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Author Topic: Adventure Mode Quests  (Read 1341 times)

Dagoth Urist

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Adventure Mode Quests
« on: May 14, 2010, 09:32:12 am »

What's your thoughts on expanding Adventure Mode quests?
What if the mayor asks you to rescue a citizen from Beral the Leg of Cushions, that was kidnapped in 1034 during Beral's 4th rampage? Said citizen wouldn't be hostile so that she or he wouldn't be killed by Beral when the adventurer comes in vicinity, or something like that. The adventurer could rescue the citizen by tal'k'ing to him or her, after killing Beral. Or the adventurer could try to sneak past Beral instead! Then the citizen would follow the adventurer back to town, where you'd bring them both back to the mayor in order to complete the quest! It would add so much more to Adventurer Mode, if there was more complex situation like this. You'd get an option to either: A) kill the dragon, or B) sneak by it. Then you'd attempt to escape from the dragon, your fair maiden with locks of gold following closely. Another challenge altogether would be to escort her back to the city. Who knows what could happen on the way?

That's one example. Not all too hardcoded, I think... What is Toady One's opinion on quests, and what is their future?

And on a further note; why can't you get a proper reward for doing quests? Coins or useless crafts, anything at all! Other types of formulae for quests could be:
* Simple escort quests from one town to another; of the same civilization or a friendly neighbouring one. Small-scale immigration such as that would be nice. It would look good in Legends, really.
* Assassinations. Kill that guy for me, pretty please? It would be necessary for the justice system to be revamped in some way, so that you could actually murder someone without being gangbanged assaulted by the entire civilization, regardless if you were seen doing it or not.
* Deliverance. Deliver a letter or package from point A to B. Could quite possibly be from different leaders to each other. Not terribly exciting...

That is the extent of what I can come up with. Adventure Mode isn't very complex yet, so there are many limitations on what kind of quests one could implement easily. But if you think you got more good ideas, go ahead! Brainstorm! (Or you could just tell me why these suck so horribly and will never be implemented ;D)
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GaxkangtheUnbound

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Re: Adventure Mode Quests
« Reply #1 on: May 15, 2010, 09:49:50 am »

Don't forget kidnapping quests.
A goblin could send you to kidnap the king's child for ransom.
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DalGren

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Re: Adventure Mode Quests
« Reply #2 on: May 16, 2010, 02:54:03 pm »

Item retrieval quests as well. Being charged with retrieving some legendary artifact...delivering messages is a fine idea as well.
Perhaps on the first case treasure hunters could be addressed to pursue it, competing with you by regular fighting or stopping your progress with traps and stuff...I can imagine plain fighters or tricksters getting on the way movie-style, perhaps bringing some "nemesis" into play. (mocking you when you fall in his traps or depending on personality, complimenting you if you win and even joining once in a while, could be very "fantasy fiction")
And for the second, can be such as a secret message for some king or warlord, and could generate assassins trying to prevent the message from reaching its destination. (war plans, enemy intel, etc)

As well, missions to wipe out an entire society could work. Those can be given if you have an epic party, and having some warlord send your party to take out a full population. Or "kill everyone but X, and bring him/her/it back to us". This mission can have a target of like 90% of the population, and possible survivors (hiding, not there at the time, or someone you spared for whatever reason) might try to pursue you for revenge.
Example: "Take out our enemy, the fearsome goblins of Sparklingrape, and bring their leader to us!" and once in a while you'll be ambushed by some remaining gobs, all fired up for sweet revenge.

In practice this should work like...well, the more enemies you make during your adventures, the more pressure they should put on you. A small assassin party sent by the lords of that town you raided, or by natural enemies of your entity(if apply). Perhaps as ambushes while walking their territory.
The more influence you get on the world, the more attention you should gather, I think.
« Last Edit: May 16, 2010, 03:56:09 pm by DalGren »
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Dagoth Urist

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Re: Adventure Mode Quests
« Reply #3 on: May 16, 2010, 04:58:40 pm »

Splendid ideas, all of them! I urge you, acute and attentive reader, to come up with more formulae for quests! ;D

Quote from: GaxkangtheUnbound
Don't forget kidnapping quests.
A goblin could send you to kidnap the king's child for ransom.
Quote from: DalGren
Or "kill everyone but X, and bring him/her/it back to us".
How would the actual kidnapping proceed? Off the top of my head I'd go with: Adventurer speaks with the soon-to-be-kidnapped and choose 'Join', where the victim answers with: "Please don't kill me, I will follow you!", or something along those lines. An easy solution. The victim should be neutral, or at least possible to talk to, regardless of whether or not you're at full-scale war with the rest of the town. That way you won't be forced to kill the bugger, and fail the quest. There's no contractual immortality, though! You could rip out his or her livers, and consequentially fail the quest. Fun on so many levels! :D

