From f9a272a8ccd4fe4c86f3a9989350d808b8d2702e Mon Sep 17 00:00:00 2001 From: Mark Langsdorf Date: Sat, 9 Nov 2019 12:19:39 -0600 Subject: [PATCH] NPCs: Update the NPC tutorial including faction camps (#35355) * NPCs: update the tutorial with activities, mutiny, and factions Update the in-dialogue NPC tutorial to reflect the recent changes in activities, mutiny, and factions. * NPCs: substantially rework the faction camp in-dialogue tutorial Faction camps have changed a lot, so bring the tutorial up to the current state of the art. --- data/json/npcs/TALK_ALLY_TUTORIAL.json | 45 +++++++-- data/json/npcs/TALK_FACTION_CAMP.json | 132 +++++++++++++++++++++---- 2 files changed, 148 insertions(+), 29 deletions(-) diff --git a/data/json/npcs/TALK_ALLY_TUTORIAL.json b/data/json/npcs/TALK_ALLY_TUTORIAL.json index 4c3e35cc2a92d..ed77c9f53697e 100644 --- a/data/json/npcs/TALK_ALLY_TUTORIAL.json +++ b/data/json/npcs/TALK_ALLY_TUTORIAL.json @@ -2,10 +2,11 @@ { "id": "TALK_ALLY_TUTORIAL", "type": "talk_topic", - "dynamic_line": "I'm my own person, but I'm willing to follow your lead. I can do a lot of things for you: I can fight, I can train you or you can train me, I can carry stuff, I can bandage your wounds, I can build faction camps, I can do some other activites, I can ride horses, I can go places, I can guard things, I can use some bionics, I can even chit-chat with you or give you tips or talk about my background. You can give me instructions in conversation or by radio or shout commands at me.\n What do you want to know more about?", + "dynamic_line": "I'm my own person, but I'm mostly willing to follow your lead. I can do a lot of things for you: I can fight, I can train you or you can train me, I can carry stuff, I can bandage your wounds, I can build faction camps, I can do some other activites, I can ride horses, I can go places, I can guard things, I can use some bionics, I can even chit-chat with you or give you tips or talk about my background. You can give me instructions in conversation or by radio or shout commands at me.\n What do you want to know more about?", "responses": [ { "text": "Forget I asked.", "topic": "TALK_FRIEND" }, { "text": "Skip it, let's get going.", "topic": "TALK_DONE" }, + { "text": "What do you mean, \"mostly\" willing to follow my lead?", "topic": "TALK_ALLY_TUTORIAL_MUTINY" }, { "text": "What's that about giving instructions?", "topic": "TALK_ALLY_TUTORIAL_TALK" }, { "text": "We can talk with radios?", "topic": "TALK_ALLY_TUTORIAL_RADIO" }, { "text": "How do shouted commands work?", "topic": "TALK_ALLY_TUTORIAL_SHOUTS" }, @@ -23,10 +24,19 @@ { "text": "What do you do as a guard?", "topic": "TALK_ALLY_TUTORIAL_GUARD" }, { "text": "You can use bionics? How does that work?", "topic": "TALK_ALLY_TUTORIAL_CBMS" }, { "text": "What about chit-chatting and your background?", "topic": "TALK_ALLY_TUTORIAL_SOCIAL" }, - { "text": "Anything else I should know?", "topic": "TALK_ALLY_TUTORIAL_MISC" }, + { + "text": "Anything else I should know, like making you pulp zombies or assigning you a seat in my vehicle?", + "topic": "TALK_ALLY_TUTORIAL_MISC" + }, { "text": "Any new abilities recently?", "topic": "TALK_ALLY_TUTORIAL_CHANGES" } ] }, + { + "id": "TALK_ALLY_TUTORIAL_MUTINY", + "type": "talk_topic", + "dynamic_line": "You and me, we better stick together to survive, right? But that doesn't mean I'll tolerate infinite abuse. Mistreat me too much, or especially fail to keep me fed, and I'll like you less and less. If it gets bad enough, I'll mutiny - and if you have anyone else following you, I may convince some of them to join my mutiny and we'll form our own little band.\n Obviously, if I quit in a huff, there's going to be bad blood between us, and you're probably going to want to kill me for betrayal and I may need to kill you to get my fair share of the loot. So keep me fed and satisfied so it doesn't come to that.", + "responses": [ { "text": "Sure. Is there any easy way to keep you fed?", "topic": "TALK_CAMP_TUTORIAL_INTRO" } ] + }, { "id": "TALK_ALLY_TUTORIAL_TALK", "type": "talk_topic", @@ -73,7 +83,7 @@ { "id": "TALK_ALLY_TUTORIAL_TRAINING", "type": "talk_topic", - "dynamic_line": "If I'm better at a skill than you, I can help you improve. But it's boring to teach a lot, so I'm not going to do it very often. And I'm not going to do it when we're in danger or if I'm hungry or tired or if you're driving.\n If we're someplace safe and you're reading a book that improves skills, I'll listen if I don't have that skill. You can even read me books for skills that you already have.", + "dynamic_line": "If I'm better at a skill than you, I can help you improve. But it's boring to teach a lot, so I'm not going to do it very often. And I'm not going to do it when we're in danger or if I'm hungry or tired or if you're driving.\n If we're someplace safe and you're reading a book that improves skills, I'll listen if I don't have that skill. You can even read me books for skills that you already have.