Difference between revisions of "Situations"
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Settlements' Situations are introduced in Rags to Riches update. Situations are a random event that can be happened randomly, while other or most of | Settlements' '''Situations''' are introduced in Rags to Riches update. Situations are a random event that can be happened randomly, while other or most of Negative Situations can be led by ignored/failed [[Contracts & Tasks|Contracts]] of the respective [[Dungeons]]. | ||
As suggested by their name, Positive Situations are centered around various boons and new opportunities. Neutral ones come with both beneficial and detrimental effects. And Negative Situations mostly harm the affected settlement and lead to the emergence of Negative Economical Situations. Each Situation comes with its own special effects, often adding new NPCs as well as altering some of the existing speech and dialogue lines. In total, Rags to Riches will feature 12 Situations: 9 main ones and 3 focused around economy. | |||
The Situations are categorized into 3 types, that are: {{Positive|Positive}}, {{C|Orange|Neutral}}, and {{Negative|Negative}} Situations. As suggested by their name, Positive Situations are centered around various boons and new opportunities. Neutral ones come with both beneficial and detrimental effects. And Negative Situations mostly harm the affected settlement and lead to the emergence of Negative Economical Situations. Each Situation comes with its own special effects, often adding new [[NPCs]] as well as altering some of the existing speech and dialogue lines. In total, Rags to Riches will feature 12 Situations: 9 main ones and 3 focused around economy. | |||
[[File:Situations.png|alt=Settlements' Situations can be shown in Reputation tab|thumb|500x500px|Settlements' Situations can be shown in Reputation tab]] | [[File:Situations.png|alt=Settlements' Situations can be shown in Reputation tab|thumb|500x500px|Settlements' Situations can be shown in Reputation tab]] | ||
== Positive Situations == | == Positive Situations == | ||
=== Fair === | |||
[[File:Fair.png|alt=Travelling Fair at the settlement|thumb|Travelling Fair at the settlement]] | [[File:Fair.png|alt=Travelling Fair at the settlement|thumb|Travelling Fair at the settlement]] | ||
{{Quote|A brief flash of merriment and prosperity in the otherwise bleak day-to-day life.}} | |||
'''Fair''' is organized by Wandering Traders, who offer a large selection of [[Commodities]] for affordable prices. In Fair, all markets and general merchants will closed their stalls. | |||
* [[Alcohol]] Selling Prices {{Positive|-15%}} | |||
* [[Food]] Selling Prices {{Positive|-15%}} | |||
* Alcohol Selling Prices {{Positive|-15%}} | |||
* Food Selling Prices {{Positive|-15%}} | |||
* Trade Favorability {{Positive|+10%}} | * Trade Favorability {{Positive|+10%}} | ||
* Stocks Size {{Positive|+20%}} | * Stocks Size {{Positive|+20%}} | ||
* The settlement receives a visit from [[Wandering Traders]] | * The settlement receives a visit from [[Wandering Traders]] | ||
=== Rut === | === Rut === | ||
{{Quote|The cycle of life takes another turn, and animals are gathering in this area for the purpose of procreation.}} | |||
'''Rut''' will repopulate all dens around the settlement, increasing animal spawn rates, and attracting Hunters, who are always partial to making a trade. | |||
* Area Wilderness {{Negative|+50%}} | * Area Wilderness {{Negative|+50%}} | ||
* Animals are more abundant in the area | * [[Enemies#Animals|Animals]] are more {{Positive|abundant}} in the area | ||
* The settlement receives a visit from [[Hunters]] | * The settlement receives a visit from [[Hunters]] | ||
=== Bloom === | === Bloom === | ||
Bloom | {{Quote|Nature takes back what's hers: nearby meadows and forest are once again alive with fresh growth.}} | ||
'''Bloom''' greatly boosts the amount of plants and mushrooms in the area while also increasing the demand both for them and medical items. The settlement itself gets a visit from a group of peasant Foragers, who’ll gladly sell any rare plants they’ve collected. | |||
* Medicine Selling Prices {{Positive|-20%}} | * [[Medicine]] Selling Prices {{Positive|-20%}} | ||
* Herbs Buying Prices {{Positive|+75%}} | * [[Ingredients|Herbs]] Buying Prices {{Positive|+75%}} | ||
