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Jack T. Lamplighter

SOTA NewsThe Making of a Forest Town Siege Map

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Periodically, NPC towns will come under siege by the Obsidian Cabalists. The timing, duration, and location of these sieges will be driven by Celestial Mechanics. When you attempt to enter a town under siege, you will first enter the Town Siege scene where the enemy has made camp outside the town and is fighting the town defenders. You can choose to join the battle and end the siege early or work your way around the perimeter, perhaps encountering only some scouting parties.

We hope to have the first iteration of this feature and one map live in Release 37.

[A Dev+ Forum Posts by Chris “Sea Wolf” Wolf and Keith “Sannio” Quinn]

Hey folks, Sea-Wolf here with some screenshots for the new forest siege encounters!

The Entrance

forest-siege-1

The Blockadeforest-siege-2

The Battlefieldforest-siege-3

The Enemy Campforest-siege-4

The Forestforest-siege-5

Chris Wolf
Level Designer

* * * * *

Town Siege Comments by Keith “Sannio” Quinn

For those wondering about “Town Sieges,” they’re currently on the schedule for Release 37. How will they work? Well, here’s an overview:

Anyone approaching a town in the overworld that is under siege will see a temporary “siege weapon” object (e.g. a catapult) next to the town. If you try to enter that town, you’ll instead be sent to a “siege encounter” scene. (As with roving encounters, your fellow party members will see a special icon in the overworld that they can use to join you in that siege encounter scene.)

The siege encounter appears according to a schedule and won’t leave until the schedule says it should (for example, it shows up at dusk and won’t leave until dawn).

You’ll spawn into the siege encounter on its edge near an enemy camp. Nearby is a central battlefield, where waves of enemies and allies clash again and again while also being assaulted by periodic catapult attacks. On the opposite side of the map, is a squad of allies, pinned down by enemy forces as they defend the only exit.

There are two obvious paths: The long way around includes a handful of low-threat enemy patrols, while barreling through the enemy camp and frontline will be quicker but far more dangerous. There’s a third option: Your allies need your help destroying the three catapults that keep them pinned down. Destroying the catapults and their high-threat siege engineers will draw out the greatest threat, the siege commander. If you can take out the siege commander, enemy reinforcements will stop coming and the siege will end.

Some additional notes: The forest siege is only the first “siege biome.” More will come over time, with a variety of enemy types. Also, we would like the act of defeating the siege commander to immediately remove the siege from the overworld as well, but this is a future consideration and won’t be in the initial implementation.

Keith Quinn
Level Designer

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