Wilderness
Für diesen Artikel gibt es noch keine Übersetzung in der gewählten Sprache. Unten erscheint englischer Text; verfügbare offizielle Namen bleiben lokalisiert.
Higher Wilderness generally means faster base and growth respawns, more surface spawn slots and a greater wilderness-sleep ambush chance. Route planning needs one distinction: the map cell stores a 0–100 base value used for world-map placement and respawn, while entering an area can add situation modifiers to an effective value used by surface generation and sleep ambushes.
Inhalt
Stored and effective values
Every world-map cell starts at stored Wilderness 100. Distance is Euclidean distance between cell coordinates, then rounded. Settlement centers become 0 and selected influence cells lose 20 × (6 − distance), clamped to 0–100; satellite centers also become 0 and selected cells lose 10 × (4 − distance), also clamped to 0–100. After some encounters are generated, another routine adds 30 to selected nearby cells. Every write clamps stored Wilderness to 0–100. The loops have asymmetric bounds and the area-add routine has another filter, so these are not clean circular radii.
When an area is generated without a saved effective Wilderness value, the stored value plus the current area modifier is saved. If a value already exists, it is reused rather than recalculated on every entry. Settlement situations can supply +50, −50 or +33 Area Wilderness modifiers. This addition is not clamped again, so 0–100 describes the stored base, not the complete effective range.
World-map placement
All 6 monster-lair classes and 7 hunting-site classes in the same-release identity mapping initially require stored Wilderness strictly greater than 50; exactly 50 fails. If zone distribution repeatedly cannot find a position, the threshold relaxes to >40, then >30, and then becomes 0. Because the filter checks Wilderness only while the threshold is above 0, that final step disables this filter. Camps do not use this 50-point rule.
| Rule | Exact condition |
|---|---|
| Monster-lair and hunting-site placement | Initially >50; then >40, >30, and finally no check. Exactly 50 fails. |
| Location respawn | Reads stored Wilderness; leaving starts the timer and re-entry triggers it after enough whole hours. |
Location respawn formulas
On leaving a location, the game records departure timestamps for base and growth respawn only if those timers do not already exist, so an early revisit does not reset an existing timer. The next time that map cell is entered, elapsed whole hours are compared with the thresholds and the corresponding respawn routine is called. Reaching the time limit does not rebuild the area immediately in the background or guarantee that every piece of content resets. In the table, ceil means round upwards. Every formula below reads stored Wilderness W without the Area Wilderness modifier; what growth respawn actually processes also depends on location type, caravan position and other conditions.
| Respawn target | Hours formula | W=0 / 50 / 100 |
|---|---|---|
| Random encounters; ordinary Wild cells without the caravan | ceil[7 × (2 − W/100)] × 24 | 336 / 264 / 168 hours |
| Landmark-type points of interest, such as Bran's Cabin | ceil[4 × (2 − W/100)] × 24 | 192 / 144 / 96 hours |
| Other Points of Interest | ceil[14 × (2 − W/100)] × 24 | 672 / 504 / 336 hours |
| Growth respawn | ceil[10 × (2 − W/100)] × 24 | 480 / 360 / 240 hours |
| Settlements; the ordinary Wild cell occupied by the caravan | Base respawn fixed at 3 hours | Unaffected by W |
Surface generation and sleep ambushes
When surface-mob filling is enabled, effective Wilderness sets the slots: hostile slots are floor(2 × W/100), while neutral slots are floor(5 × W/100) plus the area unit modifier and a random 0 or 1. The current biome's spawn tables still resolve those slots, so they are not guaranteed counts for any enemy or animal and Wilderness alone cannot identify the species.
A sleep ambush is checked only when using a Bedroll for over 0 hours at an eligible location: a dungeon must be open, while a surface tile must be neither a Settlement nor a Point of Interest. k = max[0, 1 − Ever Vigilant unlocked×0.5 − nearest campfire lit and within 2 tiles×0.25 + nighttime×0.25], with nighttime at hour ≤4 or ≥21. The value passed to the chance check is k × (14 + sleep hours) × (effective Wilderness/100). This is a chance-check input, not a guaranteed encounter percentage.
Limits and documented gaps
Closed facts are the stored 0–100 range, the writers above, placement retries, respawn formulas, surface slots and sleep-ambush formula. A cell's final value still depends on generated locations, order and situations. Full Area Wilderness stacking limits, cache lifecycle and total effective range remain unclosed.
Whether Wilderness is displayed directly in the player UI is unverified. Exact creature composition also depends on biome, level range, unit modifiers and spawn tables. Slot counts are not treated as species counts, and identities are not inferred from names or icons.