Author Topic: AVWW Post-Release 1.110-1.111 "Dispatch Missions For NPCs" Released!  (Read 3256 times)

Offline x4000

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Original: http://arcengames.blogspot.com/2012/07/avww-post-release-1110-dispatch.html

This one completes the last of our features for the official 1.2 release, and it's yet another big one.

Dispatch Missions And Gifts To NPCs
I'm going to try to do a brief, quick, simple rundown here.

All those profession books and "mood gifts" you've been collecting for the last couple of versions?  You can now give those to NPCs via their detailed stats page.  Profession books make them better at their profession, while mood gifts improve their mood.

Likewise, building profession structures on the world map makes everybody who has a given profession more skilled at said profession.

The green jade guardian stone is now back, and by talking to it you can bring up a new "Dispatch Mission" interface.  You can send any NPC from your settlement out to either bring you back a specific arcane ingredient (one copy for every player in multiplayer), attack ice pirates, or attack the overlord.

On these dispatch missions, there are two chances: the chance of death, and the chance of success.  Chance of death is entirely based on their mood.  Chance of success is based on their profession skill.  Each profession gets inherent skill check bonuses to certain types of missions.

Which brings me to the overlord: he/she now has a much higher level depending on what your citybuilding level is.  So you'll need to whittle down that level by actually attacking him/her via your NPCs, unless your citybuilding level is very low.  The more lieutenants are left alive, the more difficult it is to attack the overlord successfully in this manner.

That's pretty much the basics, and enough to work with if you want to just start playing with it.  Definitely let us know how it feels balance-wise.

Other Fun Stuff Related To NPCs
- NPCs that have a high skill level get pretty homesick when you take them from one continent to the next, so you can't just bring your heavy hitters with you from one continent to the next every time.

- However, a low-skill NPC from one continent can be brought somewhere else and then will switch continent allegiances as soon as you give them at least one profession book.

- NPCs don't like to feel like they are carrying the load alone.  If their skill is way higher than the average on the continent, they'll gripe about that after each mission and their mood will fall further than normal.  Same thing if a single NPC is being sent on a lot more missions than average for the continent.

- On the flip side, if an NPC is a lot lower-skilled than the rest of the settlement, but they still manage to complete a mission anyhow, their mood will actually rise after the mission is complete (normally mood falls after every mission at least some).

- The new dispatch and mood and skill systems are really flexible and powerful.  We intend to do more with it after 1.2, but this is already an exciting baseline feature set, I think.

The Release Plan For 1.2 Remains The Same
Our plan for having 1.2 polished and "final" is still tomorrow (Friday, the 6th).  We had planned a feature freeze Tuesday, but... yeah.  Even though I worked all through the 4th, I was still completely behind today.  The underlying simulation of all those NPCs, plus the interface work, turned out to be more complex than anticipated.

We don't plan on releasing 1.2 until Monday the 9th.  That gives players a weekend with the final release candidate, and we'll only make any changes to 1.2 after that point if something critical is found.  After that, starting on Monday we'll be plunging right into work on 1.3.

Between 1.0 and 1.1 there was an entire 40 day span, so this might seem a bit sudden, but 1.1 was not only deep changes but also wide (touching almost every part of the game).  The changes in 1.2 are deep, but much narrower -- just touching things like tiers (now levels) and citybuilding, etc.  Most of the infrastructure and balance hasn't had to change, and we're also not dealing with a bunch of pre-1.0 bugs that only got discovered once there was a wider audience this time, either.

Anyhow, the triumvirate of major new 1.2 features -- linear levels instead of tiers; procedural spells; new citybuilding -- are substantial enough that we don't want to get into a cycle where it takes another few months for those changes to find their way into the hands of players not using the latest beta.  It really feels like we're hitting a tipping point for the fun factor of the game with these changes, so I guess we're understandably eager to get them out to as many people as possible as soon as possible.

More to come soon.  Enjoy!

UPDATE: 1.111 is a maintenance patch with various fixes in it.  Given that it's going to be one of several for today, it didn't seem worth its own blog post.  But it does fix the very serious "double damage from spells" bug that was really skewing balance for the last week or so, which is a big part of why I wanted to get this out post-haste.

