Difference between revisions of "Random events"

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(→‎Random event categories: updated list from 1.1.5.6)
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! Random event categories
 
! Random event categories
 
|-
 
|-
| Caves
+
| caves
 
|-
 
|-
| CavesHard
+
| cavesHard
 
|-
 
|-
| Passages
+
| caves_secluded
 
|-
 
|-
| LowerUnderrail
+
| caves_pits
 
|-
 
|-
| UpperUnderrail
+
| passages
 
|-
 
|-
| DeepCaverns
+
| passages_freeDroneMutants
 
|-
 
|-
| LostContainer
+
| lowerUnderrail
 
|-
 
|-
| DeadBody
+
| upperUnderrail
 
|-
 
|-
| DeadMutie
+
| deepCaverns
 
|-
 
|-
| ProtectoratePatrolUpperX
+
| lostContainer
 
|-
 
|-
| ProtectoratePatrolUpperY
+
| lostContainer_floating
 
|-
 
|-
| SROPatrolX
+
| deadBody
 
|-
 
|-
| SROPatrolY
+
| deadMutie
 
|-
 
|-
| TchortistPatrolX
+
| protectoratePatrolUpperX
 
|-
 
|-
| TchortistPatrolY
+
| protectoratePatrolUpperY
 
|-
 
|-
| FoundryPatrolX
+
| SROPatrolX
 
|-
 
|-
| FoundryPatrolY
+
| SROPatrolY
 
|-
 
|-
| FacelessPatrolX
+
| tchortistPatrolX
 
|-
 
|-
| FacelessPatrolY
+
| tchortistPatrolY
 
|-
 
|-
| SouthGateStation
+
| foundryPatrolX
 
|-
 
|-
| SouthGateStation_Bar
+
| foundryPatrolY
 
|-
 
|-
| Junkyard_Stationary
+
| facelessPatrolX
 
|-
 
|-
| Junkyard_Transient
+
| facelessPatrolY
 
|-
 
|-
| Junkyard_Bar
+
| southGateStation
 
|-
 
|-
| OldJunkyard
+
| southGateStation_bar
 
|-
 
|-
| RailCrossing
+
| southGateStation_dock
 
|-
 
|-
| RailCrossing_Bar
+
| junkyard_stationary
 
|-
 
|-
| CoreCity_Transient
+
| junkyard_transient
 
|-
 
|-
| CoreCity_Stationary
+
| junkyard_bar
 
|-
 
|-
| CoreCity_Bar
+
| oldJunkyard
 
|-
 
|-
| DropZone_Transient
+
| railCrossing
 
|-
 
|-
| DropZone_Stationary
+
| railCrossing_bar
 
|-
 
|-
| DropZone_Muggers
+
| campHathor_dock
 
|-
 
|-
| Foundry_Transient
+
| coreCity_transient
 
|-
 
|-
| Foundry_Stationary
+
| coreCity_stationary
 
|-
 
|-
| Foundry_Bar
+
| coreCity_bar
 
|-
 
|-
| PlayerHome_Hallway
+
| coreCity_publicAssembly
 
|-
 
|-
| PlayerHome_Main
+
| dropZone_transient
 
|-
 
|-
| HangingRat_Bar
+
| dropZone_stationary
 
|-
 
|-
| NearRailroad
+
| dropZone_muggers
 
|-
 
|-
| NearWater
+
| dropZone_secluded
 
|-
 
|-
| NearCaveWater
+
| foundry_transient
 
|-
 
|-
| NearStation
+
| foundry_stationary
 
|-
 
|-
| LowerUnderrail_5x5PassageAmbush
+
| foundry_bar
 
|-
 
|-
| IronheadBandits
+
| playerHome_hallway
 
|-
 
|-
| LurkerBandits
+
| playerHome_balcony
 
|-
 
|-
| LunaticBandits
+
| playerHome_main
 
|-
 
|-
| Lemuria_Pirates
+
| hangingRat_bar
 
|-
 
|-
| Lemuria_Savages
+
| rig_bar
 
|-
 
|-
| Lemuria_Caves
+
| sos_phone
 
|-
 
|-
| Lemuria_Basalt
+
| nearRailroad
 
|-
 
|-
| Lemuria_Sandpits
+
| nearWater
 
|-
 
|-
| Lemuria_Marsh
+
| nearCaveWater
 
|-
 
|-
| Lemuria_DeadSormirbaren
+
| nearStation
 
|-
 
|-
| Lemuria_DeadPirate
+
| lowerUnderrail_5x5PassageAmbush
 +
|-
 +
| ironheadBandits
 +
|-
 +
| lurkerBandits
 +
|-
 +
| lunaticBandits
 +
|-
 +
| lemuria_savages
 +
|-
 +
| lemuria_savages_honeyCollectors
 +
|-
 +
| lemuria_nearCattle
 +
|-
 +
| lemuria_sandpits
 +
|-
 +
| lemuria_lostContainer
 +
|-
 +
| lemuria_deadSormirbaren
 +
|-
 +
| lemuria_deadPirate
 +
|-
 +
| cvw_hg2_hunterRathoundFight
 +
|-
 +
| MushroomCove_HunterWolo
 +
|-
 +
| RaysShopCustomer
 +
|-
 +
| waterways_CoreRing_clean_east
 +
|-
 +
| waterways_CoreRing_clean_west
 +
|-
 +
| waterways_CoreRing_dirty
 +
|-
 +
| waterways_Rig_Periphery
 +
|-
 +
| waterways_Dreadpool
 +
|-
 +
| waterways_IsaacsRiver
 +
|-
 +
| waterways_ChancersBay
