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Improving Roving Encounters

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[From a Dev+ Forum Post by Keith “Sannio” Quinn]

Shroud of the Avatar already has random encounters–you’ll be walking across the Novia or Hidden Vale overworld maps and, without warning, you’ll be teleported into a small encounter scene. We like the idea of running into unexpected threats on the overworld, but the “without warning” part is less than ideal… So, as of Release 35, we’re changing how random encounters are triggered.​

You won’t be blindly caught by a Random Encounter anymore. We’re replacing that part of the encounter system with new overworld enemies who will trigger encounters when you get too close. These overworld enemies will be similar to the ones you’ve battled countless times in adventure scenes, except they can’t be engaged in combat. Instead, if you approach too close to the new overworld enemies and they see you, they’ll run at you. If they get next to you, you’ll be pulled into the encounter associated with them. For example, bandits will pull you into bandit encounters while wolves pull you into a scene full of wolves. Once you see the enemy, you can walk around it to avoid the encounter or run toward it to force the encounter. If the enemy has already spotted you and you’re quick, you can try to run away before the enemy catches up and keep the encounter from ever triggering.

Both overworld maps have encounters scattered about. They might be wandering in the woods, meandering along a shoreline, or patrolling along a road. Initially, we’ll be adding in common encounters like wolves, bandits, and undead. Over time, dragon encounters will return and we’ll include other rare situations like merchants.

Keith Quinn
Level Designer

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