This is a standard update that you can download through the in-game updater itself, if you already have 0.500 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time.  If you don't have 0.500 or later, you can download that here.
« Last Edit: July 06, 2012, 11:48:34 am by x4000 »
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Offline LayZboy

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Re: AVWW Post-Release 1.110 "Dispatch Missions For NPCs" Released!
« Reply #1 on: July 05, 2012, 09:45:12 pm »
A question about these moods:

What effect do they actually have?f If the people are getting depressed do they refuse to go on missions or something?

When me and mouldyk was playing today the general feel for NPC's was: "As-long as we can still do windmills (and send people on missons) they can go cut themselves for all we care".

Offline MouldyK

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Re: AVWW Post-Release 1.110 "Dispatch Missions For NPCs" Released!
« Reply #2 on: July 05, 2012, 11:57:22 pm »
A question about these moods:

What effect do they actually have?f If the people are getting depressed do they refuse to go on missions or something?

When me and mouldyk was playing today the general feel for NPC's was: "As-long as we can still do windmills (and send people on missons) they can go cut themselves for all we care".

That was your view lol. Also, since we will be playing on the Empire level, we will have to get those peeps happy or we can't get them to help take the Overlord's Level Down a bit!

Also, he answered the question here: "On these dispatch missions, there are two chances: the chance of death, and the chance of success.  Chance of death is entirely based on their mood.  Chance of success is based on their profession skill.  Each profession gets inherent skill check bonuses to certain types of missions."

So depressed peeps = less help from them as we can send them out, but they will die.

Offline NyQuil

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Re: AVWW Post-Release 1.110 "Dispatch Missions For NPCs" Released!
« Reply #3 on: July 06, 2012, 12:43:39 am »
A small interface drawing or sizing issue with the gifting.

I don't know if the skill and mood are supposed to look like that on the top most window.

Offline Misery

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Re: AVWW Post-Release 1.110 "Dispatch Missions For NPCs" Released!
« Reply #4 on: July 06, 2012, 05:37:58 am »
Havent had much time with this new update yet.... more will have to wait till Sunday.... but I'm liking what I'm seeing so far.   The dispatch/skill/mood/other-stuff works pretty well, though the moods are a little confusing as to just what the difference is between many of them.  Managing all this stuff with items is interesting.

I'll be interested to see what else you guys have planned for this system.   In particular, I'd like to see the actual locations of the buildings matter somehow.... right now it seems like I can just slap them randomly around the landscape with no problems/effects.

Are you going to do something with the Ice Pirates at some point?   There's currently no real reason to attack them, since they really arent a threat at all even at high combat-difficulty levels.

Offline wyvern83

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Re: AVWW Post-Release 1.110 "Dispatch Missions For NPCs" Released!
« Reply #5 on: July 06, 2012, 10:00:37 am »
I had a question about  the destroyed basic buildings that I asked in the last two threads. Couldn't we have been gifted copies/replacements for the buildings we had instead of having them wiped for nothing?

I'm on my 4th continent and all 4 of my continents had the maximum about of basic buildings they could have, though I've only defeated the overlord on the first 3. With there being 7 basic structures we are talking about 28 buildings of time spent collecting 140 units of granite, mostly obtained  from caving. Most of them were also mission rewards back when the chances weren't as good as they are at the moment when it comes basic buildings and secret missions so I feel a bit cheated that I simply get nothing for what I've already done.

I've found 5 of the new 7 on continent 4 but I think it would be great if completed continents got at least one copy of each basic building they don't have retro-actively added like how you mentioned would happen with covered farms when starvation goes live, which I greatly appreciate by the way.

I was also wondering if windmills/buoys could be made transferable, I have 10 unused windmills on continent 1 and I could use at least half of them on continent 4 as I'm low on funds and continent 4 is much more broken up and spread out due to the recent changes you made in continent generation. With the continent level cap on missions, if its still there, it could be exploitable but I just wish I could use them somewhere useful. It's not like I couldn't use them on continent 1 as storms still cover part of it, there just isn't much point to placing them there and I don't think I'd need all of them there even if I did.