* | * Herbs and mushrooms are more {{Positive|abundant}} in the area | ||
* The settlement receives a visit from [[Foragers]] | |||
* The settlement receives a visit from [[Foragers]] | |||
== Neutral Situations == | == Neutral Situations == | ||
=== Competition === | === Competition === | ||
Stems from the presence of rival | {{Quote|Mercenaries are flocking here from all over Aldor, goaded by rumor of lucrative contracts. Getting one for yourself is bound to involve some rivalry.}} | ||
Stems from the presence of rival Mercenaries in the settlement. '''Competition''' reduces the number of available contracts, adds negative modifiers to the remaining ones, and narrows the time window for their completion. On the upside, these high difficulty contracts will net you a much bigger reward. | |||
* Available Contracts {{Negative|-1}} | * Available [[Contracts & Tasks|Contracts]] {{Negative|-1}} | ||
* Contracts Time Limit {{Negative|-33%}} | * [[Contracts & Tasks|Contracts]] Time Limit {{Negative|-33%}} | ||
* Contracts Reputation Gain {{Positive|+35%}} | * [[Contracts & Tasks|Contracts]] Reputation Gain {{Positive|+35%}} | ||
* Alcohol Selling Prices {{Negative|+30%}} | * [[Alcohol]] Selling Prices {{Negative|+30%}} | ||
* Alcohol Buying Prices {{Positive|+20%}} | * [[Alcohol]] Buying Prices {{Positive|+20%}} | ||
* Medicine Selling Prices {{Negative|+30%}} | * [[Medicine]] Selling Prices {{Negative|+30%}} | ||
* Medicine Buying Prices {{Positive|+20%}} | * [[Medicine]] Buying Prices {{Positive|+20%}} | ||
* All available contracts are more challenging. | * All available contracts are more challenging. | ||
* The settlement receives a visit from [[Mercenaries]]. | * The settlement receives a visit from [[Mercenaries]]. | ||
=== Pilgrimage === | === Pilgrimage === | ||
[[File:Pilgrim.png|alt=Pilgrims showed in Pilgrimage Situation|thumb|Pilgrims showed in Pilgrimage Situation]] | |||
{{Quote|Even though many holy sites have fallen into disrepair, there's still enough people not ready to simply give up on their way of living.}} | |||
'''Pilgrimage''' is tied to a group of monks who wander between the holy sites of Aldor. They’re capable of granting a lengthy blessing to your character and boost the reputation gain for completing Crypt and Catacombs contracts. At the same time, they put a noticeable strain on local food and medicine prices. | |||
* [[Contracts & Tasks|Contracts]] Reputation Gain ([[Dungeons|Crypt]]) {{Positive|+25%}} | |||
* [[Contracts & Tasks|Contracts]] Reputation Gain ([[Dungeons|Catacombs]]) {{Positive|+25%}} | |||
* [[Food]] Selling Prices {{Negative|+30%}} | |||
* [[Food]] Buying Prices {{Positive|+20%}} | |||
* [[Medicine]] Selling Prices {{Negative|+30%}} | |||
* [[Medicine]] Buying Prices {{Positive|+20%}} | |||
* The settlement receives a visit from [[Pilgrims]]. | |||
=== Reinforcements === | === Reinforcements === | ||
Signify the arrival of additional guards. | {{Quote|At least for a time, the locals can sleep soundly at night - their safety is well guarded}} | ||
Signify the arrival of additional guards. '''Reinforcements''' reduces the number of enemies and ambushes around the settlement while also increasing the price of food and alcohol. To offset this, you’ll be able to earn some Reputation simply by killing any remaining enemies around the village. | |||
* Area Wilderness {{Positive|-50%}} | * Area Wilderness {{Positive|-50%}} | ||
* Ambush Chance {{Positive|-100%}} | * [[Random Encounters|Ambush]] Chance {{Positive|-100%}} | ||
* Alcohol Selling Prices {{Negative|+30%}} | * [[Alcohol]] Selling Prices {{Negative|+30%}} | ||
* Alcohol Buying Prices {{Positive|+20%}} | * [[Alcohol]] Buying Prices {{Positive|+20%}} | ||
* Food Selling Prices {{Negative|+30%}} | * [[Food]] Selling Prices {{Negative|+30%}} | ||
* Food Buying Prices {{Positive|+20%}} | * [[Food]] Buying Prices {{Positive|+20%}} | ||
*While in the area, killing enemies grants [[Reputation]]. | * While in the area, killing enemies grants [[Reputation]]. | ||
*The settlement is reinforced by additional [[Soldiers]]. | * The settlement is reinforced by additional [[Soldiers]]. | ||
== Negative Situations == | == Negative Situations == | ||
=== Dangerous Roads === | === Dangerous Roads === | ||
