- Creating a Module
- Building your event
- Event Phases
- Adventure Phase
- Event Logic
- Setting the Prerequisites
- Types of consequences/results
- Spawn on Map
- Cloning events
- Tags and advanced options
- Creating your own Tags
- Things to note
- The Database
Three quick tutorial videos to get you started:
1. Creating a Module
All of your events need to be stored in Modules. To begin building any events, you must therefore Create New Module or choose an existing one and remember to give it a name that has at least three letters.
Follow the instructions set out in the Module selection window, to load your adventures into the game:
Modules are saved in the game’s Adventures folder. If you want to load a module, it needs to be placed in this folder so the Adventure Editor can see it.
When starting a new game, all modules from this folder will be loaded.
If you save a game in progress and remove any or all modules, this save will be invalid.
Load the selected module (located to the right of the editor).
At the top of the event screen, press the feather icon to name/rename your event (you must have the event selected for this to work).
Select the newly created event, and press the arrow (as shown in the photo) to close the event selection screen which will lead you to the event screen.
You should now see the ‘Start Adventure’ display, in the top left corner of the editor.
2. Building your event
Now you are ready to start building the event. On the ‘Start Adventure’ panel, you can choose what type of an event this will be:
- Difficulty lvl – choose from 1-10 on the drop down menu. Lvl 1 event will occur in turn X on normal difficulty.
- Interrupt – Can occur while a group is moving through an area
- Generic – Generic events are global and they can occur every turn, so setting a percentage chance for their occurrence is usually a good idea. Unless you control it with tags, generic events will keep popping up. When using a generic event, you cannot use the criteria ‘group’, only ‘village’ or ‘anywhere’ in the logic editor.
- Expedition – these events are drawn for the groups, at the end of their movement phase
- Village – these events are drawn at the end of the player turn and happen in the village
3. Event Phases
While in the event screen, click the right mouse button to reveal the menu for creating new ‘Event Phases’. Event phases are the basic building blocks of your adventure.
There are 6 types of event phases that can be created in the editor:
- Adventure phase – the most basic building block of the event. Here you enter the text and and the available options to respond/act.
- Challenge phase – this creates a challenge for the quest, you can choose the challenge type as well as the group that will take part in it.
- Spawn on map – this phase allows you to either spawn a roaming group, a place or destroy the vent owner (or the current event, used for spawn events) You can also attach events to the group or place and set the distance at which they will appear from the current group.
- Adventure end – this phase closes off the event, and allows you to award XP and RP.
- Produce drop – this phase can be added to award a percentage of a particular enemy group’s drop/loot. This is often used in non-fight challenges, where you do not get any loot by default after winning.
- Deal Damage – this phase, much like the produce drop, is often used for non-fight challenges to give damage from an enemy group.
You can move these phase windows by clicking on the top, where the name of the phase is, like ‘Adventure Phase’ and dragging it. Dragging it beyond the borders of the editor screen, will expand the area.
By pressing and holding the left mouse button, you can move the screen when you have phases that lay outside of your view.
You can delete phases by pressing the red ‘x’.
4. Adventure phase.
The Adventure phase will be the basic building block for your quests. All of the phases need to be connected via the coloured strings. To connect a phase, start with the ‘Start Adventure’ and press the small circle (as shown on the picture) then connect the ‘line’ with the small square to the left of the ‘Adventure Phase’ or any other phase you’re using.
The adventure phase has:
- A text window (for inputting the text that will appear in game)
- Event logic button (for setting up the event mechanics)
- Add new output button (for adding additional outputs/answers)
- Output/answers (here you set up the routes/branches for your event)
- Insert image (you can choose from existing artwork, or download your own)
5. Event logic (enter logic editor):
The ‘enter logic editor’ button will open up a screen where you can create the mechanics for each event phase. This can include prerequisites for the phase to appear, rewards, adding tags, and other modifications.
The events editor has two fields:
- Event Entry Field – for setting up prerequisites
- Event Modification – for setting up the consequences/results of the chosen event phase
Both fields have three sections:
6. Setting the Prerequisites:
All the event phases can have prerequisites, that will determine if that particular phase can appear at all.
