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Author Topic: What changes in areas touched by spreading evil?  (Read 1092 times)

PatrikLundell

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What changes in areas touched by spreading evil?
« on: March 16, 2020, 03:43:27 am »

Sites spreading evil are new to 0.47.01, but what, exactly, are the possible effects of this evil?
What I think I know (updated based on some of the below):
- The Evilness value gradually increases while the influence is present.
- Evil plants and creatures can be added to the region pop and be present at a new embark. May be tied to one or more spheres.
- Night creatures of the HFEXP... type can be added to the region pop.
- 100% vegetation death can be tied to a region, presumably affecting only Evil tiles. May be tied to one or more sheres (death? blight?)

Effects I think are present:
- World tiles with habitations are exempt (player fortresses, hamlets, etc.) from the spread of evil?
- Effects of the evil do not take effect until a tile has tipped over to become Evil (apart from Good->Neutral)?
- Once the evil influence is gone, Evilness stops increasing, but does not fall back toward its initial value, leaving all effects as they were?
- Evil weather does not spawn in these areas (unless they are "normal" region interactions tied to a region that was evil originally)? No new region interactions associations have been seen, comparing start of history with the end of history.

Open questions:
- Once Evilness increases from Good to Neutral, does Good aligned flora/fauna disappear?
- What effects do spheres have, which spheres, and how do you determine what the influencing sphere(s) is?
- Can these areas be reanimating (while the rest of the region is not)?
- Can you get "normal" undead in these areas (excluding what's "normal" to the region and "visitors" from neighboring ones)?
- What about night creatures?
« Last Edit: March 17, 2020, 03:49:46 am by PatrikLundell »
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Bumber

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Re: What changes in areas touched by spreading evil?
« Reply #1 on: March 16, 2020, 03:19:40 pm »

What about spheres other than Death? What effects do they have?

I've heard Blight also kills vegetation.

Nightmares and Darkness are supposedly tied to bogeymen.
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luisedgm

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Re: What changes in areas touched by spreading evil?
« Reply #2 on: March 16, 2020, 04:24:59 pm »

I haven't explored those new tower-based evil areas yet, but think it is a cool feature, i do add extra good regions on my world gens to compensate though, i wonder if monasteries and temples will be able to spread good areas in the future.
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PatrikLundell

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Re: What changes in areas touched by spreading evil?
« Reply #3 on: March 16, 2020, 04:44:19 pm »

Thanks.

I tried creating a number of world and check what night creatures and evil plants/creatures  were available at the start and end of world history, and I see GOBLIN from the evil category, which I guess are refugees that might be encountered in adventure mode.
My world gen experiments (small world, 250 year history, standard world gen, apart from minor raw changes), failed to turn up any other signs of evil, but a save I've gotten my hands on for fault finding actually has a fair bit of evil populations in non evil regions, such as glumprong, harpy, ogre, nightwing, but no Sliver Barb (or grass).

From the night creature side I see "HFEXP# E_HUM_1", where # is various numbers, but nothing else. These thingies have the HAS_ANY_NIGHT_CREATURE flag set, but neither the _HUNTER or _BOGEYMAN one. I would guess these are escaped humanoid experiments. On the other hand, I haven't seen any night creatures apart from the experiments, not even in evil regions, so it might be that "normal" night creatures aren't actually tied to "biomes" at all (it certainly would make sense that night hags would be treated as monsters roaming independently of regions just like (semi)megabeasts).

@luisedgm: I expect the "future" to happen after Myth & Magic, which means the current system will largely be ripped out and replaced by Spheres rather than the fixed Evilness/Savagery we have currently. I also expect the replacement to be sphere neutral, so any sphere would be able to be spread from a number of sources (anomalies from world gen, rituals, artifacts, creatures, portals, shrines, ...), although some spheres might be "weaker" than others from a spread perspective simply because their concepts don't lend themselves well to that mechanism (I think Toady has touched on this in the past).

Edit: Embarking in an area evil has spread to that's supposed to have glumprong also provided evil "grasses" and Sliver Barb, so it looks like the whole plant set gets added when appropriate.

Edit2:
As far as I've seen, all necro secrets are associated to the Death sphere, but I haven't looked at the spheres of the gods granting the secret: there might be something there to explain why effects spreading from towers seem to be different.

When it comes to demons, I haven't gotten much of a sample, but I've found one that didn't seem to spread evil, associated with the spheres of Misery and Torture, a bunch of spreaders with Death as one of the spheres (hiding any effects of others), and one spreader with Discipline, Disease, and Law and Order.
« Last Edit: March 17, 2020, 08:44:15 am by PatrikLundell »
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