Map Objectives (Win Conditions), custom scenario editor and challenge mission texts
Within the map editor it would be really cool if there were ways to set a proper win condition.
-build building X in location Y
-reach 10,000 stored carrots
-get a specific set of tiles irrigated or full of water
-demolish this resource (could require tnt)
Right now while playing I generally don't often play the same file very long, I play on hardmode and if I survive back to back 25+ day droughts with no threat to my beavers, or if I build the super monument, I consider that a won file and move on. But it would be really cool if maps themselves could include custom win conditions, (with this, you may also need to allow the map to disallow certain buildings)
Comments: 35
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18 Sep, '21
Sam Barkes MergedIt would be interesting to have maps where there are giant threats and challenges you have to deal with eg. a 40 day long drought that comes in the mid game. Or you have deal with having 20 birthing pods going at all times with the iron beavers.
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27 Sep, '21
electrocatalysis MergedAs far as I understand you will have 40 days droughts and even 400, sooner or later. Because they constantly get stronger during the game.
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28 Sep, '21
Gin Fuyou Admin Merged> As far as I understand you will have 40 days droughts and even 400
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Only if you opt-in for it in custom difficulty settings. Droughts supposed to get longer only during handicap period and then have a random length in strictly set range. -
30 Sep, '21
LJ MergedI agree scenario maps would be nice to have!
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Especially if they are challenging scenarios.
Each scenario will have a different spin on it....
"connect the two towns with a bridge"
"farm 1000 carrots as quickly as possible"
"reach a population of 100 as quickly as possible"
"a flood is coming! build a levy to protect your town!" -
01 Oct, '21
cjet79 MergedPersonal challenge that I've given to myself: no metal and no explosives. Forces me to have to work with the existing terrain or build levee waterways to expand the areas that are irrigated.
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04 Oct, '21
Neko MergedIn games like Frostpunk and Zoo Tycoon, along with sandbox/endless mode there are different scenarios you can play through that have unique maps and goals. Some of these maps have unique mechanics or restrictions. I think it would be fun to have this type of gameplay in Timberborn.
Some examples of this type of gameplay could be a mountainous map where you constantly have to build upwards to survive a flood that's constantly growing. Another example could be a map where you need to make a certain percentage of the map green by expanding the waterways.
These maps could also have story tied to them if the devs would be interested in expanding the lore in that way. We could play a map as the first sentient Beaver clan. There could be a map that explains why the Beavers split into different factions. I also think just having challenges with no story included is fine, but the lore for this game seems like it could be very interesting and these scenarios could be a great way to add lor -
05 Oct, '21
Sergi86 MergedThe game is fun at first, but it gets boring pretty quickly. There are no challenges in the mid / late game, no risk of losing.
It has to be corrected, in some decent DLC. -
05 Oct, '21
Gin Fuyou Admin Merged"Difficulty level" (suggested by Sergi86 on 2021-10-05), including upvotes (1) and comments (0), was merged into this suggestion.
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06 Oct, '21
Christopher Lowe MergedIt would sure be challenging if the water kept rising every 3 or 4 years and I had to move up to survive... but also super fun.
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07 Oct, '21
Gin Fuyou Admin Merged"Add Different Scenarios/Challenge Mode" (suggested by Neko on 2021-10-04), including upvotes (1) and comments (0), was merged into this suggestion.
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07 Oct, '21
Gin Fuyou Admin Merged"Flood plains..." (suggested by Christopher Lowe on 2021-10-06), including upvotes (1) and comments (0), was merged into this suggestion.
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15 Oct, '21
Oliver Mergedplease add something like story mode and scenarios created by players
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16 Oct, '21
Gin Fuyou Admin Merged"Scenarios/Story Mode" (suggested by Oliver on 2021-10-15), including upvotes (1) and comments (0), was merged into this suggestion.
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17 Oct, '21
Crystal MergedI am loving the game but I would love to see little quests. like how the tutorial was more of them. Maybe some sort of story mode. keep up the great work.
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18 Oct, '21
Rho MergedAs it stands, there isn't an actual goal beyond just surviving each day. I'm sure there'll be campaigns with objectives and so on but I hope that a large emphasis will be about restoring and healing the land. Like say, making x% of the map habitable.
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18 Oct, '21
Gin Fuyou Admin Merged"Quests" (suggested by Crystal on 2021-10-17), including upvotes (1) and comments (0), was merged into this suggestion.