{{Quote|"The rampant banditry has reached its speak, and very few have the courage to venture outside the settlement."}} | |||
* Contracts Reputation Gain (Bastion) {{Positive|+50%}} | * [[Contracts & Tasks|Contracts]] Reputation Gain ([[Dungeons|Bastion]]) {{Positive|+50%}} | ||
* Trade Favorability {{Negative|-5%}} | * Trade Favorability {{Negative|-5%}} | ||
* Stocks Size {{Negative|-25%}} | * Stocks Size {{Negative|-25%}} | ||
* Commodities Selling Prices {{Positive|+10%}} | * [[Commodities]] Selling Prices {{Positive|+10%}} | ||
* Ambush Chance {{Negative|+25%}} | * [[Random Encounters|Ambush]] Chance {{Negative|+25%}} | ||
* Area Wilderness {{Negative|+33%}} | * Area Wilderness {{Negative|+33%}} | ||
Each day, has a chance to disrupt the usual order of things in the settlement, resulting in | Each day, has a chance to disrupt the usual order of things in the settlement, resulting in '''Delayed Deliveries'''. | ||
=== Nightmares === | === Nightmares === | ||
{{Quote|There'll be no rest for the weary - anyone who dares falling asleep here for longer than a minute is haunted by sinister visions.}} | |||
* Contracts Reputation Gain (Crypt) {{Positive|+50%}} | * [[Contracts & Tasks|Contracts]] Reputation Gain ([[Dungeons|Crypt]]) {{Positive|+50%}} | ||
* Alcohol Selling Prices {{Negative|+40%}} | * [[Alcohol]] Selling Prices {{Negative|+40%}} | ||
* Alcohol Buying Prices {{Positive|+20%}} | * [[Alcohol]] Buying Prices {{Positive|+20%}} | ||
* Reduces the benefits of sleep in the area. | * Reduces the benefits of sleep in the area. | ||
* Sleeping in the area doesn't replenish [[Morale]], [[Sanity]] and also doesn't grant [[Vigor]]. | * [[Fatigue & Resting|Sleeping]] in the area doesn't replenish [[Morale]], [[Sanity]] and also doesn't grant [[Vigor]]. | ||
Each day, has a chance to disrupt the usual order of things in the settlement, resulting in | Each day, has a chance to disrupt the usual order of things in the settlement, resulting in '''Delayed Deliveries'''. | ||
=== Pestilence === | === Pestilence === | ||
{{Quote|"A strange sickness plagues the land: people, animals, and even plants slowly wither and waste away."}} | |||
* Contracts Reputation Gain (Catacombs) {{Positive|+50%}} | * [[Contracts & Tasks|Contracts]] Reputation Gain ([[Dungeons|Catacombs]]) {{Positive|+50%}} | ||
* Medicine Selling Prices {{Negative|+40%}} | * [[Medicine]] Selling Prices {{Negative|+40%}} | ||
* Medicine Buying Prices {{Positive|+20%}} | * [[Medicine]] Buying Prices {{Positive|+20%}} | ||
* Animals in the area have chance to be sick. | * [[Enemies#Animals|Animals]] in the area have chance to be sick. | ||
* Gathered mushrooms and berries have chance to be rotten. | * Gathered mushrooms and berries have chance to be rotten. | ||
Each day, has a chance to disrupt the usual order of things in the settlement, resulting in | Each day, has a chance to disrupt the usual order of things in the settlement, resulting in '''Delayed Deliveries'''. | ||
== Economic Situations == | == Economic Situations == | ||
Once the rumors about a settlement’s misfortune (and Negative Situations besetting it) become too egregious to ignore, it will start getting fewer visits from supply caravans, which leads to the emergence of gradually deteriorating Negative Economical Situations that may further damage the local traders’ stock size and significantly increase their selling prices. | Once the rumors about a settlement’s misfortune (and Negative Situations besetting it) become too egregious to ignore, it will start getting fewer visits from supply caravans, which leads to the emergence of gradually deteriorating Negative Economical Situations that may further damage the local traders’ stock size and significantly increase their selling prices. | ||
=== Delayed Deliveries === | === Delayed Deliveries === | ||
{{Quote|"The word of misfortunes besetting this settlement makes merchants think twice before choosing it as their destination"}} | |||
* Trade Favorability {{Negative|-5%}} | * Trade Favorability {{Negative|-5%}} | ||
* Available Gold {{Negative|-10%}} | * Available [[Crowns|Gold]] {{Negative|-10%}} | ||
* Restock Frequency {{Negative|+25%}} | * Restock Frequency {{Negative|+25%}} | ||
* Repair Prices {{Negative|+10%}} | * Repair Prices {{Negative|+10%}} | ||
* Commodities Buying Prices {{Positive|+10%}} | * [[Commodities]] Buying Prices {{Positive|+10%}} | ||