So, if you create prerequisites in the first Adventure Phase (the one that begins your event and connects to the ‘Adventure Start’), this will determine the conditions that need to be met for the event to occur (in addition to the previously set up adventure types).
Thus a generic event without any prerequisites will be drawn from the generic events list every single turn, but, if you add a chance of its appearance, or a condition, like it being day time, the event will not appear unless those prerequisites are met.
To create any prerequisites, press the ‘enter logic editor’ to open up the new window. In the ‘Event Entry Filtering’, you will see three sub categories:
To start, press the ‘+’ under ‘Filters’. A field for entering a name and a ‘Filter Source’ menu will appear.
The types of filters determine what you will be choosing as your prerequisite.
Types of filters:
- Anywhere – by selecting ‘anywhere’, you will be searching for tags (these can include characters, items, resources) anywhere in your possession, be it the village or an exploring party.
- Chance – choose the chance for the event phase to appear (this can apply to the whole event if placed in the first phase, or any other phase later on)
- Group – by selecting ‘group’, you will be looking for tags (these can include character,items,resources) that are contained within an exploring party that is affected by this event. You cannot choose ‘group’ if the event is a generic, or village event!
- Player- player tags are invisible in-game but they are assigned to the player. These can include the time of day, of the god you have selected, as well as quest tags.
- Terrain location – by selecting a terrain location (mountains, hills, snow, fields etc), the event will only occur on that terrain type.
- Village – by selecting ‘village’, you will be searching for tags (these can include characters, items, resources) contained within the village.
Chance, Player and Terrain location filters, require selecting only in the ‘Filters’ section.
For Group, Anywhere and Village filters, once chosen, you need to follow more steps:
- Press the ‘+’
- Choose the tag you want to search for (Type of resource, character trait, item. Type in the name of the tag or press ‘shift’ while you select the drop down menu, to see a full list of the tags)
- Enter the quantity of tags (usually 1, as this does not relate to the quantity of objects you’re searching for, only the tag itself. So 5 wood pieces, still only have 1 tag wood each)
- Go to the ‘Results’ (This will unlock a new field, with ‘Requirement’ ‘List 1’ and a text field.)
- Choose the appropriate requirement, list and number to set the prerequisite, as explained in the example below.
So, if you want the event to only occur if there are at least 2 females in your exploring party, you choose ‘Group’ filter and press the ‘+’ to unfold the next stage. Leave the ‘have’ on the left side, as you want the chosen person to ‘have’ a tag that will determine their gender. Search for the TAG_CHARACTER_FEMALE and then insert the number one in the value window to the right. This means you are searching for objects with 1 tag female on them. To make sure some random object isn’t chosen instead of an actual character (unlikely in the case of female, but could happen if you’re choosing a skill) press the ‘+’ again to and repeat the steps, but select the TAG_CHARACTER. So you now have two tags : Female and Character. Now, remember to give a name to your group, for eg. ‘females’.
But, in order for this group to become a prerequisite for your event phase, you need to now move to the ‘Results’ and press the ‘+’ there. This will unlock a new field, with ‘Requirement’ ‘List 1’ and a text field.
In the ‘requirement’ choose equal or bigger, as you want there to be at least 2 females.
In the ‘List 1’ choose the ‘females’ group you just created.
And in the text field, write 2
So now, the event will only occur if there are at least two female characters in the group affected by this event.
To give rewards for an event phase, enter LOGIC EDITOR > EVENT MODIFICATION:
Apart from the XP and RP at the very end (adventure End phase), you may want to give other rewards, or punishments to the event group. This is also achieved in the logic editor.
First, you need to create a group that you wish to modify, be it characters, items or resources etc.
For characters, go to the ‘Filters’ section in the Event Modification and press the ‘+’. Choose either ‘anywhere’ , ‘group’ or ‘village’ depending on who you want to affect. Then press the ‘+’ below and find the type of TAG (like the character tag) you’re searching for, then choose the a number for the tag (usually 1, as this does not relate to the quantity of objects you’re searching for, only the tag itself. So 5 wood pieces, still only have 1 tag wood each)
Then, in the ‘Results’ you press the ‘+; and you can choose the option to ‘modify’, then choose the group you just created.