\n If you give me a book that teaches a skill and that's accessible to someone with my current skill, you can ask me about my current activity and tell me to read it, and I'll learn from the book. But while I'm reading, I won't be following you around, so make sure I'm in a safe place.\n And don't bother asking me about learning or teaching martial arts style. My brain just doesn't work that way, so I don't know any to teach you and it's pointless trying to get me to learn any.", "responses": [ { "text": "Instead of reading to you, can we just talk?", "topic": "TALK_ALLY_TUTORIAL_SOCIAL" } ] }, { @@ -100,7 +110,7 @@ { "id": "TALK_ALLY_TUTORIAL_ACTIVITIES", "type": "talk_topic", - "dynamic_line": "I can help with some tasks if you show me where to work.\n Use the zone manager (keybind 'Y') to set up sorting zones for your loot, or to draw blueprints for a building, or to define where you want to plant some crops, or where you'd like some trees cut down, or where you want a vehicle dismantled. Then tell me to sort stuff, or build stuff, or cut down trees, or dismantle a vehicle or do farmwork, and I'll go off and do my best to get what you want done. If I need tools, you should leave them pretty close to where you want me to work - axes for logging, shovels and seeds and fertilizer for farming, wrenches and hacksaws or a toolbox to take apart a vehicle. I can pretty much sort out our stuff without needing tools, but keep the piles of unsorted and sorted stuff kind of close together because I don't want to walk back and forth carrying junk too much.", + "dynamic_line": "I can help with some tasks if you show me where to work.\n Use the zone manager (keybind 'Y') to set up sorting zones for your loot, or to draw blueprints for a building, or to define where you want to plant some crops, or where you'd like some trees cut down, or where you want a vehicle dismantled or repaired, or a good fishing spot. Then talk to me about my current activity and tell me to sort stuff, or build stuff, or cut down trees, or repair or dismantle a vehicle, or do farmwork, or catch some fish, and I'll go off and do my best to get what you want done.\n If I need tools, you should leave them in a loot zone near where you want me to work - axes for logging, shovels and seeds and fertilizer for farming, wrenches and hacksaws or a toolbox to take apart a vehicle. I promise to put stuff back in an unsorted loot zone when I'm finished.\n I can pretty much sort out our stuff without needing tools, but keep the piles of unsorted and sorted stuff kind of close together because I don't want to walk back and forth carrying junk too much.", "responses": [ { "text": "Good to know. Can you perform first aid?", "topic": "TALK_ALLY_TUTORIAL_MEDIC" }, { "text": "What about carrying stuff in general?", "topic": "TALK_ALLY_TUTORIAL_MULE" }, @@ -127,8 +137,11 @@ { "id": "TALK_ALLY_TUTORIAL_GUARD", "type": "talk_topic", - "dynamic_line": "You tell me to guard, I'll stay where I am and guard it - unless I'm in a vehicle, in which case I'll stick with the vehicle.\n I'm not a potted plant, though, so if I hear something dangerous happening, I'm going to go see what it is instead of getting jumped in the dark. If you want me to stay put, tell me not to investigate noises - but if I get shot by some bandit because I can't see where he is and you don't want me to go looking, I won't be happy.\n You can also use the zone manager (keybind 'Y') to set up no-investigate zone, so if there's some monsters behind a door that you know about, I can ignore them. You can also set on an investigate-only zone, and I won't investigate noises coming from outside the zone. The no-investigate zone takes precedence over the investigate-only, if there's a noise coming from some place in both zones. And if you've got an investigate-only zone set anywhere, even if it's far away, I won't investigate noises coming from outside of it, so be careful with those zones. Like I said, I don't want to get sniped by some bandit because you told me not to go looking for him - but I also don't want to go investigate something pounding at door only to find out it's some horrible monster you forgot to warn me about.", - "responses": [ { "text": "Just in case - how else can I tell you to stay put?", "topic": "TALK_ALLY_TUTORIAL_MISC" } ] + "dynamic_line": "You tell me to guard, I'll stay where I am and guard it - unless I'm in a vehicle, in which case I'll stick with the vehicle. I might not be able to sop a horde of zombies, but I can keep people other people from stealing our stuff. Well, unless they try to kill me.\n Also, I'm not a potted plant, so if I hear something dangerous happening, I'm going to go see what it is instead of getting jumped in the dark. If you want me to stay put, tell me not to investigate noises - but if I get shot by some bandit because I can't see where he is and you don't want me to go looking, I won't be happy.