Quote from: DalGren
Item retrieval quests as well. Being charged with retrieving some legendary artifact, or delivering messages.
[snip]
And for the second, can be such as a secret message for some king or warlord, and could generate assassins trying to prevent the message from reaching its destination. (war plans, enemy intel, etc)

Delivering messages would be an easy implementation to the current game. Simply give the adventurer an item (which no NPC is capable of at the moment, though. >.<), say a letter, and ask them to give to another person. Preferably from a leader of one civilization to the leader of another. Leaders are relatively easy to locate, in comparison to all other NPC's. Perhaps the adventurer could be ambushed by bad people that don't want the letter to reach it's destination? (Where did that idea come from? :D) It could work exactly as when you are ambushed by wild animals on the 'T'ravel Map, under the condition that you're on such a quest and that there are an enemy civilization capable of such ...atrocities. :P I think that a message saying: "You have been ambushed by [goblins/dwarves/elves/humans]. They are after your delivery!" would be a good thing to have, for the sake of coherency and immersion. The item could have a high political or/and monetary value, and the chance of an ambush set by said values.

Quote from: DalGren
Perhaps on the first case treasure hunters could be addressed to pursue it, competing with you by regular fighting or stopping your progress with traps and stuff...I can imagine plain fighters or tricksters getting on the way movie-style, perhaps bringing some "nemesis" into play. (mocking you when you fall in his traps or depending on personality, complimenting you if you win and even joining once in a while, could be very "fantasy fiction")

"So once again, Jones, what was briefly yours is now mine." - Raiders of the Lost Ark  8)
I really, really want your idea to happen in DF, I absolutely do! But I think it would be hard to implement in the game as of now. We'll hopefully see it in the future. For this to happen there would have to be a place where the artefact would be placed, preferably with functional traps. Caves as we know them aren't the optimal place, due to: no traps, direct connection with the Underground, often inhabited with meddlesome creatures that'll mess up the whole deal by taking the artefact itself and so on. The ruins that are left behind during worldgen aren't much to talk about, just empty and disrepaired versions of the normal one. Dark Fortresses are a good candidate, however. Would the artefact be generated on the spot, or an existing item? Would it be a masterwork item in the ruins? I've visited my ruined fortresses and discovered that the chief part of my high quality items was littered on the ground outside. Would that happen in this scenario? On the subject of the nemesis and his henchmen; It could work, with some work. When the adventurer and its companions become a real organization, the nemesis could very well have their own counterparts with companions of their own. In fact, I think this is a good idea that could and should be incorporated outside of this single quest-concept. With the behaviour of the nemesis, that would be a lot harder. Just to understand his or her motivation, (see above quote :P), you'd need to write special dialogue. To add in actual personality into this would be a bit too much for Toady in the current day. I do hope that it'll be feasible soon, though! :D

Quote from: DalGren
This mission can have a target of like 90% of the population, and possible survivors (hiding, not there at the time, or someone you spared for whatever reason) might try to pursue you for revenge.
Genocide sounds absolutely horrible. A must for the experienced DF player, in other words. :P It would definitely be an endgame quest, i.e. having a lot of named kills, having a title, having completed a lot of quests, etc. The quest could be considered complete after you killing either 90-80% of the population, or all of the soldiers of said civilization. Idea = In the future, if the people actually refrain from going up to you and sacrificing themselves instead of letting the armed soldiers and guards do they job, the questgiver could specify: "Kill every soldier of The Malignant Torments". This would leave survivors, who could arm themselves "offscreen" and go after the adventurer in the same way that I described the ambushers would above. Brilliant! I don't think that the game would consciously hide or remove citizens from the site during the bloodfest. It seems unfitting for how the rest of the game works, somehow. The point of it all is; the genocide quest is a good idea, so long as it doesn't require a 100% purge. There will always be someone in an odd place somewhere. If NPC's actually continues to do stuff after worldgen, there would be some people that are "wandering the wilds" and taming jaguars and so on :P

Quote from: DalGren
In practice this should work like...well, the more enemies you make during your adventures, the more pressure they should put on you. A small assassin party sent by the lords of that town you raided, or by natural enemies of your entity(if apply). Perhaps as ambushes while walking their territory.
The more influence you get on the world, the more attention you should gather, I think.

Agreed, agreed and agreed. The tougher you get, the tougher the world becomes. It would serve as a natural way of progression in the game, and would make Adventure mode seem like an actual game - not just a 'demo'. :D The frequency and danger of the assassination attempts would progressively rise, altered by number of assassins, their skills and equipment. Wouldn't be an actual quests, more of an important feature.


