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» Book of Tales (77 pages)

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Alchemic Dream


 
  Skill Farming
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Cigodus 04 adyseth 3199
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  Farming

General description : By using actions related to farming the characters will be able to sow fields and trees, tend fields, as well as collect crops from all fields, trees and bushes.

Fields, trees and bushes are not character specific, which means that anyone can tend them (with fields) and that anyone will be able to collect the crops come harvest time.

Different species require different types of terrain to grow and prosper.

Some areas are not suitable for sowing at all.

For exact descriptions on what can be sown where see vegetation zones.

Each smaller zone (local zone) will have a maximum capacity of how many trees/fields it can support, (with trees based on the densities on the vegetation zones document).

If the number is smaller than the maximum (i.e. trees have been cut down but not planted back) more (suitable) trees can be planted there.

Each such local (500*500) zone can only support one field at the same time.

If the zone is at its maximum capacity the player will get a message, "You notice that there is already something growing here".

When the player tries to sow a field/tree the system will check:

1) if the area is suitable for farming/sowing in general (vegetation zone/man-made)
2) whether the area is suitable for that exact species (vegetation zone)
3) if that particular zone has room for more fields/trees (local zone)
4) if any structure or other vegetation (house/bush/tree) is too close to where the field model would appear.

Actions :      I. Sow a field
                   II. Plant a tree
                   III. Tend field
                   IV. Growing time
                   V. Harvest field
                   VI. Harvest tree/bush
                   VII. Harvest/withering time
                   VIII. *Masked*



I. Sow a field (skill based action, method; skill panel, active action)

To use this action the character has to have a handful of seeds in the inventory.

The player targets the seeds that he wants to sow and chooses to use the action from the skill panel.

The system informs the player if the terrain/zone is suitable for sowing the selected seeds.

All farmed species are sown using this action.

Effects on gameplay/economy : Farmers sow and look after their fields producing edible goods for both men and animals, as well as various important raw materials for the other trade skills, (weaving, braiding, herbalism, brewing, cooking…)

The npc shops do not automatically carry any agricultural products (only very limited amounts of seeds basically). The type of seeds (species) available will depend on the region (town) in question.

Optional features : In addition to the vegetation zones seasons/weather could also have an effect what could be farmed where, as well as on the growing times/quantity of crops.

Each farmed species/tree type could also have their own unique growing time/amount of crop.


II. Plant a tree (skill based action, method; skill panel, active action)

To use this action the character has to have a tree seed in the inventory.

The player targets the seed that he wants to plant and chooses to use the action from the skill panel.

The system informs the player if the terrain/zone is suitable for planting the selected seed.

All trees in the game are planted using this action, (this is a separate skill from sowing fields, with separate gains, sounds and animations).

Effects on gameplay/economy : People using this skill plant trees into places where they have been cut down, as well as find exotic tree seeds and try to plant them in different regions.

Tree seeds are not sold at the npc shops (see lumbering skill for how they are found).


III. Tend field (non-skill based action, method; skill panel, active action)

To use this action the character has to stand on a sown field (within 2m), have a hoe equipped and then choose to use the action from the skill panel.

The field must still be growing (i.e. the growing time has to be incomplete).

Tending fields is considered to be taxing stamina-wise. After using the action 2 stamina points are deducted from the characters stamina bar.

By using the tend field action the character (any character) will be able to reduce the growing time of a field down to 50% of the original growing time, (i.e. from 4 to 2 weeks, from 3 to 1 ˝ weeks and from 2 to 1 week).

Note: Npc´s can also be ordered to tend fields in a similar fashion.

Npc´s cannot sow or harvest fields however, only tend them.


IV. Growing time (skill level related time, method; happens as a result of sowing/planting, passive action)

Growing time (with fields) means the time between sowing and the time the field is ready to be harvested, (ranging from 1 to 4 RL weeks).

The model for the sown field will appear visible 24 RL hours after the sowing.

Levels of growth (fields):

1) new shoots (appear visible 24 RL hours after sowing)
2) half grown (change from new shoots 5 RL days after that, 6 RL days after sowing)
3) fully grown (change from half grown after the growing time is done)

The fully grown model will stay there until the entire crop is either harvested or spoiled, after which it will disappear (see withering).