\n You can also use the zone manager (keybind 'Y') to set up no-investigate zone, so if there's some monsters behind a door that you know about, I can ignore them. You can also set on an investigate-only zone, and I won't investigate noises coming from outside the zone. The no-investigate zone takes precedence over the investigate-only, if there's a noise coming from some place in both zones. And if you've got an investigate-only zone set anywhere, even if it's far away, I won't investigate noises coming from outside of it, so be careful with those zones. Like I said, I don't want to get sniped by some bandit because you told me not to go looking for him - but I also don't want to go investigate something pounding at door only to find out it's some horrible monster you forgot to warn me about.", + "responses": [ + { "text": "Just in case - how else can I tell you to stay put?", "topic": "TALK_ALLY_TUTORIAL_MISC" }, + { "text": "Hang on, other people can steal our stuff?", "topic": "TALK_ALLY_TUTORIAL_OTHER_FACTIONS" } + ] }, { "id": "TALK_ALLY_TUTORIAL_CBMS", @@ -161,14 +174,28 @@ } ] }, + { + "id": "TALK_ALLY_TUTORIAL_OTHER_FACTIONS", + "type": "talk_topic", + "dynamic_line": "Just about everyone is dead, but some people survived, right? But just like you go around breaking into houses and taking whatever you think you need or want, well, other survivors do the same thing. And that stack of loot you've been accumulating looks just like some random dead person's loot when it's left alone. If some other scavenger comes around and sees that loot, and you or I or another ally isn't around to claim it, that other survivor is just going to take it. So try to detail someone to watch your stuff - whether its at a base or in a vehicle.\n Also, we've teamed up to better our chances of survival. Other people are going to do the same, forming little factions just like we did. If you open the faction manager (keybind '#'), you can see a list of all your allies, as well as all the other factions you've met so far. Some factions are really just some guy trying to survive on his own, but other factions have dozens of members and fortified bases and such. You might want to find some of them and try to make friends with them.", + "responses": [ + { "text": "Anything else I can do in the faction manager?", "topic": "TALK_ALLY_TUTORIAL_RADIO" }, + { "text": "Is there any way we can build base for our faction?", "topic": "TALK_CAMP_TUTORIAL_INTRO" } + ] + }, { "id": "TALK_ALLY_TUTORIAL_CHANGES", "type": "talk_topic", - "dynamic_line": "Well, this conversation is pretty new! But there's been some other changes.\n I've been able to install CBMs on you, and have passive bionics installed in me, for a while. But now I can use some active bionics, and I can explain some details on how I use bionics.\n I can also ride horses, and you can give me orders to do things like farmwork, cutting trees, or even building houses from a blueprint.", + "dynamic_line": "Well, this conversation is pretty new! But there's been some other changes.\n I've been able to install CBMs on you, and have passive bionics installed in me, for a while. But now I can use some active bionics, and I can explain some details on how I use bionics.\n I can also ride horses, and you can give me orders to do things like farmwork, cutting trees, or even building houses from a blueprint.\n I can even read books to improve my skills, so you don't have to spend time reading to me.\n If you've got a faction camp, and we're near it, I'll eat from the camp's food reserves when I'm hungry. And if the camp has a well, I'll drink from the well when thirsty. Be careful, though - if other people are out on missions, I may eat the food they expected to eat when they got done!", "responses": [ { "text": "You can use bionics? How does that work?", "topic": "TALK_ALLY_TUTORIAL_CBMS" }, { "text": "You can ride horses? Can I ride horses?", "topic": "TALK_ALLY_TUTORIAL_HORSES" }, - { "text": "Tell me more about the activities you can do now.", "topic": "TALK_ALLY_TUTORIAL_ACTIVITIES" } + { "text": "Tell me more about the activities you can do now.", "topic": "TALK_ALLY_TUTORIAL_ACTIVITIES" }, + { + "text": "Hey, you can teach yourself from a book. How does that work?", + "topic": "TALK_ALLY_TUTORIAL_TRAINING" + }, + { "text": "Tell me about faction camps.", "topic": "TALK_CAMP_TUTORIAL_INTRO" } ] }, { @@ -183,6 +210,8 @@ "TALK_ALLY_TUTORIAL_HORSES", "TALK_ALLY_TUTORIAL_MEDIC", "TALK_ALLY_TUTORIAL_MOVEMENT", + "TALK_ALLY_TUTORIAL_MUTINY", + "TALK_ALLY_TUTORIAL_OTHER_FACTIONS", "TALK_ALLY_TUTORIAL_GUARD", "TALK_ALLY_TUTORIAL_CBMS", "TALK_ALLY_TUTORIAL_SOCIAL", diff --git a/data/json/npcs/TALK_FACTION_CAMP.json b/data/json/npcs/TALK_FACTION_CAMP.json index 6d8171c9277e7..ca3fca864c806 100644 --- a/data/json/npcs/TALK_FACTION_CAMP.json +++ b/data/json/npcs/TALK_FACTION_CAMP.json @@ -34,9 +34,31 @@ { "id": "TALK_CAMP_TUTORIAL_INTRO", "type": "talk_topic", - "dynamic_line": "The faction camp system is designed to give you greater control over your companions by allowing you to assign them to their own missions. These missions can range from gathering and crafting to eventual combat patrols.", + "dynamic_line": "The faction camp system