Thank you so much for the ideas, I appreciate it greatly! It seems as if there's an important thing about inversion here: If you can do it; so can your enemies. As showcased in the item delivery quest. Therefore I think it would be a good idea if Toady would consider adding NPC adventurers like the one we control, and make them function like them, or at least make it seem as if they do. My fingers begin to numb, and it feels as if I've written a short novel.  :D DalGren,on the subject of the item retrieval: If I'm being too critical, please elaborate.

Do you have any ideas not already here, or thoughts about them?

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DalGren

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Re: Adventure Mode Quests
« Reply #4 on: May 16, 2010, 06:56:32 pm »

Ah, discussion, I longed for this.

Quote
How would the actual kidnapping proceed? Off the top of my head I'd go with: Adventurer speaks with the soon-to-be-kidnapped and choose 'Join', where the victim answers with: "Please don't kill me, I will follow you!", or something along those lines. An easy solution. The victim should be neutral, or at least possible to talk to, regardless of whether or not you're at full-scale war with the rest of the town. That way you won't be forced to kill the bugger, and fail the quest. There's no contractual immortality, though! You could rip out his or her livers, and consequentially fail the quest. Fun on so many levels! :D

Perhaps a restraint like a cage can be used, and carried somehow. Other option would be to tie the target or something (that would require setting in-game objects as "restrained" limiting their actions or something...wonder how this could be managed...why? So it can't run away easily, and preventing you from having to chase it around all the time).
Some mobile structure like a cart or cage-with-wheels can be used to keep the prisoner in place. Hopefully they will exist sometime.
I see it as two possible (basic, more can be added) outcomes:

A) Enemy is hostile (possibly the most common one):
In this case, you would need to disable the target instead of killing it, or you can't win the quest. Possibly hammering (since it's considerably not lethal at the moment) or some poison... During delivery of your target, rescue parties can come to you, which will give extra gameplay challenges.

B) Enemy is not hostile.
Perhaps someone already disabled, powerless, or the best, surrendering. The same means of transportation should be required, though, but in this case, considering the person is not forced so much, you would be exempt of pursuit.
Maybe the target is a person of honor and willingly offers to follow you to prevent bloodshed (personality values?).

Quote
Delivering messages would be an easy implementation to the current game. Simply give the adventurer an item (which no NPC is capable of at the moment, though. >.<), say a letter, and ask them to give to another person. Preferably from a leader of one civilization to the leader of another. Leaders are relatively easy to locate, in comparison to all other NPC's. Perhaps the adventurer could be ambushed by bad people that don't want the letter to reach it's destination? (Where did that idea come from? :D) It could work exactly as when you are ambushed by wild animals on the 'T'ravel Map, under the condition that you're on such a quest and that there are an enemy civilization capable of such ...atrocities. :P I think that a message saying: "You have been ambushed by [goblins/dwarves/elves/humans]. They are after your delivery!" would be a good thing to have, for the sake of coherency and immersion. The item could have a high political or/and monetary value, and the chance of an ambush set by said values.

That's what I had in mind, exactly! Messengers are valuable in fantasy stories, and perhaps a bit overlooked during writing of fantasy works. What a war it'd be without direct communication between warlords/generals or to subordinates? It's internet, phone, postal service, or magic...otherwise it's guys having to travel entire countries, a la Strogoff, within days just to keep communications. The possibility of intercepting random people in the map carrying messages themselves can be awesome too. At times it can be insight on world entities (when the army arc is done), or at times love letters from villagers or stuff that is "important" (to them) but not relevant to the world. Or random silly mail without much "economic" value, such as a friendly letter or confirmation of something ("Father, I have finished irrigating the farm plots as you wanted, I hope you come back soon" or such fluff).
(The idea came from own projects, historic mail delivery and common sense xD)

Quote
"So once again, Jones, what was briefly yours is now mine." - Raiders of the Lost Ark  8)
I really, really want your idea to happen in DF, I absolutely do! But I think it would be hard to implement in the game as of now. We'll hopefully see it in the future. For this to happen there would have to be a place where the artefact would be placed, preferably with functional traps. Caves as we know them aren't the optimal place, due to: no traps, direct connection with the Underground, often inhabited with meddlesome creatures that'll mess up the whole deal by taking the artefact itself and so on. The ruins that are left behind during worldgen aren't much to talk about, just empty and disrepaired versions of the normal one. Dark Fortresses are a good candidate, however. Would the artefact be generated on the spot, or an existing item? Would it be a masterwork item in the ruins? I've visited my ruined fortresses and discovered that the chief part of my high quality items was littered on the ground outside. Would that happen in this scenario? On the subject of the nemesis and his henchmen; It could work, with some work. When the adventurer and its companions become a real organization, the nemesis could very well have their own counterparts with companions of their own. In fact, I think this is a good idea that could and should be incorporated outside of this single quest-concept. With the behaviour of the nemesis, that would be a lot harder. Just to understand his or her motivation, (see above quote :P), you'd need to write special dialogue. To add in actual personality into this would be a bit too much for Toady in the current day. I do hope that it'll be feasible soon, though! :D

