Yeah, posting.
Time for another development journal! This one will focus on Adventure Sets. Adventure Sets are used to regulate the type of ‘adventure’ the different kinds of structures offer. In this journal we’ll go into the technical framework behind the systems and show a little of how they function. Modders take note: you can create adventure sets in the level editor and link them to structures to make them function in new and exciting ways. As always these journals are about the current state of the development process, not the finished project. So expect things to change and to be rougher around the edges than they will be in the finished game. – Godewijn, Designer
Adventure Set Scope
In Age of Wonders 3 you’ll explore a world map filled with all manner of interesting objects.
Structures are a big part of this. Among the different kinds of structures that exist in the world we have treasure sites (explore these for items and other rewards), gold mines and similar sites (provide resources every turn) and sites like brigand camps (they spawn Brigands).
Brigand camp with a stack of newly spawned brigands.
Adventure sets give these structures their flavor in a number of different ways.
Guard Units: Very important for any structure are their units. Do they stand on top of the site or hide within? Units that stand on top we call Defenders: they’re visible and can be attacked by as many stacks as can surround them. They’re pretty vulnerable and guard structures like Watch Towers and Mana Nodes.
Units that do not we call Inhabitants: they’re not visible and can only ever be attacked by the one stack that ‘enters’ the structure. They guard structures like Tombs and Dungeons.
You can set what unit set they should be from (only Goblins for example), and what their strength should be (weak, normal, strong, random, disabled). You can even scale up or down what weak, normal etc. means and whether the units should be chosen randomly or if the most expensive unit that can be included with those settings should be included.
The guard unit settings of an adventure set.
Combat Properties: These set the structure’s magical flavor (if any). Global tactical combat enchantments can be an integral part of the structure in question. They can be disjuncted by strong enough Heroes or Leaders during the combat, if so desired. Think of enchantments like Suffocating Fumes and Wind Ward. The latter can be found on Air Nodes for example.
Rewards Link: Links to a different set that regulates the rewards of the structure. Basically what you find when a structure is captured for the first time. They can be units, items, gold, mana, knowledge and more. Expect even common Gold Mines to have a few gold pieces worth of nuggets lying around.
Spawn Units: It is possible for structures to spawn units and you can set those here.
Of course you can link the set of units that will be spawned (only animals for example, or only undead, or only bandits) and when the units should be spawned, but that’s not all.
Spawned units spawn with a behavior attached to them and you can set that here: Do they behave like animals? Do they raid everything they come across and attack mindlessly? Are they brigands who like to prey on the weak and occupy your gold mines?
This last option really brings the world to life!
The spawn settings of an adventure set
Adventure sets also link to the actual tactical map(s) that will be fought on.
In the Level Editor
In our level editor you can see all existing adventure sets and duplicate them to modify them or create new ones from scratch. Similarly you can create reward sets and link those in the adventure set. The adventure set will then need to be linked in the structure you’ve placed on the map and you’re done: a customized structures that does what you want it to!
As will hopefully be clear, using these adventure sets it is possible to make a lot of different flavors for structures. This is something we enjoy and hope you will also like. We also look forward to see the ones you create yourselves!
In other Dev Journals we’ll explore the different kinds of structures we’ve created so far, and how they work and look.
I’ll leave you with the complete list of settings as I think some of you will appreciate that:
A structure’s complete adventure set.