allows you to use friendly NPCs to take over existing buildings or construct new buildings and use them to extend the usefulness of your allies. When you have a faction camp, you can order your companions to perform missions, such as crafting new items, building up the camp, hunting for food, or recruiting more allies. Faction camps also simplify some aspects of managing your companions.", "responses": [ - { "text": "Go on.", "topic": "TALK_CAMP_TUTORIAL_FOOD" }, + { "text": "Give me an overview of how camps work.", "topic": "TALK_CAMP_TUTORIAL_OVERVIEW" }, + { "text": "Tell me more about faction camps and food.", "topic": "TALK_CAMP_TUTORIAL_FOOD" }, + { "text": "Tell me more about camp missions.", "topic": "TALK_CAMP_TUTORIAL_MISSIONS" }, + { "text": "Tell me about building a camp.", "topic": "TALK_CAMP_TUTORIAL_BUILDING" }, + { "text": "Give me some advice on building a camp.", "topic": "TALK_CAMP_TUTORIAL_ADVICE" }, + { "text": "I know the basics. Just tell me what changed.", "topic": "TALK_CAMP_TUTORIAL_CHANGES" }, + { "text": "Never mind, let's go back to talking about camps.", "topic": "TALK_CAMP_GENERAL" }, + { "text": "Never mind, let's talk about other things you can do.", "topic": "TALK_ALLY_TUTORIAL" }, + { "text": "Never mind, let's talk about something else.", "topic": "TALK_FRIEND" }, + { "text": "Forget it. Let's go.", "topic": "TALK_DONE" } + ] + }, + { + "id": "TALK_CAMP_TUTORIAL_OVERVIEW", + "type": "talk_topic", + "dynamic_line": "Each faction camp starts with a bulletin board. You can 'e'xamine the bulletin board to get a list of available missions with descriptions, and to assign an NPC to work on a mission. The bulletin board is the primary way to access the camp.\n If both you and a companion have two-way radios, you can assign missions to the companion remotely by talking on the radio.\n When you ask a companion to start a camp, they'll build a bulletin board at the current location, and that will establish a faction camp at that overmap tile. A faction camp has a central tile where the bulletin board is, and possibly one or more expansions that are in adjacent tiles.\n All of your faction camps can be stocked with food, and your companions will eat from that food when performing camp missions, or even when they're just hungry and near the camp.\n Currently, faction camps can be created in fields, in fire stations, and in some evac shelters.", + "responses": [ + { "text": "Wait, we can talk with radios?", "topic": "TALK_ALLY_TUTORIAL_RADIO" }, + { "text": "Tell me more about faction camps and food.", "topic": "TALK_CAMP_TUTORIAL_FOOD" }, + { "text": "Tell me more about camp missions.", "topic": "TALK_CAMP_TUTORIAL_MISSIONS" }, + { "text": "Tell me about building a camp.", "topic": "TALK_CAMP_TUTORIAL_BUILDING" }, + { "text": "Give me some advice on building a camp.", "topic": "TALK_CAMP_TUTORIAL_ADVICE" }, + { "text": "I know the basics. Just tell me what changed.", "topic": "TALK_CAMP_TUTORIAL_CHANGES" }, { "text": "Never mind, let's go back to talking about camps.", "topic": "TALK_CAMP_GENERAL" }, { "text": "Never mind, let's talk about other things you can do.", "topic": "TALK_ALLY_TUTORIAL" }, { "text": "Never mind, let's talk about something else.", "topic": "TALK_FRIEND" }, @@ -46,49 +68,91 @@ { "id": "TALK_CAMP_TUTORIAL_FOOD", "type": "talk_topic", - "dynamic_line": "Food is required for or produced during every mission. Missions that are for a fixed amount of time will require you to pay in advance while repeating missions, like gathering firewood, are paid upon completion. Not having the food needed to pay a companion will result in a loss of reputation across the faction. Which can lead to VERY bad things if it gets too low.", + "dynamic_line": "Faction camps require food, but simplify managing your companions.\n When you activate a camp's bulletin board, you'll be required to make some zones if you haven't already. One of those zones must be a camp food zone. If you drop food in the camp food zone and select the 'Distribute Food' mission, then the food will disappear and be converted into stored kcalories.\n When you send companions out on camp missions, they'll eat from the stored food when they return at the rate of 2,500 kcalories per day. Some missions have variable length, and companions will become upset if there isn't enough food when they come back, so try to keep a healthy surplus of food on hand.\n Companions who aren't on camp missions, but who are following you, will also eat from the camp food stores whenever they're hungry and within 2 overmap tiles of the camp. This drastically simplifies keeping your followers fed, so it's worthwhile to build a minimal faction camp just for this feature.