Excellent. Again getting my vibe xD
The character of "treasure hunter" tends to be one of my favorites in fantasy stories. Some aren't evil and just annoying, others are noble "rivals", others are just dicks. It would be ideal to allow the player decide what to do with such stereotypes. Generally death, but I can see some of those NPCs being useful.
Hard? Not really, "soul" already exist, the rest is writing some stock sentences and assigning some objectives. I think the current AI can take it with minor modifications, seeing as AI characters have a concept of "orders".
As for interaction with dungeons and areas, I solved this by marking hotspots in the map at generation time (Not DF, something personal) so enemies have a hint of where to build traps and take cover. Perhaps that can be done with DF so treasure hunters can know what the best spots to hinder/destroy/help the player are.

Of course dungeon puzzles and trapped areas can help enhance this a lot, so for this to happen a lot of cores need to be implemented first, which is a shame since it's not really that difficult to code (from experience, but requires everything to work properly first).
Dialogue and such can be left to editable files, pretty much like the current conversation system, but having some more "sections" based on personality. You can have a grand master comedian as your nemesis.
Also non-lethal or partially scripted combat should exist within the game so the nemesis can keep coming for more (either to continue annoying you or to have a change of heart, do something else, etc). The idea is that some enemies could try to ask for mercy or surrender, and letting them live might make them the nemesis, let them run away forever, or such. Like "guess that assassin that you almost killed the other day? Well he's back with a vengeance".

As for items, there are lots of artifacts on entities, and worldgen seems to take account of incredibly trivial events such as "a wild strawberry was stolen on 1049 from the town of BlazingHorses". Hence, it'd be easy to designate some "tracked" object.
This however requires making the objects that are stolen something relevant because who cares if a "wild strawberry" is stolen from a site? But artifacts are a different beast...perhaps worldgen is not weighting how valuable things are. For this to work we need to know which objects are really valuable. Even if there are legendary coffers more valuable than entire forts, I think current "crafts", "equipment" in general and objects of reasonable size and importance (a bed, even if legendary, is odd to find as target...)
Anyway I digress. The game should keep a decent database of valuables at worldgen, hence it'd be easy to pick one, align it accordingly, and deploy the quest.
Of course facilities like hiding objects well or trapping them would be required. Worldgen doesn't do much in terms of adventure mode architecture ouf of caverns and "carved" passages. More dungeon features would make this very effective and challenging.

Quote
Genocide sounds absolutely horrible. A must for the experienced DF player, in other words. :P It would definitely be an endgame quest, i.e. having a lot of named kills, having a title, having completed a lot of quests, etc. The quest could be considered complete after you killing either 90-80% of the population, or all of the soldiers of said civilization. Idea = In the future, if the people actually refrain from going up to you and sacrificing themselves instead of letting the armed soldiers and guards do they job, the questgiver could specify: "Kill every soldier of The Malignant Torments". This would leave survivors, who could arm themselves "offscreen" and go after the adventurer in the same way that I described the ambushers would above. Brilliant! I don't think that the game would consciously hide or remove citizens from the site during the bloodfest. It seems unfitting for how the rest of the game works, somehow. The point of it all is; the genocide quest is a good idea, so long as it doesn't require a 100% purge. There will always be someone in an odd place somewhere. If NPC's actually continues to do stuff after worldgen, there would be some people that are "wandering the wilds" and taming jaguars and so on :P

The "endgame" is why I mentioned party size. No one would send you to war alone (although it SHOULD be possible IMO). It should be easy to measure relative power of the party and react accordingly.
100% purge, in practical terms, is a bit of a problem, since villagers or citizens are usually too scattered around, hence killing all in sight (90% being generous really) should suffice.
I don't mean "genocide" but specific site attacks based on aligment. I guess you can genocide some goblins if they happen to be inside the same fortress, but...it would be possible, again, by using personality settings (if the warlord is an asshole he might specifically request an attempt at genocide...)
I was more thinking into strategic disabling of a site. Crushing the industry, the military...I wasn't really thinking hate although it would be actually a good idea to consider that during generation too (wars don't need to have "average man" logic).