Each day, has a chance to deteriorate into | Each day, has a chance to deteriorate into '''Disrupted Logistics'''. | ||
=== Disrupted Logistics === | === Disrupted Logistics === | ||
{{Quote|Trade caravans don't mind taking a detour if it means they can avoid stopping in this settlement}} | |||
* Trade Favorability {{Negative|-10%}} | * Trade Favorability {{Negative|-10%}} | ||
* Stocks Size {{Negative|-20%}} | * Stocks Size {{Negative|-20%}} | ||
* Available Gold {{Negative|-20%}} | * Available [[Crowns|Gold]] {{Negative|-20%}} | ||
* Restock Frequency {{Negative|+50%}} | * Restock Frequency {{Negative|+50%}} | ||
* Repair Prices {{Negative|+15%}} | * Repair Prices {{Negative|+15%}} | ||
* Commodities Buying Prices {{Positive|+20% | * [[Commodities]] Buying Prices {{Positive|+20%}} | ||
=== Supplies Shortage === | === Supplies Shortage === | ||
{{Quote|"There's very little work being done, and supplies are running precariously low..."}} | |||
* Trade Favorability {{Negative|-15%}} | * Trade Favorability {{Negative|-15%}} | ||
* Stocks Size {{Negative|-50%}} | * Stocks Size {{Negative|-50%}} | ||
* Available Gold {{Negative|-30%}} | * Available [[Crowns|Gold]] {{Negative|-30%}} | ||
* Restocks Frequency {{Negative|+75%}} | * Restocks Frequency {{Negative|+75%}} | ||
* Repair Prices {{Negative|+25%}} | * Repair Prices {{Negative|+25%}} | ||
* Commodities Buying Prices {{Positive|+30%}} | * [[Commodities]] Buying Prices {{Positive|+30%}} | ||
[[Category:Stoneshard]] | [[Category:Stoneshard]] |
Latest revision as of 11:38, 22 January 2025
Settlements' Situations are introduced in Rags to Riches update. Situations are a random event that can be happened randomly, while other or most of Negative Situations can be led by ignored/failed Contracts of the respective Dungeons.
The Situations are categorized into 3 types, that are: Positive, Neutral, and Negative Situations. As suggested by their name, Positive Situations are centered around various boons and new opportunities. Neutral ones come with both beneficial and detrimental effects. And Negative Situations mostly harm the affected settlement and lead to the emergence of Negative Economical Situations. Each Situation comes with its own special effects, often adding new NPCs as well as altering some of the existing speech and dialogue lines. In total, Rags to Riches will feature 12 Situations: 9 main ones and 3 focused around economy.
Positive Situations
Fair
“ | A brief flash of merriment and prosperity in the otherwise bleak day-to-day life. | „ |
Fair is organized by Wandering Traders, who offer a large selection of Commodities for affordable prices. In Fair, all markets and general merchants will closed their stalls.
- Alcohol Selling Prices -15%
- Food Selling Prices -15%
- Trade Favorability +10%
- Stocks Size +20%
- The settlement receives a visit from Wandering Traders
Rut
“ | The cycle of life takes another turn, and animals are gathering in this area for the purpose of procreation. | „ |
Rut will repopulate all dens around the settlement, increasing animal spawn rates, and attracting Hunters, who are always partial to making a trade.
- Area Wilderness +50%
- Animals are more abundant in the area
- The settlement receives a visit from Hunters
Bloom
“ | Nature takes back what's hers: nearby meadows and forest are once again alive with fresh growth. | „ |
Bloom greatly boosts the amount of plants and mushrooms in the area while also increasing the demand both for them and medical items. The settlement itself gets a visit from a group of peasant Foragers, who’ll gladly sell any rare plants they’ve collected.
- Medicine Selling Prices -20%
- Herbs Buying Prices +75%
- Herbs and mushrooms are more abundant in the area
- The settlement receives a visit from Foragers
Neutral Situations
Competition
“ | Mercenaries are flocking here from all over Aldor, goaded by rumor of lucrative contracts. Getting one for yourself is bound to involve some rivalry. | „ |
Stems from the presence of rival Mercenaries in the settlement. Competition reduces the number of available contracts, adds negative modifiers to the remaining ones, and narrows the time window for their completion. On the upside, these high difficulty contracts will net you a much bigger reward.