\n You can upgrade a camp to include a water well. If you do, your followers will also drink from the well when they're thirsty.", + "responses": [ + { "text": "Tell me more about camp missions.", "topic": "TALK_CAMP_TUTORIAL_MISSIONS" }, + { "text": "Tell me about building a camp.", "topic": "TALK_CAMP_TUTORIAL_BUILDING" }, + { "text": "Give me some advice on building a camp.", "topic": "TALK_CAMP_TUTORIAL_ADVICE" }, + { "text": "I know the basics. Just tell me what changed.", "topic": "TALK_CAMP_TUTORIAL_CHANGES" }, + { "text": "Never mind, let's go back to talking about camps.", "topic": "TALK_CAMP_GENERAL" }, + { "text": "Never mind, let's talk about other things you can do.", "topic": "TALK_ALLY_TUTORIAL" }, + { "text": "Never mind, let's talk about something else.", "topic": "TALK_FRIEND" }, + { "text": "Forget it. Let's go.", "topic": "TALK_DONE" } + ] + }, + { + "id": "TALK_CAMP_TUTORIAL_MISSIONS", + "type": "talk_topic", + "dynamic_line": "When you assign an NPC to a faction camp mission, they'll disappear while they go do whatever you want them to do. When the duration of the mission has elapsed, you'll see a new mission on the bulletin board to have them return and complete the mission by upgrading your camp, returning their hunting kills, dropping off whatever they were crafting, or whatever else the mission results are.\n There are all kinds of faction camp missions: building up the camp, recruiting new allies, hunting and trapping game, scrounging for materials, farming, disassembling cars, and more. Not all activities can be done at every camp - you may need to build some additional buildings, or expand the camp, to get access to some missions.\n Some faction camp missions can be duplicated by companion activities, but building up the camp can only be done via faction camp missions.\n You assign missions by interacting with the bulletin board. You'll see a list of available missions for your central camp tile. If your camp has expansions, you can tab through the expansions to see the available missions at each expansion.\n Remember, companions on camp missions need to be fed, and will become angry if they complete a mission but there isn't any food in the larder.\n There is one special mission called 'Emergency Recall'. You can use this to retrieve any companion on a faction camp mission, but this cancels the mission and wastes any resources used on it. Only use it to recover allies when something has gone really wrong with your camp and you can't get them to come back any ohter way.", + "responses": [ + { "text": "What do you mean by angry?", "topic": "TALK_ALLY_TUTORIAL_MUTINY" }, + { "text": "Tell me more about faction camps and food.", "topic": "TALK_CAMP_TUTORIAL_FOOD" }, + { "text": "Tell me about building a camp.", "topic": "TALK_CAMP_TUTORIAL_BUILDING" }, + { "text": "Give me some advice on building a camp.", "topic": "TALK_CAMP_TUTORIAL_ADVICE" }, + { "text": "I know the basics. Just tell me what changed.", "topic": "TALK_CAMP_TUTORIAL_CHANGES" }, + { "text": "Never mind, let's go back to talking about camps.", "topic": "TALK_CAMP_GENERAL" }, + { "text": "Never mind, let's talk about other things you can do.", "topic": "TALK_ALLY_TUTORIAL" }, + { "text": "Never mind, let's talk about something else.", "topic": "TALK_FRIEND" }, + { "text": "Forget it. Let's go.", "topic": "TALK_DONE" } + ] + }, + { + "id": "TALK_CAMP_TUTORIAL_BUILDING", + "type": "talk_topic", + "dynamic_line": "Currently, there are three types of camps that you can start building: modular field camps, fire station camps, and evac shelter camps. There used to be a fourth called the primitive field camp, but you can't start those anymore, only upgrade them.\n Modular field camps are the most flexible kind of camp since you can build them almost anywhere and can locate them to have plenty of space for expansions, but you start with nothing in a field and have to build every building, so they can require a lot of resources. Fire station and evac shelter camps are faster to build since you start in an existing building, but you have to establish them in an existing building and there may not be any space for expansions.\n Each camp location will have a variety of upgrade missions for it. The various missions have descriptions. In general, though, you'll need to establish housing if you want to expand, and some missions such as hunting or recruiting will require that you have some kind of kitchen or office that you can use to help schedule activities.", "responses": [ - { "text": "Go on.", "topic": "TALK_CAMP_TUTORIAL_CONTROL" }, + { "text": "Tell me about modular field camps.", "topic": "TALK_CAMP_TUTORIAL_MFC" }, + { "text": "Tell me about fire station camps.", "topic": "TALK_CAMP_TUTORIAL_FIRE_STATION" }, + { "text": "Tell me about evac shelter camps.", "topic": "TALK_CAMP_TUTORIAL_EVAC_SHELTER" }, + { "text": "Tell me about expansions.", "topic": "TALK_CAMP_TUTORIAL_EXPANSIONS" }, + { "text": "Give me some advice on building a camp.", "topic": "TALK_CAMP_TUTORIAL_ADVICE" }, + { "text": "I know the basics. Just tell me what changed.", "topic": "TALK_CAMP_TUTORIAL_CHANGES" }, { "text": "Never mind, let's go back to talking about camps.", "topic": "TALK_CAMP_GENERAL" }, - { "text": "Wait, repeat what you said.", "topic": "TALK_NONE" }, { "text": "Never mind, let's talk about other things you can