Historic site

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Historic sites are locations of special relevance to a particular sultan's history. For example, a sultan may have lost an important relic at a historic site.

Typically, the locations of historic sites are discovered by looking at statues that depict sultan lore. They may also be obtained as traded secrets or through similar means. There is always guaranteed to be one statue in the zone just north of Joppa that reveals the location of one historic site, even if the player does not choose Joppa as a starting village. Other historic sites must be discovered during normal play.

World Map Location[edit | edit source]

Four historic sites will be procedurally generated during world generation for each playthrough. These historic sites will be placed into random areas of specific difficulty across the world map, as defined by the values shown in the static zone tier world map.[1]

  • Two historic sites will be associated with the fifth period sultanate:
    • One will be located in a random tier 0 or tier 1 world map location, within 3-8 parasangs of Ovw joppa.pngJoppa. The location of this site can be revealed by interacting with the sultan shrine one zone north of Ovw joppa.pngJoppa or the Ovw joppa.pngRuins of Joppa.
    • A second site will be located in a random tier 2 world map location.
  • Two historic sites will be associated with the fourth period sultanate:
    • One will be located in a random tier 3 world map location.
    • A second site will be located in a random tier 4 map location.

Each site will be inhabited by the members of the associated sultan's cult. This means that it is very likely for the player to encounter similar creatures at the two related historic sites for the 4th and 5th period sultanates. The sultans from periods 1-3 will not have any historic sites generated for them, but the members of their sultan cults can be encountered in other areas of the world, such as randomly-found cult locations deep underground, or in certain parts of the Tomb of the Eaters.pngTomb of the Eaters.

Rewards[edit | edit source]

Final Floor: Guaranteed Relic and Loot[edit | edit source]

Each historic site will have a guaranteed relic chest on its bottom floor. The chest will contain:

  • A procedurally generated relic aligned with the sultan's favored factions, themes, and other attributes.
  • One or more Cybernetics credit wedge.pngcybernetics credit wedges depending on the difficulty rating of the historic site zone where they are found.[2]

Relic[edit | edit source]

Relics found on the final floor of a historic site may either:

  1. Be a relic that the sultan lost in the named location represented by the final floor location (zone).
  2. Be a random, procedurally generated relic associated with the context of the location (zone) where the relic is found, or the full context of the encompassing historic site.

Relics of the first kind typically are named after a significant event in the sultan's life. The relic is more likely to exhibit properties aligned directly with the sultan and the particular event in question. This type of relic is described in more detail in the Location-based Strata and Relics section below.

Relics of the second kind are commonly named after the historic site or the zone where they were found. These relics will be very likely to exhibit properties that are aligned with the historic site's sultan, because both the historic site and the locations within it are associated with the period of the sultan's reign, and inherit many of their qualities from the associated sultan.[1]

Credit Wedges[edit | edit source]

The cybernetics credit wedge reward is determined based on a numeric zone difficulty value that is either equal to the surface world tier (if the zone where the relic chest is found is strata 5 or higher) or else based on the value 2 + Floor((Depth - 6) / 5).[2][3]

Zone difficulty Reward
2 or lower Cybernetics credit wedge.pngcybernetics credit wedge 2¢
3 Cybernetics credit wedge.pngcybernetics credit wedge 3¢
4 Cybernetics credit wedge.pngcybernetics credit wedge 2¢, Cybernetics credit wedge.pngcybernetics credit wedge 2¢
5 or higher Cybernetics credit wedge.pngcybernetics credit wedge 2¢, Cybernetics credit wedge.pngcybernetics credit wedge 3¢

Location-based Strata and Relics[edit | edit source]

Whenever an underground floor of a historic site has a name other than "liminal floor", that name represents a location that is part of the generated history. The location will be one that existed during the period of the sultan associated with this historic site, though it may or may not be a location that is explicitly mentioned in the significant events of the sultan's life.[1] Historic sites are often conceptualized as "regions" within sultan lore, and those regions can contain one or more specific locations. For this reason, a snippet of sultan lore might say something like "While traveling through <historic site name>, <sultan> visited <location>". Occasionally, those locations can also include relics of importance to the sultan. For example, consider the following bit of sultan lore:

In 1764 BR, Ylepater won a decisive victory against the combined forces of Seminary District Salep at the bloody Battle of the Hamlet of Birsivuh, though he lost his prized Shiningacus Succulentswoe during the course of the conflict. As a result of the battle, the Hamlet of Birsivuh was so bristling with carnivorous geodes that it was renamed Lustrousruin.