- Available Contracts -1
- Contracts Time Limit -33%
- Contracts Reputation Gain +35%
- Alcohol Selling Prices +30%
- Alcohol Buying Prices +20%
- Medicine Selling Prices +30%
- Medicine Buying Prices +20%
- All available contracts are more challenging.
- The settlement receives a visit from Mercenaries.
Pilgrimage
“ | Even though many holy sites have fallen into disrepair, there's still enough people not ready to simply give up on their way of living. | „ |
Pilgrimage is tied to a group of monks who wander between the holy sites of Aldor. They’re capable of granting a lengthy blessing to your character and boost the reputation gain for completing Crypt and Catacombs contracts. At the same time, they put a noticeable strain on local food and medicine prices.
- Contracts Reputation Gain (Crypt) +25%
- Contracts Reputation Gain (Catacombs) +25%
- Food Selling Prices +30%
- Food Buying Prices +20%
- Medicine Selling Prices +30%
- Medicine Buying Prices +20%
- The settlement receives a visit from Pilgrims.
Reinforcements
“ | At least for a time, the locals can sleep soundly at night - their safety is well guarded | „ |
Signify the arrival of additional guards. Reinforcements reduces the number of enemies and ambushes around the settlement while also increasing the price of food and alcohol. To offset this, you’ll be able to earn some Reputation simply by killing any remaining enemies around the village.
- Area Wilderness -50%
- Ambush Chance -100%
- Alcohol Selling Prices +30%
- Alcohol Buying Prices +20%
- Food Selling Prices +30%
- Food Buying Prices +20%
- While in the area, killing enemies grants Reputation.
- The settlement is reinforced by additional Soldiers.
Negative Situations
Dangerous Roads
“ | "The rampant banditry has reached its speak, and very few have the courage to venture outside the settlement." | „ |
- Contracts Reputation Gain (Bastion) +50%
- Trade Favorability -5%
- Stocks Size -25%
- Commodities Selling Prices +10%
- Ambush Chance +25%
- Area Wilderness +33%
Each day, has a chance to disrupt the usual order of things in the settlement, resulting in Delayed Deliveries.
Nightmares
“ | There'll be no rest for the weary - anyone who dares falling asleep here for longer than a minute is haunted by sinister visions. | „ |
- Contracts Reputation Gain (Crypt) +50%
- Alcohol Selling Prices +40%
- Alcohol Buying Prices +20%
- Reduces the benefits of sleep in the area.
- Sleeping in the area doesn't replenish Morale, Sanity and also doesn't grant Vigor.
Each day, has a chance to disrupt the usual order of things in the settlement, resulting in Delayed Deliveries.
Pestilence
“ | "A strange sickness plagues the land: people, animals, and even plants slowly wither and waste away." | „ |
- Contracts Reputation Gain (Catacombs) +50%
- Medicine Selling Prices +40%
- Medicine Buying Prices +20%
- Animals in the area have chance to be sick.
- Gathered mushrooms and berries have chance to be rotten.
Each day, has a chance to disrupt the usual order of things in the settlement, resulting in Delayed Deliveries.
Economic Situations
Once the rumors about a settlement’s misfortune (and Negative Situations besetting it) become too egregious to ignore, it will start getting fewer visits from supply caravans, which leads to the emergence of gradually deteriorating Negative Economical Situations that may further damage the local traders’ stock size and significantly increase their selling prices.
Delayed Deliveries
“ | "The word of misfortunes besetting this settlement makes merchants think twice before choosing it as their destination" | „ |
- Trade Favorability -5%
- Available Gold -10%
- Restock Frequency +25%
- Repair Prices +10%
- Commodities Buying Prices +10%
Each day, has a chance to deteriorate into Disrupted Logistics.
Disrupted Logistics
“ | Trade caravans don't mind taking a detour if it means they can avoid stopping in this settlement | „ |
- Trade Favorability -10%
- Stocks Size -20%
- Available Gold -20%
- Restock Frequency +50%
- Repair Prices +15%
- Commodities Buying Prices +20%
Supplies Shortage
“ | "There's very little work being done, and supplies are running precariously low..." | „ |
- Trade Favorability -15%
- Stocks Size -50%
- Available Gold -30%
- Restocks Frequency +75%
- Repair Prices +25%
- Commodities Buying Prices +30%