605

    Tomipapa
    Member

    Im thinking you can quest for all indy cities and maybe lower sizes too like towns and villages ?

    Yes you can get quests from setllements too, not just from dwellings(the kraken quest was offered by a town).

    #8612

    <div class=”d4p-bbt-quote-title”>iHunterKiller wrote:</div>
    Im thinking you can quest for all indy cities and maybe lower sizes too like towns and villages ?

    Yes you can get quests from setllements too, not just from dwellings(the kraken quest was offered by a town).

    well it was a city – which is the largest city size right?

    i duno how beneficial it would be to quest for smaller settlements
    1) they wouldnt be able to afford great gear (though maybe at the early game it would be useful?)
    2) surely it would be a lot easier to run over small settlements (tho perhaps taking a settlement will always result in a loss in alignment or reputation? pushing the “good” guys to quest … hope not though)

    #8613

    well it was a city – which is the largest city size right?

    ah your right the first image was a town

    i hope the quests scale with the type of settlement lol, i dont want to be getting epic loot from tiny new born outposts 😛

    #8642

    All I can say is, “Release the Kracken!”

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