Atmospheric and Environmental systems
When journeying through the land of mists, you will (hopefully) notice that we've done a lot to increase the immersion and add life and detail to the world. It's of highest priority to facilitate rich and vivid roleplay, and a lot of these systems are implemented mainly to provide material for roleplay. Here's an overview of the most significant of it.
General NPC behavior
We feature a great amount of systems to make NPCs come to life - to highlight a few:
- Many NPCs have their own daily routines, like going to the market at day and staying indoors at night.
- NPCs do a lot of ambient animations and interact with each other.
- Commoners become frightened by the unnatural and flee, and guards call upon reinforcements to chase down criminals.
- Some wild animals will flee upon sight while others will attack only if provoked.
- AI tactics have been tweaked to seem more sensible and alive. Creatures will call out for aid, flee or making tactical retreats if feeling overwhelmed.
Creature Spawning and Populations
To much better reflect the PCs' impact on the world, most creatures are generated by an advanced creature population system. Killing creatures in a population will weaken it, while time left on it's own on the other hand will allow it to grow in power, all affecting the number and strength of creatures spawned. An example could be the amount of rats in the Vallaki sewers, where hunting them all down would result in the sewers being nearly empty for a period, while not hunting them for long will cause them to grow greatly in numbers (and size), to the point that they start to swarm the streets of Vallaki.
In some locations, different kinds of populations may even occupy the same area over time, so that clearing an area will leave it empty for a while, until something else decides to move in there. A cave that at one point is infested with vile undead may later be the nest of a hive of spiders. The systems will even adjust the placeables and general appearance of the area to reflect this change.
Some populations are also set to be enemies, so that the peril of one will allow for easier growth of the other, and vice versa. Some populations are dependant on others for their growth, like the wolves being dependant on a strong population of deer to be prospering.
Finally, some populations vary in strength by time of month or year, leading to the next point:
Season and Weather System
We feature a sophisticated weather system, that will generate dynamic weather based on seasonal changes, day and night temperature, as well as local conditions. Beside affecting the general appearance of areas, NPCs, wildlife and fauna also change to reflect this, making the game experience dynamically change through the passing of the year. For example, at winter, many commoners decide to stay indoors more or less all the time.
In the transition from pen and paper to computer game, many details are easily lost. To cater for that, we have a description system that provides information of observations done when passing through areas - often depending on checks to be made or special classes. It could be noticing tracks on the ground, and inscription on an old statue, or simply the musty smell of an area you enter - adding all the detail that the graphical experience fail to convey.