This lore appears in a world with a historic site named "Salep Seminary", which has a floor called "Lustrousruin, Salep Simary" 1 strata underground. On this floor, a relic chest contains the Shiningacus Succulentswoe mentioned in the significant event above. This is not the only relic in the historic site - it continues downward and includes one other named location floor, as well as a final floor that includes another relic specific to this historic site (the The Weighted Chain of Salep Seminary).

Historic site sublocation example.png

Historic site sublocation relic example.png

Historic site final relic example.png

While each floor of a historic site has a chance to be named based on particular locations mentioned in a sultan's history, the exact number of named and unnamed floors will vary depending on the particular sultan's history and the number of locations associated with the historic site region.[1]

Additional Relics[edit | edit source]

In addition to the relics described above, each individual floor of a historic site that does not already contain a final floor relic or a location-specific relic has a 0.3% chance to contain an additional randomly generated relic.[4]

World Map Sprites[edit | edit source]

The following gallery exhibits each of the possible world map sprites that can be used by Historic site. Each sprite can have up to 196 random two-color combinations in game, using all of the Qud palette colors other than orange (O/o) and grey/black (K/k).[5] The image galleries below show only a small random sampling of possible colors for each sprite.

Barracks
Additional Names

Garrison

Function

barracks

Terrain ID

HistoricGrid

College
Additional Names

Lyceum • Seminary • Temple • Shrine • Tabernacle

Function

college, temple

Terrain ID

HistoricPantheon

Consulate
Additional Names

Embassy

Function

consulate

Terrain ID

HistoricBuilding

Granary
Additional Names

Silo

Function

food storage

Terrain ID

HistoricBuilding2

Forum
Additional Names

none

Function

forums

Terrain ID

HistoricArch

Garden
Additional Names

Arboretum • Orchard

Function

gardens

Terrain ID

HistoricGardens

House
Additional Names

Dwelling

Function

residential

Terrain ID

HistoricHouses

Lake
Additional Names

Spring • Pond • Waste • Trash • Scum

Function

pools, waste

Terrain ID

HistoricPools

Manor
Additional Names

Manse • Hall • Palace • Castle

Principle

wealth

Variant

rich

Terrain ID

HistoricCastle

Market
Additional Names

Theater • Hippodrome • Odeum • Coliseum • Gymnasium

Function

market, theaters

Terrain ID

HistoricRing

Museum
Additional Names

Library

Function

museums

Terrain ID

HistoricPond

Neighborhood
Additional Names

Homestead • Roost

Principle

wealth

Variant

middle-class

Terrain ID

HistoricHouse

Pipe
Additional Names

Waterworks • Channel

Function

pipe hub

Terrain ID

HistoricArms

Prison
Additional Names

none

Function

prison

Terrain ID

HistoricTower

Slums
Additional Names

Ghetto • Barrio

Principle

wealth

Variant

poor

Terrain ID

HistoricHills

Slums
Additional Names

Ghetto • Barrio

Principle

wealth

Variant

poor

Terrain ID

HistoricHuts

Tavern
Additional Names

Saloon • Club

Function

tavern

Terrain ID

HistoricBuilding3

References

This information is reliable as of patch 2.0.201.49.
  1. 1.0 1.1 1.2 1.3 XRL.World.WorldBuilders.JoppaWorldBuilder, method AddSultanHistoryLocations
  2. 2.0 2.1 XRL.World.ZoneBuilders.PlaceRelicBuilder
  3. XRL.World.Zone, method NewTier
  4. XRL.World.WorldBuilders.JoppaWorldBuilder, method AddSultanHistoryLocations
  5. XRL.World.Parts.SultanRegion, method FireEvent