do.", "topic": "TALK_ALLY_TUTORIAL" }, { "text": "Never mind, let's talk about something else.", "topic": "TALK_FRIEND" }, { "text": "Forget it. Let's go.", "topic": "TALK_DONE" } ] }, { - "id": "TALK_CAMP_TUTORIAL_CONTROL", + "id": "TALK_CAMP_TUTORIAL_MFC", "type": "talk_topic", - "dynamic_line": "Each faction camp has a bulletin board associated with it. You can 'e'xamine the bulletin board to get a list of tasks that can be done and that are currently complete at the camp. You can select a task and choose an allied NPC to perform the task. \nThe task list shows tasks for the central camp. If you have expansions, you can hit 'TAB' to move between the central camp and each expansion and see the tasks for the expansions. \nIf you have a two way radio, you can use it to assign tasks remotely to any friendly NPC who also has a two way radio.", + "dynamic_line": "Modular field camps are the most flexible kind of camp, but they require a lot of time and resources to build. You start with an empty field - and it has to be a real empty field, not a field on a ranch or farm - and build up from nothing. You can build from wattle-and-dab if you're feeling primitive, wood panels if you have a lot of nails, metal plate if you're a welder, or tents if you're in a hurry.\n You start by building a lean-to and a bed in the northeast corner of the central camp, and then add a fire place, and expand out until you have a small shelter for two people. When that is complete, you can expand the camp in a variety of ways:\n 1. You can build up to 5 more rooms or shacks, 3 on each side of the camp.\n 2. You can build a central building in the south half of the camp, between the rooms. The central building will act as a command center, allowing your camp to perform hunting, recruiting, and combat patrol missions.\n 3. You can dig trenches on all sides of the camp, which can possibly connect to the rooms on the sides to minimize the amount of trenching you need to do.\n 4. You can build various small features such as root cellars to preserve food or a radio tower to make it easier to recruit more companions.\n Each new construction in a modular camp can be made from a different material, so you aren't constrained by what you start with. Tents are fast to put up, but fragile and likely to get destroyed by zombies. The central building has to be made from wattle-and-daub, wood, or metal, and requires more materials if the side rooms are made from tents.", "responses": [ - { "text": "Go on.", "topic": "TALK_CAMP_TUTORIAL_SETUP" }, + { "text": "Got it. Tell me about expansions.", "topic": "TALK_CAMP_TUTORIAL_EXPANSIONS" }, + { "text": "Can we review how camps work?", "topic": "TALK_CAMP_TUTORIAL_OVERVIEW" }, + { "text": "Give me some advice on building a camp.", "topic": "TALK_CAMP_TUTORIAL_ADVICE" }, + { "text": "I know the basics. Just tell me what changed.", "topic": "TALK_CAMP_TUTORIAL_CHANGES" }, { "text": "Never mind, let's go back to talking about camps.", "topic": "TALK_CAMP_GENERAL" }, - { "text": "Wait, repeat what you said.", "topic": "TALK_NONE" }, { "text": "Never mind, let's talk about other things you can do.", "topic": "TALK_ALLY_TUTORIAL" }, { "text": "Never mind, let's talk about something else.", "topic": "TALK_FRIEND" }, { "text": "Forget it. Let's go.", "topic": "TALK_DONE" } ] }, { - "id": "TALK_CAMP_TUTORIAL_SETUP", + "id": "TALK_CAMP_TUTORIAL_FIRE_STATION", "type": "talk_topic", - "dynamic_line": "For your first camp, pick a site that has fields in the 8 adjacent tiles and lots of forests around it. Forests are your primary source of construction materials in the early game while fields can be used for farming. You don't have to be too picky, you can build as many camps as you want. You need a friendly NPC to perform tasks at the camp. \nAlthough you can build a camp from scratch in a field, you can also take over some other buildings. If you talk to a friendly NPC about faction camps and the NPC is standing in a building that can be used as a basecamp, you'll get the option to build a camp in that building.", + "dynamic_line": "Fire stations make good basecamps. You start with a brick building with secure metal doors, so you're not going to see your efforts destroyed by zombies. On the downside, there may not be many fields around, so you may not be able to expand much.