Changes for page Eco-System System Design

Last modified by Utku Dagli on 2026/03/14 17:22

From version 51.1
edited by Utku Dagli
on 2026/03/13 20:09
Change comment: Updated annotations
To version 49.4
edited by Adam Janus
on 2026/03/10 19:04
Change comment: Deleted object

Summary

Details

Page properties
Author
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1 -XWiki.utkudagli
1 +XWiki.AdamDesign
Content
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99 99  * Normal creature behaviours
100 100  * Standard schedules are followed, and creatures operate at full activity level.
101 101  * Vision-based detection at maximum range
102 -* **Player Strategy:** Patterns are less predictable because the creatures will traverse without being in an alert state. However, creatures will be more visible, so the PC could engage more easily, too.
102 +* **Player Strategy:** Patterns are less predictable because the creatures will travers without being in alert state. However creatures will be more visible so the PC could engage more easily, too.
103 103  )))
104 104  |Bad Weather (Rainy, Storm, etc.)|(((
105 105  * Visibility: 80%
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113 113  * Caves could have groups of predators; players must be careful.
114 114  * **Player Strategies:** Check shelter locations, check caves, check dense vegetation.
115 115  )))
116 -|Low Visibility (Fog, Sandstorm, etc.)|(((
117 -* Visibility: 60%
118 -* Audio range: 70%
116 +|Low Visibility (Fog, Sand storm, etc.)|(((
117 +* Visibility: 40%
118 +* Audio range: 150%
119 119  * Movement: 70%
120 -* Fog dampens environmental sounds, reducing audio clarity for both players and creatures.
121 -* Since the audio was muffled, the source of the sound could not be easily identified.
122 -* The detection range is reduced during fog. Creatures will be territorial, but lose the trace of others easily due to fog.
123 -* Fog thickness balanced: not fully obscuring, but enough to limit the visibility and create tension.
124 -* Visual detection range is limited, so creatures could easily lose their visual connection with other creatures or the PC.
125 -* **Player Strategies:** Move carefully, never know where the danger lies. However, can easily escape from danger.
120 +* Creatures can enter the alert state more frequently. A slight leaf crunch sound could trigger the flee state.
121 +* Visual detection is low, auditory detection is high. When the creatures are not in flee mode, they move slowly.
122 +* Predators rely on ambush tactics. Players could be hunted if they haven’t noticed the predators.
123 +* **Player Strategies:** Move slowly and quietly, but be careful; players can also be hunted if they are unaware of the predator.
126 126  )))
127 127  
128 128  (% class="table-bordered" %)
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129 129  (% class="active" %)|=Weather|=Movement Speed|=Roaming Radius from the Spawn Point|=Resting Priority|=Vision Range|=Hearing Range
130 130  |Sunny|100%|100%|1.0x|100%|100%
131 131  |Rainy|70%|40%|2.0x|80%|60%
132 -|Foggy|80%|60%|1.5x|50%|70%
130 +|Foggy|80%|60%|1.5x|40%|150%
133 133  
134 134  [[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]]
135 135  
XWiki.XWikiComments[4]
Selection
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1 -Player Strategy: Patterns are less predictable because the creatures will traverse without being in an alert state.
1 +Player Strategy: Patterns are less predictable because the creatures will travers without being in alert state.
XWiki.XWikiComments[5]
Original Selection
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1 -Player Strategies: Move slowly and quietly, but be careful; players can also be hunted if they are unaware of the predator.
Selection
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1 -Player Strategies: Move carefully, never know where the danger lies. However, can easily escape from danger.
1 +Player Strategies: Move slowly and quietly, but be careful; players can also be hunted if they are unaware of the predator.
State
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1 -UPDATED
1 +SAFE