Offline wyvern83

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Re: AVWW Post-Release 1.110 "Dispatch Missions For NPCs" Released!
« Reply #6 on: July 06, 2012, 10:31:15 am »
Is there any benefit to where you place your Over-Map buildings? Do they block normal mission generation? I haven't placed any yet as I didn't want to get surprised with having benefits added later and having all my buildings in the wrong spot to benefit from them.

Offline x4000

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Re: AVWW Post-Release 1.110 "Dispatch Missions For NPCs" Released!
« Reply #7 on: July 06, 2012, 11:42:01 am »
wyvern83:

In terms of benefits to where you place world map buildings, that is planned, yes.  And I need to go ahead and do that today so that others don't feel like you and then get burned later; thanks for the note.

Also just in:

* If you are upgrading an older version of the game to the new version, then each of your settlements has the 7 basic buildings stripped out (as noted in a prior version).
** Now, however, when it does this stripping-out it gives you back the guardian power so that you can choose where to plop down those buildings in the world map.
** If you've already upgraded your world then this won't help you, sorry about that -- but honestly it's not going to set you back much in _most_ circumstances.  It just wasn't something we thought of until it was suggested.

Regarding the windmills/buoys being transferable between continents, that's something we're intentionally not doing because each of those continents is really supposed to be kind of a self-contained colony.  You're able to move between them, etc, but that's kind of the extent.

Misery:

Agreed on the placement, and someone else suggested that in mantis already.  Clearly needs to be done!

For the ice pirates, those are just one form of "Environmental Threat" that we had planned.  And frankly the tamest form.  Now that there is a way to destroy them, we'll likely do more of them, and more interesting/challenging ones.  But the ice pirates themselves are just kind of the tip of an entire mechanic (environmental threats on the world map) that we've not explored much at all before now.  The citybuilding stuff lets us approach that, though, which is good.

NyQuil:

Thanks for the report!  That's definitely not intended, and I'll see what I can see.

MouldyK/LayZboy:

Yep, exactly -- when the moods of the NPCs are low, they will die on missions more.  And if their chance of survival is below 20%, they won't go on the mission at all!
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Offline x4000

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Re: AVWW Post-Release 1.110-1.111 "Dispatch Missions For NPCs" Released!
« Reply #8 on: July 06, 2012, 11:48:51 am »
UPDATE: 1.111 is a maintenance patch with various fixes in it.  Given that it's going to be one of several for today, it didn't seem worth its own blog post.  But it does fix the very serious "double damage from spells" bug that was really skewing balance for the last week or so, which is a big part of why I wanted to get this out post-haste.
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Offline wyvern83

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Re: AVWW Post-Release 1.110-1.111 "Dispatch Missions For NPCs" Released!
« Reply #9 on: July 06, 2012, 03:28:44 pm »
Just found a destroyed room in a Ice Age Thawing Building that connects a lower room with a higher one with normal doors. The higher room has a link to a room that is next door to the lower room.  I've never seen this before and I'm pretty sure it's a new chunk even though it's on continent 1 of my game, I've had this world for a while now.

Is this the result of the previous bug-fixes to the vents-to-nowhere and other destroyed room bugs the game had a while ago? If it is I must say it was a pleasant discovery.

Offline x4000

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Re: AVWW Post-Release 1.110-1.111 "Dispatch Missions For NPCs" Released!
« Reply #10 on: July 06, 2012, 03:34:50 pm »
If I'm understanding you right, that was always possible, it's just really unlikely. :)
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Offline wyvern83

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Re: AVWW Post-Release 1.110-1.111 "Dispatch Missions For NPCs" Released!
« Reply #11 on: July 06, 2012, 04:04:16 pm »
Cool, I didn't know the code allowed for destroyed rooms to be connected to two normal rooms at the same time with doorways, let alone that it would also be possible to walk from one to the other.

My guess is that without the link passage vent to the higher room from the lower neighboring room it wouldn't have spawned that way.

Offline x4000

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