Quote
Agreed, agreed and agreed. The tougher you get, the tougher the world becomes. It would serve as a natural way of progression in the game, and would make Adventure mode seem like an actual game - not just a 'demo'. :D The frequency and danger of the assassination attempts would progressively rise, altered by number of assassins, their skills and equipment. Wouldn't be an actual quests, more of an important feature.

Exactly, starting like a random nobody and rising to legend with your own army and perhaps town (why not) would take this to levels of "too epic for human beings". You can't expect to piss off several parties and just walk the world like if you just started. Some games call it "good/evil" balance, but if you go around killing stuff randomly, you can't expect to be ignored.
That's enough "punishment" without having to mention "evil actions" at all. (and ETHICS can make up a difference here. Maybe some species don't even mind getting slain by you, sort of like "hey, shame on the dead for not defending themselves!"...the settings are there, sort of). The possibility of shady characters actually benefiting from some of your actions can be pretty interesting as well. Make the consequences hard to grasp so there's no actual "good/evil" but the player's own definition of such, and the AIs involved as well. (For example I made a harpy mod where their ethics aren't much against thievery (shun, no punishment) and very against oath breaking (punished) and treason is the worst crime...such settings can alter how relations with entities go, keeping things interesting and getting the player to like/dislike some entities more)



Quote
Thank you so much for the ideas, I appreciate it greatly! It seems as if there's an important thing about inversion here: If you can do it; so can your enemies. As showcased in the item delivery quest. Therefore I think it would be a good idea if Toady would consider adding NPC adventurers like the one we control, and make them function like them, or at least make it seem as if they do. My fingers begin to numb, and it feels as if I've written a short novel.  :D DalGren,on the subject of the item retrieval: If I'm being too critical, please elaborate.

Do you have any ideas not already here, or thoughts about them?

I guess I covered some now, although too sleepy to think of more, or make more sense at the moment xD
I do games as well, so I really enjoy the creative process, so glad to have posted here xD
As for other ideas, the ubiquitously annoying "DEFENSE" missions. Protect X person or structure against Y enemies for Z time. Such as protect the cart carrying a noble/s or something like that. Locating bandits (coming in ambushes over the designated area) can be another good one.
Police/Bounty quests are one thing, but DF has a variety of non-combative professions and skills. Perhaps being called to mediate in political issues (conversation puzzles? They won't read awesome but they aren't impossible at all), to create an item or structure ("do a bone scepter for us, if we like it we'll pay you X for Y items", "build a cabin of X quality/material in the forest, we'll pay you Y"...) and something like "meet with person X at site Y, then come back and tell us the news (a variant on simple message delivery, more like message retrieval)". (This is all, of course, for when DF mode skills are available in Adventure)
Perhaps, for dwarves..."go to X site and find if there's something of value in there/mine until you find Y" (like native gold or such).
With so much data in the worlds, the possibilities are huge.
Oh, and party members to be issued by quest givers. Like "Go kill the dragon, this warrior will assist you".

By the way, party members should be able to talk, to give insight on their entity, race, current world events and such. This would make such missions deeper (such as you find you are working for pretty messed up guys because the warrior they gave you talks too much).

Ah, too sleepy, I hope I didn't fail to notice some stupid error there xD
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Kobold Troubadour

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Re: Adventure Mode Quests
« Reply #5 on: May 16, 2010, 09:16:22 pm »

In practice this should work like...well, the more enemies you make during your adventures, the more pressure they should put on you. A small assassin party sent by the lords of that town you raided, or by natural enemies of your entity(if apply). Perhaps as ambushes while walking their territory.
The more influence you get on the world, the more attention you should gather, I think.
Mmm...so accepting various quests from a faction will affect your standing with the others, especially if their at war.

Oh, I also imagine something like: your in your own little cottage (which you built yourself, yay fortress mode skills!) just outside of town being surrounded by goblin assassins/ knights the king you double crossed in the middle of the night with warning message waking you like "vile fiends have surrounded your home!"

