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Gameplay Guide

Cromha edited this page Apr 28, 2024 · 55 revisions

Table Of Contents

In this gameplay guide, I'll go over how to start a new game and creating saves, loading plugins etc... Then what commands you can run while in a map point, what are the player stats, the some traveling tips & tricks. After, I'll go over inventory and mount management, after that tasks/missions, then some explanation of the diary and finally, the combat system and how to upgrade equipment. It's also recommended to check the Vanilla World wiki page, to learn about the vanilla game data world and civilizations.

Starting A New Game

To start a new game, you'll need to create a new save. In order to do that, you need to first select the Play Game option on the game menu, then, select either Play Plugin or Play Vanilla, if you choose the Play Plugin option, the game will load every plugin present in your plugins folder (you can active or deactivate these plugins with the Preferences menu option, or by modifying their .game.BOW file.). Afterwards, it'll ask you what action you want to do, you can load a save if you've already created one, if you don't, then create a new save. After the game's asked how you want your adventurer to be named, the game'll ask you what difficulty mode you want to play in. There're currently 3 possibilities in the current game engine: 'Easy', 'Normal' and 'Hard'.

Difficulty Modes Changes
  • Easy:
    • autosave with every step
    • higher chance of running away in fights (15%)
    • weaker enemies (10%)
    • less enemy night spawning chance (10%)
    • increased critical hit chance for player (5%)
    • decreased critical hit chance for enemies (5%)
    • enemy spawning range decreased
  • Normal:
    • normal chance of running away in fights
    • normal enemies damage
    • normal enemy night spawning chance
    • normal critical hit chance for player
    • normal critical hit chance for enemies
  • Hard:
    • autosave only when sleeping/resting in hostels/churches
    • can't run away in fights
    • stronger enemies (10%)
    • increased enemy night spawning chance (10%)
    • decreased critical hit chance for player (5%)
    • increased critical hit chance for enemies (5%)
    • enemy spawning range increased

In the current version of Bane Of Wargs, the game is not saved automatically. Your save will be saved when exiting the game properly with the 'Q' command or by running the 'K' command. The game also contains a backup of your save in case, in your save folder, located in your user's config folder. For linux users it's in the ~/.config/Bane-Of-Wargs/ directory. You also have the possibility to create your own backup of your save at certain points of the game, with the 'Manage Saves' menu.

Things To Do On A Map Point

A map point is a specific point of the map, defined by x, y coordinates, letting the possibility to maps up to 128x128 wide (so up to 16,384 places to explore), and more in the future of the engine development. When you're in a map point, you have different things to do. Each map points have a particular map zone, and each map zone fits in a map zone type. To check if your current map zone is interactive (an hostel, a stable, a blacksmith, a forge etc...), you can check in the GUI if there is a NEWS tab. If there is one, it means your map zone is interactive and that you can do special actions on it.

While being at any map point, you can checkout the UI to get information about the place you're in (coordinates, map zone) but also your gold currency, your health, the current day time and also the directions you can go (north, south, east, west). Note that when at night, enemies will spawn upon you and may attack you, so be aware at night. Monsters will not spawn in interactive places like hostels for example.

To do any action on a map point, you'll enter what is called 'commands', which are a single capital key like 'Q', 'Y' for example. In this header, we'll go over every commands you can run and what is does. Note that when running commands, only the first letter you enter is taken in count, meaning that if you print 'East' instead of just 'E', it will still work, it's only the first letter you enter who matters. Capital letters also don't matter.

(N) North

If possible, this will move you one time to the north from your current coordinates. When moving northward you're going one time upper on the y coordinates: x, y = x, y + 1. Note that sometimes you'll need one or multiple keys to enter a location; keys are generic items that are used to unlock new places.

(S) South

If possible, this will move you one time to the south from your current coordinates. When moving southward you're going one time lower on the y coordinates: x, y = x, y - 1. Note that sometimes you'll need one or multiple keys to enter a location; keys are generic items that are used to unlock new places.

(E) East

If possible, this will move you one time to the east from your current coordinates. When moving eastward you're going one time upper on the x coordinates: x, y = x + 1, y. Note that sometimes you'll need one or multiple keys to enter a location; keys are generic items that are used to unlock new places.

(W) West

If possible, this will move you one time to the west from your current coordinates. When moving westward you're going one time lower on the x coordinates: x, y = x - 1, y. Note that sometimes you'll need one or multiple keys to enter a location; keys are generic items that are used to unlock new places.

(NE) North-East

If possible, this will move you one time to the north and one time to the east from your current coordinates. When moving north-eastward you're going one time upper on the y coordinates and one time upper on the x coordinates: x, y = x + 1, y + 1. Note that sometimes you'll need one or multiple keys to enter a location; keys are generic items that are used to unlock new places.