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18 Oct, '21
Gin Fuyou Admin Merged"Endgame objective" (suggested by Rho on 2021-10-18), including upvotes (1) and comments (0), was merged into this suggestion.
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01 Oct, '22
Eris MergedCustom map creation as already a thing. Adding ability to create scenarios and share them ontop would increase just about every product metric there is
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02 Oct, '22
Gin Fuyou Admin"Challenges and scenarios" (suggested by Sam Barkes on 2021-09-18), including upvotes (21) and comments (16), was merged into this suggestion.
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02 Oct, '22
TTJIn this conext it would also be nice to have more special map objects to interact with. Like a giant tree that could be revived by watering it for some cycles. Or a ruin or artefact that could be uncovered or carried to your district center.
In the old game Settlers II you had on each map of the campain the goal to expand your area of influence to a portal to move on through it. -
03 Oct, '22
Gin Fuyou Admin"Ability to set in-game goals quantitative or otherwise" (suggested by Eris on 2022-10-01), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Oct, '22
MeiaYea totally in! Have people choose at the begin of the game to play vanilla or set objective.
Cool idea :) -
09 Oct, '22
SampsonA couple of objectives:
"Forged in Steel"
Class: Easy
Faction: Iron Teeth
Special conditions: Normal difficulty droughts
Goal: Create 20 steel ingots with the factory
'An ancient hoomin building sits on this plateau, derelict and broken. Fix it, run it, and perhaps it will yield it's secrets.'
A steel factory sits on top of a flat mountain, needing materials to fix (150 treated planks, 200 gears, 200 metal blocks). The building is unique, being a 9x7x6 non-solid building with 3rd story connection points, and a 4th story door. the building required golems to run, 800 power, and turns 10 scrap metal, 10 metal blocks, and 1 log into a steel brick over 5 days. The map is small enough you only need 1 district, but has a deep and fast river to provide power, plenty of flat space, and bountiful resources. A test of patience, resource management, power usage, and golem work. -
09 Oct, '22
Sampson"Nature's Wrath"
Class: Medium
Faction: Choice
Conditions: Special: Flooded buildings will revert to a non-built form after 48 hours of being flooded, destroying all materials and killing beavers inside. Droughts and surges will become more extreme over time.
'Unpredictable weather upstream makes droughts more extreme, but the time in between is just as dangerous, as tidal surges occasionally sweep downstream. The center is safe, but the low land makes it hazardous to build in.'
Goal: Survive cycle 20 with at least 150 beavers alive at the end.
A low lying map, there are a large number of water sources, with plenty of slopes to use, but there is little area to actually put buildings safely at first. Levees are needed to protect valuable farm land, and aquatic farms are unreliable as the water recedes. Platforms will be a great boon, but the river floods very easily, potentially leaving beavers stranded. With time and planning, you could make a decent city on stilts. -
09 Oct, '22
Sampson"Fire and Famine"
Class: Hard
Faction: Folktail
Conditions: Crops die in 1/10 of the normal time, nearly instantly, and processing buildings take double resources and power. Trees planted by foresters take 50% longer to grow. Also, water spreads fertile ground 30% less, lowering planting area. 10-20 day droughts, 8-13 day greens.
'The sun burns bright. The very air feels like fire, and the ground burns your feet. Such a heat wave has never been felt before, and it burns. Plants wither and die, trees refuse to grow, but as a trade hub, this colony must thrive for the sake of the rest."
Goal: Store 30000 units of food, 500 logs, and have at least 200 beavers.
A brutal, deadly map. Little flat ground makes farming very difficult, the winding river branches in several areas with split veins, making it tough to dam, and a severe lack of materials comes together to make a pain in the neck scenario. The map is large, and there is no time limit, but it may be difficult to get established. -
11 Oct, '22
Sampson"Dry as a Desert"
Class: ULTRA
Faction: Choice
Conditions: There are no droughts.
Goal: Reach day 500 with at least 250 beavers
'Dry. Dry as a bone. Dry as a desert. Water is our life, and now it has gone. Somehow, we must survive.'