Basically, an adventure mode "siege". Maybe some of villagers will hear the fighting & would even help you out. That would be nice...Ooooh so much potential. :D
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DalGren

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Re: Adventure Mode Quests
« Reply #6 on: May 17, 2010, 05:16:50 pm »

I agree with that, as well, it should be difficult to settle near war sites unless you are hardcore :P
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Dagoth Urist

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Re: Adventure Mode Quests
« Reply #7 on: May 18, 2010, 07:04:45 am »

Holy Hell, long post is looooooooong.  :o Have I set the forum record? Also: What about exploration quests? Discuss. ;D What can we do now, at the moment? Is it possible to actually mod these different quests into existence? :o


Perhaps a restraint like a cage can be used, and carried somehow. Other option would be to tie the target or something (that would require setting in-game objects as "restrained" limiting their actions or something...wonder how this could be managed...why? So it can't run away easily, and preventing you from having to chase it around all the time). Some mobile structure like a cart or cage-with-wheels can be used to keep the prisoner in place. Hopefully they will exist sometime. I see it as two possible (basic, more can be added) outcomes:
A) Enemy is hostile (possibly the most common one):
In this case, you would need to disable the target instead of killing it, or you can't win the quest. Possibly hammering (since it's considerably not lethal at the moment) or some poison... During delivery of your target, rescue parties can come to you, which will give extra gameplay challenges.
B) Enemy is not hostile.
Perhaps someone already disabled, powerless, or the best, surrendering. The same means of transportation should be required, though, but in this case, considering the person is not forced so much, you would be exempt of pursuit. Maybe the target is a person of honor and willingly offers to follow you to prevent bloodshed (personality values?).
....
Also non-lethal or partially scripted combat should exist within the game so the nemesis can keep coming for more (either to continue annoying you or to have a change of heart, do something else, etc). The idea is that some enemies could try to ask for mercy or surrender, and letting them live might make them the nemesis, let them run away forever, or such. Like "guess that assassin that you almost killed the other day? Well he's back with a vengeance".
Agreed on all everything above, as they are valid and good points. Needing items to kidnap someone could become a burden if a wagon or cage was a requirement. Which it doesn't need to be. I like the idea of the most simplest form; a rope/chain. It can be tied to the victim, maybe even to their hands if they have them. The adventurer would then hold the rope in his secondary hand and lead the victim to wherever he wants them to go. Losing the ability to use shields while kidnapped = extra challenge and fun! The victim would always be on an adjacent tile to the adventurer, regardless of its speed. (If it's slow or unconscious, it could lie on the ground and be dragged?) Would it be similar to the grapples used in wrestling?

Hostile or passive enemies? In real life, I think few people would let themselves get kidnapped without fighting or struggling. It's reasonable that they should be hostile from that point of view. The problem is that knocking or disabling your enemy without hurting them in DF is tough. And that is an understatement. Even light hits can cause problems that escalate into bleeding or broken bones, infections and so on... It's true that hammering is a bit.. meek at the moment. But won't that change fairly soon once the new versions comes? It would be a temporary solution, and I think that at the moment my very unrealistic example would be a better temporary solution. In the future perhaps Toady will implement actions in Adventure Mode that lets us attempt to knock someone out without causing damage? I'd hope so..

By the way, what about being kidnapped yourself? It could happen if you 'Z'leep! You wake up, and you find yourself in one of those cart-on-wheels or in a cage on a wagon. Your belongings could be in a chest on the cart, just to add to the realism and difficulty. I think it would be fairly original and suited best for endgame, when you've pissed important people off. The difficulty level would also be suitable for the endgame.
Quote
That's what I had in mind, exactly! Messengers are valuable in fantasy stories, and perhaps a bit overlooked during writing of fantasy works. What a war it'd be without direct communication between warlords/generals or to subordinates? It's internet, phone, postal service, or magic...otherwise it's guys having to travel entire countries, a la Strogoff, within days just to keep communications. The possibility of intercepting random people in the map carrying messages themselves can be awesome too. At times it can be insight on world entities (when the army arc is done), or at times love letters from villagers or stuff that is "important" (to them) but not relevant to the world. Or random silly mail without much "economic" value, such as a friendly letter or confirmation of something ("Father, I have finished irrigating the farm plots as you wanted, I hope you come back soon" or such fluff).
I got a glimpse of a parallel universe where DF is finished, and its worlds actually hold such complex organisations such as postal services, so thanks! xD
Agreed on all points, great minds think alike ;D I really, really want more fluff like that in DF! Loveletters (... with randumbly generated lovepoems? :D) and other messages without economic, political and (maybe magic, one day?) value.
What are your projects, and who's Strogoff? :)
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Hard? Not really, "soul" already exist, the rest is writing some stock sentences and assigning some objectives. I think the current AI can take it with minor modifications, seeing as AI characters have a concept of "orders". As for interaction with dungeons and areas, I solved this by marking hotspots in the map at generation time (Not DF, something personal) so enemies have a hint of where to build traps and take cover. Perhaps that can be done with DF so treasure hunters can know what the best spots to hinder/destroy/help the player are.Of course dungeon puzzles and trapped areas can help enhance this a lot, so for this to happen a lot of cores need to be implemented first, which is a shame since it's not really that difficult to code (from experience, but requires everything to work properly first).
Dialogue and such can be left to editable files, pretty much like the current conversation system, but having some more "sections" based on personality. You can have a grand master comedian as your nemesis.
I don't know that much about the codings to determine what's feasible or not with AI, I guess. I've written and added some stock sentences to existing speech files, such as threat.txt and greetings.txt. I figure someone know how to implement new conditions where new files of speech are used.