(NW) North-West

If possible, this will move you one time to the north and one time to the west from your current coordinates. When moving north-westward you're going one time upper on the y coordinates and one time lower on the x coordinates: x, y = x - 1, y + 1. Note that sometimes you'll need one or multiple keys to enter a location; keys are generic items that are used to unlock new places.

(SE) South-East

If possible, this will move you one time to the south and one time to the east from your current coordinates. When moving south-eastward you're going one time lower on the y coordinates and one time upper on the x coordinates: x, y = x + 1, y - 1. Note that sometimes you'll need one or multiple keys to enter a location; keys are generic items that are used to unlock new places.

(SW) South-West

If possible, this will move you one time to the south and one time to the west from your current coordinates. When moving south-westward you're going one time lower on the y coordinates and one time lower on the x coordinates: x, y = x - 1, y - 1. Note that sometimes you'll need one or multiple keys to enter a location; keys are generic items that are used to unlock new places.

Picking Up Item(s)

Sometimes, a message will appear telling you there is/are item(s) on the ground. To pick up that item(s), you just need to write the name of the item you want to pick in the command input. If you have enough inventory slots remaining, you'll be able to pick it up. If there's multiple items, you'll need to write the items names one by one.

(D) Diary

The diary is an useful interactive menu where you can checkout the full information of every places, monsters or people you've encountered during your journey. You can also checkout your currently active missions. When checking visited places, it will print the little ascii art, the name and the description of the place; if this place is an interactive one (an hostel, a stable etc...), it will print its location (x and y coordinates) and all its sales and buys. When checking for an encountered monster, it will print out its name ad plural name, its average damage and health, its agility, its possible item drops and the monster's description. It will also print out the enemy's ascii art. Finally, when checking out an NPC, it will print its ascii art, its name, its cost value, its sales and buys, and its description.

When checking for active missions, it'll print out the mission's name, description, destination and stopovers.

(I) Inventory

When executing that command, it'll at first print out the player's stats: its armor protection, its agility and its critical hit chance. Below that, you'll see what are your currents equipment: your held weapon, worn chestplate, worn leggings, worn boots and held shield. It'll after print all the items you currently own. You can checkout every item one by one by writing the item digit as a command. Checkout the inventory management part part of this guide to know more about what you can do in this menu.

(Z) Map Zone Interaction

This command lets you interact with the current zone you're in. Only the following zones are interactive:

  1. hostel
  2. stable
  3. blacksmith
  4. forge
  5. church
  6. castle
  7. grocery store
  8. harbor
  9. dungeon

This commands lets you buy, sell items or drinks, but it also lets you train or deposit mounts in the case of the stable and sleep in the case of the hostel. In the case of the church, it also lets you get some rest and restore some hp, or donate money to gain experience or exchange experience against max health points. The particularity of the castle is that, for starters, you have the ability to rest, like in churches, but you can also do the same actions as in stables, blacksmiths, forges, grocery stores, at a single place. The grocery store's in some way special, because you can buy items here that are different from days to days, and you can sell any item you want, at a price near the base price of the item (you can sell it at lower or higher gold values). In harbors, you have to possibility to travel for a certain price and a certain traveling time, to another harbor, which's useful to travel to other islands, or other coasts of the island.

Sometimes, if you're lucky, the current map zone you're in will have a sales dropoff (aka discount), that'll lower everything you can buy in this interactive map zone. (ex: items, drinks, mounts, tickets, training, depositing...).

(Y) Mounts

The 'Y' command lets you checkout all your current mounts statistics and location. When executing this command, it will at first print out your current ridded mount name and mount type (if you have one). It will after print out every mount you current own. You can write the name of one of your mount to examine it; by doing that, you'll see your mount ascii art, its given name, its mount type, its map location (x, y), its stats (level, agility addition and resistance addition), its feeding items (the items that can be used to feed that mount) and finally its description. In that menu, you can also rename or abandon the selected mount if you wish.

(X) Effects

The 'X' command lets you check if you have any active effects applied. Effects are got by consuming consumables, that're often potion or elixirs. Each active effect will be displayed with its information: what it does, its type, its duration time...

(P) Pause

This command simply pause the game by stopping the game day calculation process.

(Q) Quit

This command simply close the game and export and backup your game to a save.

(K) Backup

This command simply save your player data and preferences without closing the game. This also makes so that if you die, your save will be reset to the backup data.

Utilities Items Commands

Note that plugins have the ability to create utilities items, that uses custom game commands to run custom actions. So if you're using a plugin, there may be more command than that available.

Player Stats

As a player, you have many statistics, that you want to keep a track on. These statistics will mainly affect how you do in combats. There are up to 8 different statistics. In this part of the gameplay guide, we'll go over every statistics: what they're for, what they affect the player's gameplay and how they work. Each different stats can be checked out from different places, so at each stat description, you'll find a small paragraph on where to get this stat.