This is an extra large map. You start in one corner. The only water source block is on the opposite corner. There are pockets of water in deep pools to give green and water at the start, but they will always be going down, since the water source goes right off the map. There is roughly 5000 water in the pools if you were to be 100% efficient with pumping, but since you can't, you will not be able to sustain a colony for long. The extremely low water pressure and low spawn rate of water means that even though there are no droughts, you will most likely struggle to get enough water where it needs to be. Not for the faint of heart, this is meant to be the single most challenging map in the game. -
18 Oct, '22
Sampson"The Sound of Progress"
Class: Medium
Faction: Iron Teeth
Conditions: Normal droughts and wet seasons
Goal: Have 200 golems and no beavers across the map.
"Those who don't adapt, become obsolete. We planned for this from the start. Machines do the work for us, then we can sit back and relax. Now, let's get to work, shall we? -Ol' Kazko"
This is a map with a lot of metal. Ruins are all over the place, but they are also in the way a bit. There is a low amount of wood and berries, so it may take time to get established. The map has 2 rivers going through it, so you do have the space to spread out a bit. Because the goal is to eventually get rid of the beavers, it may actually work to get everything automated with your golems, then actively kill your beavers by starving them. This is not a hard challenge, but should force players to think differently. -
26 Oct, '22
Sampson"Slippery When Wet"
Class: Easy
Faction: Choice
Conditions: 10 days wet, 20 days dry every time after 3rd drought
Goal: Store 30000 water across the map.
"Watch your step, there's a current running fast and hard through that river. One wrong move and you may be swept away little one. Come, let's find a different way across. -Ma Ngonel"
A fairly easy map, the river is set down 2 blocks, but has plenty of water flowing through to give high power to water wheels. The map is constantly going down in height too, so there is plenty of room to grow. No time limit, no big challenge. The droughts get long pretty quick, but it shouldn't be a big issue for players who know how the game is played. -
06 Nov, '22
Chris NosI really miss some map specific challanges/win condicions appart from becoming self-succicient within 2 cycles. Yes, I could setup these challanges by myself but I cannot create maps that are specific made for certain scenarios. And even if I could... it's not fun to explore my own maps to find this little game changing block I need to blow up. It requires the developers to carefully design a map towards a goal to make it more challanging but also to implement some hidden opportunities.
Something like:
- get all food types on a dedicated dry map with a permanently dried out lake in the middle of the map.
- finish a wood expensive building (e.g. wonder, dam) on a low wood map
- reach population X on a specific hill map with very little flat surface.
- build and supply a district on a place which is hard to reach.
The user could choose to go on with the game after archiving a goal or jumping into the next challange. -
25 Jan, '23
asperatology MergedThis feature is intended to expand upon the goals for players to achieve. Currently, the game only supports 1 goal (Unlock Iron Teeth by reaching well-being score of 15). This suggestion aims to expand upon that premise, to allow mapmakers of custom maps to add their own twists to the endgoals.
Supported goals would be things like:
- Reach beaver well-being score of X or higher, where X is the custom number defined by the mapmaker.
- Have Y total amount of specific resources Z, where Y is a number defined by the mapmaker, and Z is the name of the resources the mapmaker wishes to set.
- Construct the designated monument(s).
- And more additional challenges for the players to achieve. -
04 Feb, '23
Alison MergedIt'd be fun to have quests or objectives!
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04 Mar, '23
Gin Fuyou Admin"Allow mapmakers to add custom goals in custom maps to create challenge maps" (suggested by asperatology on 2023-01-25), including upvotes (1) and comments (0), was merged into this suggestion.
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10 Mar, '23
Gin Fuyou Admin"Quests?" (suggested by Alison on 2023-02-04), including upvotes (1) and comments (0), was merged into this suggestion.
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01 May, '23
JVO MergedFor those who struggle with "what next?", have scenarios with objectives. Whether this is in the form of weekly challenges or preset scenarios (e.g, SimCity 2000) players could strive toward specific goals based on the map / starting conditions.
Examples:
- Adam and Eve: start with 2 beavers, within 5 cycles reach population 100
- Automation: reach parity with your robotic overlords, within 10 cycles have the same number of robots as beavers
- Dullsville: start in dire straights, within 5 cycles reach 20 happiness
- Pending apocalypse: in 20 days there is going to be a 30 day drought, survive the drought. -
13 May, '23
Gin Fuyou Admin"Dev / User built challenges / scenarios" (suggested by JVO on 2023-05-01), including upvotes (1) and comments (0), was merged into this suggestion.