I guess that's possible, but I think that it's a risk of "randumb generation". My real point was that if there's no actual ruins to hold the treasure, what of it then? I'm considering ruins as entities such as caves. They can be found here and there, and wouldn't be discovered at first unless specified in params, such as caves work now. They would be designed after patterns, which would involve traps and other hazards. Those ruins would be designed to be a challenge to the player, and a treasure-vault for fat loot. The goblin fortresses of today aren't. The ruins could exist on the ground or Underground, quite possibly both. It could be another link to the Underground, the same way caves are! Maybe the ruins could have animalmen inhabitants in them?
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As for items, there are lots of artifacts on entities, and worldgen seems to take account of incredibly trivial events such as "a wild strawberry was stolen on 1049 from the town of BlazingHorses". Hence, it'd be easy to designate some "tracked" object.
This however requires making the objects that are stolen something relevant because who cares if a "wild strawberry" is stolen from a site? But artifacts are a different beast...perhaps worldgen is not weighting how valuable things are. For this to work we need to know which objects are really valuable. Even if there are legendary coffers more valuable than entire forts, I think current "crafts", "equipment" in general and objects of reasonable size and importance (a bed, even if legendary, is odd to find as target...)Anyway I digress. The game should keep a decent database of valuables at worldgen, hence it'd be easy to pick one, align it accordingly, and deploy the quest.Of course facilities like hiding objects well or trapping them would be required. Worldgen doesn't do much in terms of adventure mode architecture ouf of caverns and "carved" passages. More dungeon features would make this very effective and challenging.
Good idea. Aren't important items such as artefacts tracked in Legends? It's in Arts, if I'm not mistaken?
It is paramount that the recoverable treasures are filtered by relevance. I think it would be a bit off to risk death for a legendary bed... I second more dungeon features and better architecture overall. Both for caves, the Underground and my hypothetical genned ruins.
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The "endgame" is why I mentioned party size. No one would send you to war alone (although it SHOULD be possible IMO). It should be easy to measure relative power of the party and react accordingly.100% purge, in practical terms, is a bit of a problem, since villagers or citizens are usually too scattered around, hence killing all in sight (90% being generous really) should suffice.
I don't mean "genocide" but specific site attacks based on alignment. I guess you can genocide some goblins if they happen to be inside the same fortress, but...it would be possible, again, by using personality settings (if the warlord is an asshole he might specifically request an attempt at genocide...)
I was more thinking into strategic disabling of a site. Crushing the industry, the military...I wasn't really thinking hate although it would be actually a good idea to consider that during generation too (wars don't need to have "average man" logic).
Doesn't hate cause most wars in fantasy overall, in comparison to the current world's wars over resources? I really think that genocidal quests, or killing civilians, shouldn't be rare for [EVIL] civilizations.
Strategical disabling is a far more reasonable mission and justification. Going at the military would be the most logical wish of the questgivers.
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Exactly, starting like a random nobody and rising to legend with your own army and perhaps town (why not) would take this to levels of "too epic for human beings". You can't expect to piss off several parties and just walk the world like if you just started. Some games call it "good/evil" balance, but if you go around killing stuff randomly, you can't expect to be ignored.
Especially if your own civilization is at war with another one. Just becoming a champion of said civ would make you a high profile citizen with skills of kills, and therefore, on the black list of the opposing civ. Even if you happen to be the messiah of your world :P By the way, have you played Gothic 1 or 2? It has the same feeling as DF Adventure Mode, in some small ways. In the beginning there really are no easy kills, and everything there can kill you, and will. There is no clear level scaling, and you can often see face-to-face with enemies that you're supposed to be killing after levelling up ten levels or so... I think it's the same with Adventurer Mode, and I like that a lot.
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That's enough "punishment" without having to mention "evil actions" at all. (and ETHICS can make up a difference here. Maybe some species don't even mind getting slain by you, sort of like "hey, shame on the dead for not defending themselves!"...the settings are there, sort of). The possibility of shady characters actually benefiting from some of your actions can be pretty interesting as well. Make the consequences hard to grasp so there's no actual "good/evil" but the player's own definition of such, and the AIs involved as well. (For example I made a harpy mod where their ethics aren't much against thievery (shun, no punishment) and very against oath breaking (punished) and treason is the worst crime...such settings can alter how relations with entities go, keeping things interesting and getting the player to like/dislike some entities more)
Ethics and justice will certainly add to the game greatly when implemented into Adventure Mode. Maybe we even can commit more evil acts than 'just' thieving and murdering? Commit treason, for example, could be to turn on your quest-giver, as I've described in my previous posts. :D
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I guess I covered some now, although too sleepy to think of more, or make more sense at the moment xD I do games as well, so I really enjoy the creative process, so glad to have posted here xD
As for other ideas, the ubiquitously annoying "DEFENSE" missions. Protect X person or structure against Y enemies for Z time. Such as protect the cart carrying a noble/s or something like that. Locating bandits (coming in ambushes over the designated area) can be another good one. Police/Bounty quests are one thing, but DF has a variety of non-combative professions and skills. Perhaps being called to mediate in political issues (conversation puzzles? They won't read awesome but they aren't impossible at all), to create an item or structure ("do a bone scepter for us, if we like it we'll pay you X for Y items", "build a cabin of X quality/material in the forest, we'll pay you Y"...) and something like "meet with person X at site Y, then come back and tell us the news (a variant on simple message delivery, more like message retrieval)". (This is all, of course, for when DF mode skills are available in Adventure) Perhaps, for dwarves..."go to X site and find if there's something of value in there/mine until you find Y" (like native gold or such). With so much data in the worlds, the possibilities are huge. Oh, and party members to be issued by quest givers. Like "Go kill the dragon, this warrior will assist you". By the way, party members should be able to talk, to give insight on their entity, race, current world events and such. This would make such missions deeper (such as you find you are working for pretty messed up guys because the warrior they gave you talks too much).
Defense missions, oh yes! The simplest form of it would be talking to the questgiver who will inform you that he or she is being attacked. :P That's instant action for you!
Locating enemies or hidden structures is a bit fuzzy, though. The designated areas cant be regions, because they can be vast. I genned a small region where there was "The Mire of Tones", a swamp that covered over 70% of the map, and held four civilizations. The 'Q'uest Map wouldn't help anyway, would it? The idea is that they'd be hidden. :/
Peaceful quests should definitely be around. Conversation puzzles seems a bit odd, could you please elaborate? :D Crafting quests are good, and we'll get there when adventure skills comes around. The "meet person X at site Y" is that kind of quests that are generally just there to railroad you from point A to point B, or site Y if you will :D. Some would consider them ...inane. Me myself though, I want them there. It's simply very much needed variation, and would serve as good first quests for fresh adventurers. The more specified information and the more fluff a quest has, the more interesting it becomes, in my opinion.
Issued party members by quest givers is a very good idea, and is realistic in a way. How the hell do they know I've killed Abu Conversationevil the Keeping Warmth of Water? They just take my word for it? In that case, why can't the game let me lie? :P To issue you with someone they can trust is a good idea! There could be numerous reasons as to why they are commanded to follow you, which they could tell you if you asked them!