Note that each combat stats have a special page, detailed with code and graphs. Checkout the Battle Fight Stats wiki page.

  1. agility
  2. armor protection
  3. critical hit chance
  4. elapsed time
  5. gold
  6. health
  7. inventory slots
  8. EXP (experience)
  9. walked miles

Agility

This first stats is part of the battle fight stats, being the stats that will affect how you do in combats. What you need to memorize as a player, is that the more this stat is high (this stat being usually from .01 to 1.7), the more you'll have a chance to be able to run away at the start of a fight and also the more you'll have a chance to dodge your enemy's attack, and the more your enemy will have trouble trying to dodge your attacks. Each equipped equipment has an agility stats will be used to calculated your global agility. Therefore, to modify your agility stat, you'll need to modify some of your equipment.

If you want to know the actual formulas of this stats, you can check this page. To check your agility statistic, you can use the (I) Inventory command.

Armor Protection

The armor protection, also known as 'resistance', is a stat that is here to reduce your damage taken in fights. It is usually a value between .03 and 2.1. Like the agility statistic, the armor protection is calculated from every equipment you're equipped with, except that weapons don't have an armor protection stat.

The armor protection is a very complex stat and you should checkout this page if you want to know more about it. To check your armor protection statistic, you can use the (I) Inventory command.

Critical Hit Chance

A critical hit is a a hit that will deal the double amount of damage than an entity would normally deal. The critical hit chance is therefore a value from .0 to 1, making it a percentage. The critical hit chance value is stored in your held weapon.

To check your critical hit chance statistic, you can use the (I) Inventory command.

Elapsed Time

The elapsed time is a floating number that determines the number of game days you've been playing this game from the creation of your save. The formula used to calculate the elapsed time in game days is the following one:

game_elapsed_time = .001389 * elapsed_time  # 180 seconds irl = .25 days in-game
game_elapsed_time = round(game_elapsed_time, 2)

You can check the elapsed time from the (D) Diary command. You can find more information about the game days and stuff at the Game Days wiki page.

Gold

This your richness. Your gold value can go from a value of 0.00 to an infinite value. The gold value have up to 2 decimals after the point. You can check your gold value from the main UI.

Health

Also know as HP (health points), this value determines if you're close to death or not. When your health value hits its minimum point, being 0, you die. Your HP has not maximum value. You can check your HP stats from the main UI. The HP statistics also comes with a max health attribute, determining the maximum amount of HP you can naturally regenerate.

Inventory Slots

Your inventory has limited space. Each item takes 1 inventory slot, not less, not more. To get inventory slots, you need to have (a) bag(s) in your inventory. Each different bag adds a different amount of inventory slot. You can check your inventory slots from the main UI.

EXP (Experience)

Also known as xp or experience, the EXP is a non-significant value that get higher and higher during your journey. You gain EXP from combats and other various stuff. You can alternatively gain EXP from donating to a church. The main use of the experience (for now), is to exchange it against max health points, in churches.

Walked Miles

Every map points is considered 1 square mile big. Every time you moves to another map point, the game add one mile to the statistic. You can check this statistic in the (D) Diary command.

Traveling

In the game engine's past, traveling was much easier: you'd travel to another close map point (that'd be at north, south, east, west but not south-east for example) instantaneously. But now -- which's unlucky for you the player -- there's a small traveling timer that last for about ½ second. This waiting time's firstly determined by your inventory weight. Just remember that the more you have craps in your inventory, the more it'll weight, and the more it'll slow you down. The second and last factor that determines that waiting time is your mount speed (if you have one). Each mount have a "mph" statistic, that reduces that waiting time. Every different mount have a different "mph" stat, depending on its level or mount type. If you're interested about the game engine handling of the traveling time, check the Traveling Time Handling wiki page.

You might get map items, during your journey. A map item is an item type called "map". A map is an useful item that can often be found easily, and that displays a cool little ASCII art of a place in the world map. Each region of the vanilla map have its own item map, that displays its corresponding region. Maps are useful to find your way to the closest village, knowing your approximate location. Here's an example of a map item display:

Spoiler

Screenshot from 2024-03-15 19-04-18

Inventory Management

You can access to your inventory, through the (I) Inventory main command. Beside from printing out the player's stats, this command also prints all the items you currently own. You can checkout every item one by one by writing the item name as a command. Each item has a different type, and each different type of item has different specifics attributes. The 3 attributes that every item has is: a name, a description and a gold value. In this part of the Gameplay Guide, we'll go over each different attributes of each different item types. Note that you can access to your inventory during combats and dungeons. Every different attribute's displayed when checking out the item in the (I) Inventory command.