\n Fire station camps are also very compact. There isn't much living space, but you can build a small pottery or blacksmithy, a chop shop in one of the garage bays, and even tear up some of the pavement to create a garden. The existing kitchen makes it easy to cook from the start, though you may need to spruce it up a bit.", "responses": [ - { "text": "Go on.", "topic": "TALK_CAMP_TUTORIAL_UPGRADES" }, + { "text": "Got it. Tell me about expansions.", "topic": "TALK_CAMP_TUTORIAL_EXPANSIONS" }, + { "text": "Can we review how camps work?", "topic": "TALK_CAMP_TUTORIAL_OVERVIEW" }, + { "text": "Give me some advice on building a camp.", "topic": "TALK_CAMP_TUTORIAL_ADVICE" }, + { "text": "I know the basics. Just tell me what changed.", "topic": "TALK_CAMP_TUTORIAL_CHANGES" }, { "text": "Never mind, let's go back to talking about camps.", "topic": "TALK_CAMP_GENERAL" }, - { "text": "Wait, repeat what you said.", "topic": "TALK_NONE" }, + { "text": "Never mind, let's talk about other things you can do.", "topic": "TALK_ALLY_TUTORIAL" }, { "text": "Never mind, let's talk about something else.", "topic": "TALK_FRIEND" }, { "text": "Forget it. Let's go.", "topic": "TALK_DONE" } ] }, { - "id": "TALK_CAMP_TUTORIAL_UPGRADES", + "id": "TALK_CAMP_TUTORIAL_EVAC_SHELTER", "type": "talk_topic", - "dynamic_line": "After you pick a site you will need to find or make materials to upgrade the camp further to access new missions. The first new missions are focused on gathering materials to upgrade the camp so you don't have to. After two or three upgrades you will have access to the [Menial Labor] mission which will allow you to task companions with sorting all of the items around your camp into categories. Later upgrades allow you to send companions to recruit new members, build overmap fortifications, or even conduct combat patrols", + "dynamic_line": "You can build a faction camp in the common evac shelter - the basic design with a single, wide open room. Evac shelters are everywhere and often have fields surrounding them, so they're a little more flexible than a modular field camp but still make it easy to add expansions.\n Evac center camps can be built up in several ways. You basically need to decide between building more bedrooms or adding for crafting and cooking space.", "responses": [ - { "text": "Go on.", "topic": "TALK_CAMP_TUTORIAL_EXPANSIONS" }, + { "text": "Got it. Tell me about expansions.", "topic": "TALK_CAMP_TUTORIAL_EXPANSIONS" }, + { "text": "Can we review how camps work?", "topic": "TALK_CAMP_TUTORIAL_OVERVIEW" }, + { "text": "Give me some advice on building a camp.", "topic": "TALK_CAMP_TUTORIAL_ADVICE" }, + { "text": "I know the basics. Just tell me what changed.", "topic": "TALK_CAMP_TUTORIAL_CHANGES" }, { "text": "Never mind, let's go back to talking about camps.", "topic": "TALK_CAMP_GENERAL" }, - { "text": "Wait, repeat what you said.", "topic": "TALK_NONE" }, { "text": "Never mind, let's talk about other things you can do.", "topic": "TALK_ALLY_TUTORIAL" }, { "text": "Never mind, let's talk about something else.", "topic": "TALK_FRIEND" }, { "text": "Forget it. Let's go.", "topic": "TALK_DONE" } @@ -97,10 +161,29 @@ { "id": "TALK_CAMP_TUTORIAL_EXPANSIONS", "type": "talk_topic", - "dynamic_line": "When you upgrade your first tent all the way you will unlock the ability to construct expansions. Expansions allow you to specialize each camp you build by focusing on the industries that you need. A [Farm] is recommended for players that want to pursue a large faction while a [Kitchen] is better for players that just want the quality of life improvement of having an NPC do all of their cooking. A [Garage] is useful for chop shop type missions that let you trade vehicles for large amounts of parts and resources. All those resources can be turning into valuable equipment in the [Blacksmith Shop]. You can build an additional expansion every other level after the first is unlocked and when one camp is full you can just as easily build another.", + "dynamic_line": "Each camp can have up to 8 expansions, one in each adjacent overmap tile. Expansions add to the capabilities of your camp, such as adding a farm field or a manufactory for crafting all kinds of things.\n You need two beds in a room in your central camp for each expansion, and currently, expansions can only be built in fields and have to be built up from scratch.\n Expansion missions show up in separate tabs in the bulletin board, one set of missions per location, and you'll need to hit 'tab' to see them. The currently available expansions are:\n -- Farm: This is a full tile of plowed fields that you can maintain or send companions on missions to maintain. Plants grow here normally.\n -- Garage: This is a large building. Companions can be sent on missions here to disassemble vehicles. Of course, you can also assign companions to disassemble vehicles without a garage, so this expansion is not very useful.\n -- Canteen: This is an expanded kitchen, dining area, and pantry.\n --Livestock Area: This is a modular set of buildings for holding livestock such as cows, horses, or chickens. Animals are not included!\n Saltworks Area: This is a small expansion for processing salt.\n Fabrication Workshop: This is a large expansion for doing all kinds of crafts. Companions can use some of the furniture in this expansion to craft some items much faster than you can do by yourself by hand.