Planted trees appear visible only after the whole growing time (1-4 weeks) is done.

The sown zone cannot be sown again until the field is either harvested/spoiled and the zone has returned back from being infertile (1 RL week), or in the case of trees when a tree has been cut down from the zone, (leaving the zone below its maximum capacity of trees).

If someone tries to sow on a zone that already has a field growing/is at its maximum capacity of trees a text message will inform the player that, "You notice that there is already something growing here".


V. Harvest field (non-skill based action, method; skill panel, active action)

To use this action the character has to stand within 2m of a completed field, (a field which growing time has completed but which has not yet started to wither), have a sickle equipped and then choose to use the action from the skill panel.

The action lasts 3 seconds, during which time the character is doing the working animation. The sound of sickle hitting vegetation is sent once.

After the timer is done the harvested item is put to the characters inventory, (what the item is depends on the type of field).

A regular field has 2000 items to harvest.

A field where the sowing has been a great success (skill reward) has double that amount, 4000 items.

In addition to the regular harvested items (products) each field will also give two handfuls of seeds that can later be used to sow (two) similar fields.

The two handfuls of seeds are always the first two items to be harvested from a field.

In the case of vegetable fields (assorted vegetables 1 & 2) where there are various different products growing in the same field there is always an even chance of getting one of those products.

Once all the items have been harvested the field model will disappear.

The zone will remains infertile for 1 RL week after that (after which it can be sown again).

If someone tries to sow on a zone that is infertile the text message will say, "The land seems to be barren".


VI. Harvest tree/bush (non-skill based action, method; skill panel, active action)

By using this action the characters will be able to harvest fruit trees, silk trees, nut bushes, berry bushes or any other trees/bushes that give products.

The character has to stand close (within 2m) of a tree/bush that gives products and then choose to use the action from the skill panel.

If the tree/bush has any products to give 1 such product will appear on the characters inventory (even chance of each).

The action is always a success and lasts 20 seconds (timer). During the timer the character is doing the working animation. A sound of character shaking a tree/bush is sent once.

Trees and bushes can give two types of products:

1) Products that have a growing time (nuts, apples, figs, dates, bananas…)

The crop from such trees/bushes can be harvested every 3 RL weeks (growing time). After the growing time is complete the products can be collected for 3 RL days (harvest time) until they run out or get spoiled.

Once all the products have been harvested/spoiled the tree/bush will automatically start to grow a new crop (i.e. a new 3 week timer).

Trees/bushes always carry 500 fruits/crop.

2) Products that don´t have a growing time (bark, leaves, silk worms, gum...)

Such products can be collected from the trees anytime, as long as the trees are standing, they have no growing times. The only limit is the 20 second timer and whether the product is available from that particular tree, (some trees and bushes will carry special products (special leaves, special bark etc) that can only be gotten from that particular species, see vegetation zones).

If there are more than one product available from the tree/bush there is always an even chance of getting one of the products (whether type (1 or 2) product).

In addition to the possible products all trees will also give 2-4 seeds to the character that cuts the tree down, (the seeds will automatically appear on the characters inventory, see lumbering). These seeds can then be used to sow new trees to suitable locations.

Bushes cannot be sown nor cut down, they are stationary (like undergrowth).


VII. Harvest/withering time (crop related timers, method; happen after the growing time, passive actions)

Once the growing time of a field is complete another timer begins (harvest time).

The harvest time lasts 3 RL days. If the crop is not harvested during this time the remaining harvest is considered to be rotten.

After the harvest time again another timer begins, 1 RL day (withering time)

If the field is examined during the withering time the message will inform the player the state of the field, "a field (rotten)".

The harvest field action will not work on a spoiled field.

After the 24hrs (withering time) is done the field model disappears.

The zone will remain infertile for 1 RL week after that, (after which it can be sown again).

All in all the "cycle" for fields contains 4 timers:

Growing time (1-4 weeks)
Harvest time (3 days)
Withering time (1 day)
Infertile time (1 week)

For bushes/trees that give products (that have a growing time) the same cycle would be:

Growing time (trees) (1-4 weeks)
Growing time, crop (trees/bushes) (3 weeks)
Harvest time (3 days)


VIII. *Masked*



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