Temporal storm: Difference between revisions

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Fixed incorrect description of spawning mechanics for both Temporal Storms and low Stability. Also replaced link to 'hostile creatures' since only drifters spawn.
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(Fixed incorrect description of spawning mechanics for both Temporal Storms and low Stability. Also replaced link to 'hostile creatures' since only drifters spawn.)
 
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[[File:Heavy-temporal-storm.jpg|thumb|right|<translate><!--T:31--> A screenshot taken during a heavy temporal storm.</translate>]]
[[File:Heavy-temporal-storm.jpg|thumb|right|<translate><!--T:31--> A screenshot taken during a heavy temporal storm.</translate>]]
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Temporal storms are a [[weather]] pattern that by default occurs roughly every 10 days. During these storms, it is treated as though the player has low [[temporal stability]], with [[Hostile entities|creatures]] able to spawn anywhere around the player as long as there is a spawnable surface (i.e. slabs will prevent spawns).
'''Temporal storms''' are periodic events that (by default) occur roughly every 10 days. During these storms, the player experiences visual distortions similar to those seen when their {{ll|temporal stability|temporal stability}} is low. Additionally, {{ll|drifters|drifters}} are able to spawn anywhere around the player, basing their ability to spawn solely on the potential for the spawning collision check to fit within the space. In other words, drifters can spawn on top of rocks or slabs placed in the lower half of a block, when normally such placement might block the spawning behavior.


== Occurrence == <!--T:2-->
== Occurrence == <!--T:2-->
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The duration of temporal storms will increase over time, by default it can last between 2.4h and 4.8h maximum.  
The duration of temporal storms will increase over time, by default it can last between 2.4h and 4.8h maximum.  
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{{tnt|Protip
{{Protip
|Icon=Gear-temporal.png
|Icon=Gear-temporal.png
|<translate><!--T:6--> Keep in mind that all time related information is offered as they would be in a default world. Changing the length of days or the frequency of temporal storms will affect the numbers presented above.</translate>
|<translate><!--T:6--> Keep in mind that all time related information is offered as they would be in a default world. Changing the length of days or the frequency of temporal storms will affect the numbers presented above.</translate>
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In a temporal storm, [[drifter]]s can spawn on the surface around the player even in bright indoor areas. More powerful varieties of drifters that normally only spawn underground can also be spawned on the surface during a temporal storm - notably, the double-headed drifter can only spawn during a temporal storm.  
In a temporal storm, {{ll|drifter|drifters}} can spawn on the surface around the player even in bright indoor areas and in places occupied by slabs or rocks, so long as space for their spawning collision box exists. More powerful varieties of drifters that normally only spawn underground can also be spawned on the surface during a temporal storm - notably, the double-headed drifter can only spawn during a temporal storm, and can spawn on the surface.  


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During a storm, the player's [[temporal stability]] does not change - the storm only allows more powerful enemies to spawn, and does not override or change underlying values of temporal stability. These enemies follow their regular spawning rules and require an unblocked, unoccupied tile with two blocks of empty space above them to spawn.
During a storm, the player's {{ll|temporal stability|temporal stability}} drops rapidly.  


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Players should ensure adequate access to [[food]], [[healing]] items such as [[poultice]]s and weaponry for the duration of the storm. Ideally the player should also have access to tier 2 or better [[armor]], though the hardest-hitting drifters that spawn during the storm are Tier 4 damage dealers.  
Players should ensure adequate access to {{ll|food|food}}, {{ll|healing|healing}} items such as {{ll|poultice|poultices}} and weaponry for the duration of the storm. Ideally the player should also have access to tier 2 or better {{ll|armor|armor}}, though the hardest-hitting drifters that spawn during the storm are Tier 4 damage dealers.  


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Ranged weapons are advised to provide the player with breathing room in the fight, especially since players are likely to face multiple enemies at once. Therefore, a stockpile of [[spear]]s and [[arrow]]s is advised.
Ranged weapons are advised to provide the player with breathing room in the fight, especially since players are likely to face multiple enemies at once. Therefore, a stockpile of {{ll|spear|spears}} and {{ll|arrow|arrow}} is advised.


=== Safe room === <!--T:17-->
=== Safe room === <!--T:17-->


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The most basic types of safe room are a lit-up enclosed space where drifters cannot spawn. Drifter spawns can be blocked by using slab floors, or by placing down a [[rock]] on unoccupied empty spaces. The most basic safe room would allow players to hide from storm-spawned enemies, and simply wait out the storm.
The most basic types of safe room are a lit-up enclosed space. However, drifter spawns can '''not''' be blocked by using slab floors, or by placing down a {{ll|rock|rock}} on unoccupied empty spaces, so there exists a risk of one spawning in the room with the player. If there is insufficient room to safely fight the drifter, the room may make the fight more difficult, though it will still keep any drifters outside of the room from entering the fight.  


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More advanced safe rooms provide an ideal location for fighting the enemies spawned by the storm. The most simple "kill box" designed involve a long 1-tile wide corridor, funneling drifters one by one towards the players. This ensures players only have to face one enemy at a time. More complex kill boxes may incorporate the traps mentioned below.
More advanced safe rooms provide an ideal location for fighting the enemies spawned by the storm. The most simple "kill box" designed involve a long 1-tile wide corridor, funneling drifters one by one towards the players. This ensures players only have to face one enemy at a time. More complex kill boxes may incorporate the traps mentioned below. Care must be made that any place the player is standing in has a means of escaping any drifters that spawn next to the player.


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The player can stack many blocks together to form a tall, 4+ block high column and stand on top. This is known as "pillaring". The height of the pillar prevents drifters from being able to reach the player and should also be outside of rock-throwing range, which could knock the player off this pillar. From this vantage point players can attack drifters below or simply wait out the storm, though this method does not allow easy escape routes.
The player can stack many blocks together to form a tall, 4+ block high column and stand on top. This is known as "pillaring". The height of the pillar prevents drifters from being able to reach the player and should also be outside of rock-throwing range, which could knock the player off this pillar. From this vantage point players can attack drifters below or simply wait out the storm, though this method does not allow easy escape routes, and a drifter can spawn on the top of the pillar with the player, if enough space exists.


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The interval between temporal storms can be changed during [[world generation]], or by using the [[World_Configuration#Temporal_stability|world configuration commands]] below.
The interval between temporal storms can be changed during {{ll|world generation|world generation}}, or by using the {{ll|World_Configuration#Temporal_stability|world configuration commands}} below.


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* [[Temporal stability]]
* {{ll|Temporal stability|Temporal stability}}
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{{Game navbox}}
{{Game navbox}}
[[Category:Guides{{#translation:}}]]
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