You can also choose to modify only a select number of objects/characters form a group. To do that, press the ‘+’ in the ‘processing’ section and select x (bottom, top or random) elements, choose the group you’re using and insert the number.
If you want to give a bless to all of the people in the village, because you had a village event, you will choose ‘village’, then find Character Tag and set value to 1. You will name the group, let’s say: villagers.
In the results, you will then choose ‘modify’ select villagers and then choose ‘add’ and find ‘bless of attractiveness’ then set the number of turns for the bless to say 10. If you were just giving a permanent skill, you would choose the Tag Attractiveness and then choose a value.
If you wanted to only award 2 random people from your group, you would go to ‘processing’, choose ‘leave x random elements’ and then put in the number 2. Remember to give this new group a name, like 2 people and then in the ‘Results’ section, choose that group to ‘modify’.
7. Types of consequences/results:
First, you choose the type of action you want to take in the ‘Results’ by pressing the drop down menu next to ‘Action’ in the ‘Results’ section.
Types of Action:
- Add (adds either a character or item to the chosen group)
- ‘where’ = choose the group that the object will be added to
- ‘what’ = character or item
- ‘race’ or ‘collection’ depending on what you chose in ‘what’ use the drop down menu, or type the object/character you want to add
- Forward list to the next event – chose the group to forward from the ‘List’ drop down menu. you can forward any groups/lists you have created to the next phase of the event. This may be useful for challenges, where you want a specific group to take part, or when you anticipate using a certain group somewhere further in the quest. When forwarding groups, you must remember to do so each time you want to move it to the next phase.
- Modify – you can choose to ‘Modify’ any pre-made groups or lists, these can include characters and objects. Used often to add skills or blessings, or give curses, wounds etc.
- choose the group you wish to modify from the List
- press the ‘+’ and select the tag you wish to add/remove/set to (like set to 0)
- Modify Player – assigns player tags, things like quest tags, that can come in handy when constructing more complex events. These are not seen in game.
- Remove – you can also chose to remove any group or list.
One you set up any event logic, you can connect your adventure phase with another phase of your choosing, via the output. You can have as many outputs as you like.
These can be different answers/actions in response to your adventure phase text. The next event phases that you will link can also have their own event logic, and so the outputs will only appear to the payer if the prerequisites are met.
In your starting Adventure Phase you said the group comes across a stranger. You choose to have two output phases. One, you want to give the option to attack the stranger, so you write your text; ‘Attack’ and the you link this output to a ‘Challenge Phase ‘(challenge phases are explained separately) The second output, you want to be available only for those with Folklore knowledge, so you link this output with another adventure phase, and you give that new adventure phase a prerequisite of 1 person with the Tag Character and with a Tag Folklore of 5. In the output text you can put something like : ‘One of your people recognises this figure…’ And so, you have created two branching routes for your event.
The outputs also have two drop down menus, one to its left, one to the right.
The left drop down menu will set the potential difficulty of following this route/outcome. This is used when facing challenges and shows as skulls in-game. You can choose 1-10 diff level. The right drop down menu allows you to create answers that exclude one another. So, if you set the number to 1 on both of your answers (or more) it will mean only one of them can appear at a time. So, if you have answers/outputs with prerequisites, you must always have them at the top, because the computer will check the prerequisites from top to bottom and display the first output that passed.
From the event phase menu (right mouse click) you can chose to create a challenge phase.
Types of challenges are the same as in game, but note that the Intellect Challenge is called Intuition in the editor.
You can use the event logic button to set prerequisites, or even give rewards or modifications.
Choose the type of challenge first.
If it is a Fight or Social Challenge, chose the group that it is set against (see section 14. Database to access a list of available groups)
For the other challenges, choose a difficulty level (100 = diff 1, 200 = 2 etc. only full numbers count, so no 120, or 350)
Remember to also set the difficulty level in the Outcome that is leading to this challenge, so that appropriate skulls are displayed. (For non combat/social challenges the difficulty is 100 = 1 skull, 500 = 5 skulls etc.)