\n Central Storage Building: This is a large building for storing goods.", "responses": [ - { "text": "Thanks, let's go back to talking about camps.", "topic": "TALK_CAMP_GENERAL" }, - { "text": "Wait, repeat what you said.", "topic": "TALK_NONE" }, + { "text": "Got it. Give me some advice on building a camp.", "topic": "TALK_CAMP_TUTORIAL_ADVICE" }, + { "text": "I know the basics. Just tell me what changed.", "topic": "TALK_CAMP_TUTORIAL_CHANGES" }, + { "text": "Never mind, let's go back to talking about camps.", "topic": "TALK_CAMP_GENERAL" }, + { "text": "Never mind, let's talk about other things you can do.", "topic": "TALK_ALLY_TUTORIAL" }, + { "text": "Never mind, let's talk about something else.", "topic": "TALK_FRIEND" }, + { "text": "Forget it. Let's go.", "topic": "TALK_DONE" } + ] + }, + { + "id": "TALK_CAMP_TUTORIAL_ADVICE", + "type": "talk_topic", + "dynamic_line": "Starting a camp doesn't take much time, and you can use a faction camp to keep your companions fed without needing to regularly give them food, so it's a good idea to establish a minimal camp anywhere you intend to be for a while.\n How much you want to expand your camps is up to you. A modular field camp can be very resource intensive, but building one up allows you to send companions off to hunt and farm for you, so there's quite the pay-off. If nothing else, you should consider upgrading the northeast tent to the point where you can build a water well, or if you started with a fire station or evac shelter camp, you should build a water well as soon as you can.\n If you have access to a fire station or evac shelter, you may want to build your camp in them. Both of those camps are are very compact, but have much of the same functionality as an upgraded field camp without requiring so many resources.\n If you are adding expansions to your camp, consider starting with a farm or fabrication workshop. The farm makes it easy to grow your own food, while the fabrication workshop can allow you to craft some of the resources you need to upgrade your camp.\n The canteen, saltworks, livestock area, and storage area probably shouldn't be your first expansions, but they all have their uses.", + "responses": [ + { "text": "Give me an overview of how camps work.", "topic": "TALK_CAMP_TUTORIAL_OVERVIEW" }, + { "text": "Tell me about modular field camps.", "topic": "TALK_CAMP_TUTORIAL_MFC" }, + { "text": "Tell me about fire station camps.", "topic": "TALK_CAMP_TUTORIAL_FIRE_STATION" }, + { "text": "Tell me about evac shelter camps.", "topic": "TALK_CAMP_TUTORIAL_EVAC_SHELTER" }, + { "text": "Tell me about expansions.", "topic": "TALK_CAMP_TUTORIAL_EXPANSIONS" }, + { "text": "Give me some advice on building a camp.", "topic": "TALK_CAMP_TUTORIAL_ADVICE" }, + { "text": "I know the basics. Just tell me what changed.", "topic": "TALK_CAMP_TUTORIAL_CHANGES" }, + { "text": "Never mind, let's go back to talking about camps.", "topic": "TALK_CAMP_GENERAL" }, { "text": "Never mind, let's talk about other things you can do.", "topic": "TALK_ALLY_TUTORIAL" }, { "text": "Never mind, let's talk about something else.", "topic": "TALK_FRIEND" }, { "text": "Forget it. Let's go.", "topic": "TALK_DONE" } @@ -111,7 +194,14 @@ "type": "talk_topic", "dynamic_line": "\n1. Faction camps used to require a second NPC to act as overseer and camp manager, but that's been replaced by the bulletin board and two-way radio.\n2. It used to be impossible to upgrade faction camps if there was a vehicle, even a cart, on the same map. You can now upgrade camps even if there is a vehicle on the map, as long as the upgrade doesn't change the area under the vehicle.\n3. Faction camps used to upgrade by completely redrawing the map. Damage to the camp would be replaced when the camp was upgraded. Now upgrades only change the actual area being upgraded, and you will have to repair damage to the camp yourself.\n4. There used to be a single path for upgrading the main camp. Now, after you have completed the first tent, you will have many options for your next upgrade, and you can have different companions working on different upgrades of the main camp at the same time.\n5. Friendly NPCs who are near a camp will feed themselves from the camp's food stores, and if the camp has a well, they'll use it to quench their thirst.\n6. You can now set up faction camps in select buildings. The list of available buildings is constantly growing, so you'll have to experiment.", "responses": [ - { "text": "Thanks, let's go back to talking about camps.", "topic": "TALK_NONE" }, + { "text": "Wait, let's go back over from the start.", "topic": "TALK_CAMP_TUTORIAL_INTRO" }, + { "text": "Give me an overview of how camps work.", "topic": "TALK_CAMP_TUTORIAL_OVERVIEW" }, + { "text": "Tell me more about faction camps and food.", "topic": "TALK_CAMP_TUTORIAL_FOOD" }, + { "text": "Tell me about modular field camps.", "topic": "TALK_CAMP_TUTORIAL_MFC" }, + { "text": "Tell me about fire station camps.", "topic": "TALK_CAMP_TUTORIAL_FIRE_STATION" }, + { "text": "Tell me about evac shelter camps.", "topic": "TALK_CAMP_TUTORIAL_EVAC_SHELTER" }, + { "text": "Tell me about expansions.", "topic": "TALK_CAMP_TUTORIAL_EXPANSIONS" }, + { "text": "Thanks, let's go back to talking about camps.", "topic": "TALK_CAMP_GENERAL" }, { "text": "Never mind, let's talk about something else.", "topic": "TALK_FRIEND" }, { "text": "Forget it. Let's go.", "topic": "TALK_DONE" } ]