 +
|-
 +
| waterways_Meatway
 +
|-
 +
| waterways_lostJets
 +
|-
 +
| waterways_jetBattles_commonX
 +
|-
 +
| waterways_jetBattles_commonY
 +
|-
 +
| waterways_merchantShipX
 +
|-
 +
| waterways_merchantShipY
 +
|-
 +
| waterways_dragNDrop_bar
 +
|-
 +
| waterways_hopperdrome_bar
 
|}
 
|}
  

Revision as of 17:12, 25 February 2022

A random event with Protectorate patrol fighting bandits in Upper Underrail.

Random events are randomly occurring events and encounters that make each playthrough slightly more unique. They include everything from simple loot containers to large fights between guard patrols and gangs, unique events and creatures, merchants, and other travelers.

There are also similar but technically unrelated random locations that are randomized when a new game is started. They stay the same throughout that playthrough.

Technical details

The spawning of events is controlled by these basic parameters:

  • Random Event Categories - Different categories, mostly places, where the event can trigger. Empty spaces all around the game world belong into one or more of these categories. See below for a list of them.
  • Event Territory Size - Space required by the event, in tiles. (Eg. 3x3)
  • Triggering Chance - chance that the event will trigger. Event triggering RNG is seeded in a way that makes savescumming random events inefficient.

A number of other factors can also control random event occurrences:

  • Unique events can only appear once per playthrough. (Eg. Two-headed Junkyard Mutant)
  • Some events are limited by zone level in addition to normal random event categories.
  • Events can also be limited by player's level.
  • Certain events depend on player's quest progress. (Eg. Arda's Gangsters)
  • Seasonal events: Halloween Lurkers only appear during Halloween.

All events have a Timeout after which they end, usually between 30 and 60 minutes. Events usually despawn after they end, but some (Eg. Abandoned Sofa) stay around.

Random event categories

Random event categories
caves
cavesHard
caves_secluded
caves_pits
passages
passages_freeDroneMutants
lowerUnderrail
upperUnderrail
deepCaverns
lostContainer
lostContainer_floating
deadBody
deadMutie
protectoratePatrolUpperX
protectoratePatrolUpperY
SROPatrolX
SROPatrolY
tchortistPatrolX
tchortistPatrolY
foundryPatrolX
foundryPatrolY
facelessPatrolX
facelessPatrolY
southGateStation
southGateStation_bar
southGateStation_dock
junkyard_stationary
junkyard_transient
junkyard_bar
oldJunkyard
railCrossing
railCrossing_bar
campHathor_dock
coreCity_transient
coreCity_stationary
coreCity_bar
coreCity_publicAssembly
dropZone_transient
dropZone_stationary
dropZone_muggers
dropZone_secluded
foundry_transient
foundry_stationary
foundry_bar
playerHome_hallway
playerHome_balcony
playerHome_main
hangingRat_bar
rig_bar
sos_phone
nearRailroad
nearWater
nearCaveWater
nearStation
lowerUnderrail_5x5PassageAmbush
ironheadBandits
lurkerBandits
lunaticBandits
lemuria_savages
lemuria_savages_honeyCollectors
lemuria_nearCattle
lemuria_sandpits
lemuria_lostContainer
lemuria_deadSormirbaren
lemuria_deadPirate
cvw_hg2_hunterRathoundFight
MushroomCove_HunterWolo
RaysShopCustomer
waterways_CoreRing_clean_east
waterways_CoreRing_clean_west
waterways_CoreRing_dirty
waterways_Rig_Periphery
waterways_Dreadpool
waterways_IsaacsRiver
waterways_ChancersBay
waterways_Meatway
waterways_lostJets
waterways_jetBattles_commonX
waterways_jetBattles_commonY
waterways_merchantShipX
waterways_merchantShipY
waterways_dragNDrop_bar
waterways_hopperdrome_bar