You must also choose the group that will face the challenge. This may just be the default group that is affected by this event, or you can create a specific group for yourself, in the previous adventure phase and forward it, so that it can be used in the challenge. (for example, you may want only 4 chosen people to take part in some challenge etc.)
You can then choose to connect the Win or Lose outcomes to some new adventure phases (Especially if you want to follow up with some consequences or rewards), or to simply end the event via the ‘adventure end’ phase.
10. Spawn on Map (chose from the event phases right mouse click menu)
You can chose to spawn places or groups on the map. Spawn on Map has:
- Event Logic (you can assign any prerequisites or modifications)
- Drop down menu to choose the type of spawn, either ‘Place’ or ‘Group’
- ‘Destroy event owner’ allows you to destroy the event and the spawn location, after completion, so that the event cannot be endlessly repeated.‘Spawn source’ allows you to choose the place or group
- ‘Radius’ determines the distance (calculated from the source of the event, so either the group or village)
- ‘Linked event’ allows you to attach an event to the spawn*
*you can chose to attach any event to a spawn, but note that it works best for events specifically designed for spawn. Spawn events are ones that are not assigned any type (village, group, generic or interrupt) and so they can only be accessed when attached to something. When an event is spawned, it will not disappear on its own, so this another reason to use only events designed for spawning.
You can clone a whole event or a particular event phase. Press F5 while an event is selected in the event selection window and that should clone the whole event for you and then press F6 to paste. (remember to give it a new name)
For cloning particular phases, click on the chosen phase, then press F5 to copy and F6 to then paste.
12. Tags and advanced options
Types of TAGs (see 14. Database for a list of all tags):
Character TAG (character traits and skills; character effects, like curse or bless; character types, like female, demon, beast etc.)
Item TAG (items, weapon, armour, clothes, tools etc.)
Resource TAG (similar to items, but more about raw resources, iron, child, meat etc.)
Player TAG (tags invisible in game that are assigned to the ‘player’; terrain type; night or day; quest tags*)
*Quest Tags are used to create more complex events.
TAG_QUEST_TEST1-20 are available to use in this editor (do not use the other quest tags, as this will mess up the core events in the game!)
13. Creating your own Tags
Choose Player in the Filter Source in the Event Logic. Then press the double +*+ bar and the shift + LMB to open up the tag creation menu.
You created a generic event that is an invitation to visit a place, but you do not want that invitation to keep popping up every turn, you only want it once. To achieve this, you go to Event Logic in the first Adventure Phase, go to Event Modification and ‘Results’, select ‘Modify Player’ in results and ‘add’ TAG_QUEST_TEST1
Then, in the same logic editor, go to Event Entry Filtering section, go to ‘Filters’, in the ‘Filter source’ select ‘Player’ and then choose TAG_QUEST_TEST1, but set it to does not have in the right drop down menu, and set the value to 1. So, this event can only occur if it does not have TAG_QUEST_TEST1 and when it first appears, you give it one TAG_QUEST_TEST1, thus making sure the event can only occur once.
You can choose to remove this tag in the Event Modification – Results, at any time, allowing the event to appear again.
14. Things to note:
Event phases that have been modified turn green.
Event phases that have a prerequisite turn the connecting string green.
Make sure at least one output in every event phase has no prerequisites, to avoid crashing your event! (if none of the prerequisites are met, and there are no other outcomes, the game will crash)
Make sure you did not put ‘group’ into a generic event – it will not work.
Make sure to ‘Destroy event owner’ in spawn events that are not supposed to stay on the map forever.
To close the event editor go back to the Modules Manager screen (click on Open Manager if you’re already in a module)
15. The Database
Follow this LINK to view a copy of our tag database. Within, you can see what resource, character or player tags we have available as well as the buildings you can spawn in quests and the enemy groups.
- TAGs – A list of resource, item, character and player tags available in game.
- Sub-races – here you will find a list of the creatures as well as their possible stats
- Enemy Groups – here you can see the enemy groups available for use in challenges (fight and social)
- Spawn Settlements – a list of buildings available for spawning on the map
- Item Cargo – here you will find the list of available loot to give as reward in the quests