View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0007577 | Valley 1 | Suggestion - Guardian Power Ideas | May 5, 2012 3:04 pm | Jun 3, 2012 12:33 am | |
Reporter | Lokarin | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | not fixable | ||
Product Version | 1.010 | ||||
Summary | 0007577: Guardian Power - Geological Survey | ||||
Description | Been trying to get the unlock for Cave System 10 on Swamp for quite a while now, so much so that in 5 continents of clearing every single tile of swamp there hasn't even been a dungeon that goes as far as Cave System 10. (Only one that made it to Cave System 9) No complaints about the difficulty, but I feel the process could be streamlined a little. My suggestion is a new Guardian Power that lets you scan a map tile to find what the deepest possible cave layer is. There are a couple ways of doing this since I don't know the exact details for map generation: 1. Entering a cave simply tells you the maximum depth after it has been scanned 2. The map tile simply tells what the maximum depth of the caves in general are, you still have to find which cave it is. 3. The map tile tells what the average expected depth of the caves are based on whatever the map generation protocol for that tile is. Now, assuming that maps aren't actually generated until you enter them for the first time it would be impossible to actually scan in this method. But I'm certain there's something. Plus, just scanning for depth would be esoteric since most dungeons do make it to at least Cave System 4 for the other unlocks. So other map details such as cave complexity/wealth/secret missions/number of buildings/etc could be useful too. Alternate idea: A cave "bottom" marker to act as a definitive end point to a long cave system so we can be assured the cave is infact over and that it's not a bug blocking the generation of a Lower Dungeon door. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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The one big problem with this that I see is that I don't think the game knows how deep the cavern will be until you reach the bottom. For this spell to work, it'd have to generate and save to disk all regions/cave systems you scan in this fashion. |
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I assume (there's that word again) that there is a chance per cave system that a passage to a deeper dungeon is seeded. So only that roll would have to be preset and saved, along with the overworld, to determine which zones even have caves. So maybe this could only be used on a surface chunk? |
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I like this idea, though I'd want it to work similar to how seek resources works (i.e. scan the tile and the adjacent four tiles). Rather than having it report on existing cave systems, maybe have it "uncover" a cave system with a time limit (justified by hidden cave entrances, etc. and the cave disappearing after a given amount of time as the path down gets lost or filled in); the new cave system would then be placed in the first chunk much as current missions get placed in the first chunk. |
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We don't actually know until you get down there, sorry; as with most of the game it doesn't generate until you get down there. |
Date Modified | Username | Field | Change |
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May 5, 2012 3:04 pm | Lokarin | New Issue | |
May 5, 2012 4:51 pm | Toll | Note Added: 0023583 | |
May 5, 2012 6:52 pm | Penumbra | Note Added: 0023587 | |
May 6, 2012 12:01 pm | BenMiff | Note Added: 0023627 | |
May 7, 2012 10:25 am | tigersfan | Internal Weight | => Feature Suggestion |
May 7, 2012 10:25 am | tigersfan | Status | new => considering |
May 8, 2012 4:27 pm | Chris_McElligottPark | Note Added: 0023787 | |
May 8, 2012 4:27 pm | Chris_McElligottPark | Status | considering => closed |
May 8, 2012 4:27 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
May 8, 2012 4:27 pm | Chris_McElligottPark | Resolution | open => not fixable |