Chatty party members is a given. We're talking about improved responses to existing topics, and also adding new topics too, I think. Civization, home, race and such should be something that they could be inquired about. Current world events, why not? Do NPC's function the same way that your dwarfs do in DF mode? If they do, they could tell you what they like, for example. Fluff and personalization, yeah!
Urist McEliteAxedwarf: I like bauxite and toads for their coding. What do you like, [Playername]?
I'd imagine the whole conversation system would work a bit like in Morrowind. Are you familiar with that game?

Mmm...so accepting various quests from a faction will affect your standing with the others, especially if their at war.
Oh, I also imagine something like: your in your own little cottage (which you built yourself, yay fortress mode skills!) just outside of town being surrounded by goblin assassins/ knights the king you double crossed in the middle of the night with warning message waking you like "vile fiends have surrounded your home!"Basically, an adventure mode "siege". Maybe some of villagers will hear the fighting & would even help you out. That would be nice...Ooooh so much potential. :D
It should affect your standing with the faction in question, it should allied factions of said positively and factions at war with said faction negatively. In my opinion :D
Having a home would certainly up the risks of being ambushed by enemies. Your "siege" would mechanically function as being assaulted by assassins while 'Z'leeping, and it doesn't seem to be very hard at all to implement :P Cottages first though... That glorious day when we get fortress skills ;D
I think it's equally important to quests that trouble sometimes seek out you, instead of the normal vice versa. Especially in the endgame! So very much potential indeed :P
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- "Very well. If you are impatient to begin. Go ahead. You are the challenger. To you goes the first blow." -