The first category of item is the equipment category, which regroups the Weapon and Armor Piece item types. The particularity of these items is that they can be upgraded in blacksmiths. Check the Upgrading Your Equipment part of this guide to know more about upgrading equipment. The weapon items have two specifics attributes: the damage attribute, which determines the maximum damage of this weapon in combat, and the defend attribute, which determines how much well you can defend yourself and gain back lost health points, and how well you can lower the enemy damage dealt to you.

The second category of item is the "eatable" category, which regroups the Consumable and Food item types. The particularity of these items is that they can be eaten to gain some health points, or some special effects. Food items can only modify your health points, but consumables, which're often elixirs and potions, can add you specific effects. These effects are pretty straight forward (they modify the player stats, but you can check the Effects Types wiki page, which explains in detail every different type of effect a consumable can have.

The third category of item is the "usable" category, which regroups the Utility, Key, Map and Bag, Note item types. These items can be used to do some sort of action, or display something. The utility items, are very varied and they all run different actions. The key items are items that are sometime required to go to some place of the map. The map items display an ASCII art of a specific region of a map. The bag items make you able to store more items in your inventory.

The fourth and final category of item is the misc category, which regroups the Metal, Primary Material and Misc item types. These items are only used for upgrading equipment, or trading, they don't do anything and they can't be used in any way.

Mount Management

Mounts are useful creatures, that simply upper your stats. In the current game, there're many different mounts, and different race. Each different mount type has different starting stats, but each mount you own are unique, and they have their own and unique stats. Mounts can be bought at a stable, and every stable has its different mount type focus. Once you buy a mount there, which's pretty expensive, the mount will automatically be deposited at the location of where you bought it. To ride it, you'll have to select the Ride Mount option in the (Z) Map Zone Interaction command. You can view your different mounts in the (Y) Mounts command, and their different stats. A mount have the following stats, that can be upgraded over time:

Their given name, it's the nick that you've decided to give them when you bought them. You can change it whenever you want, through the (Y) Mounts command, even if you're not riding it or you're not at the same location as the mount. The second stat is its level: every different mount type has its own maximum level. The more your mount is leveled, the more it'll have better statistics. The third stat is its agility addition, which's added to your agility stat. The fourth one is its resistance addition, which's added to your armor protection stat. The fifth stat is its mph stat, which decrease your traveling time (check the Traveling part of this guide for further information). The sixth stat is its feeding items, which're proper to every mount type; these items are the only ones you can use to feed your mount while training it (more information about training lower). The seventh stat is its feeding needs; the more this stat is higher, the more this mount has to be feed to gain experience and level points.

You'll have to train your mount in order to level them up, and upper its stats. Training can be done in stables, using the (Z) Map Zone Interaction command, and it's the mount you're currently riding that'll be trained. Every stable has different stable equipment, therefore your mount will be able to be trained only in stables that have the correct stable equipment. Once you start the training process, you have two actions you can do: train your mount to gain exp and make the mount level up, or feed the mount for the same effects, certainly decreased, but instantaneous, while training takes time. Once you've finished training, you can choose to exit and stop the training process. You'll then have to pay the gold you owe to the stable, that's calculated depending on the stable costs (that can change if there's a discount at this time) and the time you've spend training your mount.

Tasks & Missions

Missions are a key part of the game plot, as they make it progress, and make the player discover possibilities and gives him objectives. Missions are basically one or multiple tasks, regrouped together as a 'mission', that can be offered at a certain location, moment of the game or if the player has completed another mission, and that gives the player one or more tasks to do, as checking out a npc, going at a 'stopover' to collect stuff, kill one or more enemies, offering in exchange when completed, gold, experience, items or other missions for a an even great reward. Note that sometimes you'll have the possibility to defer a mission, which will make it possible to get offered later if you have the same characteristics as the first time you got it offered.

You'll often get a mission offered from some dialog, that introduces the mission and adds context, to finally ask you (or not in some cases) if you wanna accept the mission. Missions can be seen in the (D) Diary command main command, under the Tasks menu. Every mission has some visible characteristics, that can help the player completing it, or just adding more lore to the plot:

  • name: a simple name to differentiate different missions
  • description: a clear and concise description, that often gives you the goal of the mission (destination, stopovers, rewards...)
  • destination: the coordinates of the mission destination point. This is the coordinate you must go to complete the mission.
  • stopovers: sometimes, mission will have what is called 'stopovers'. Stopovers are intermediate destinations, that you must visit at least once before you can go the mission destination point to complete it.

Beside from that, missions can be failed, if certain conditions are met, which are often stated in the mission description (for example, a mission where you have to escort people, you'd fail the mission if you encounter any ork on your way). Failing a mission often has consequences, as fining you gold, losing items or other stuff like that, and again, it'll often be stated in the description. When checking out a mission in the (D) Diary command main command, you have the possibility to abort a mission, which like failing often has consequences, but the consequences are less often stated in the description, if not never.

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