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AETHER SHARD SURVIVAL WIKI
built from v0.1.73 · 2026-10-06
DESIGN

Encampments as instanced sites

A design document: planned unless a "Prototype" note says it's built.

Status: BUILT in v0.1.38 (2026-09-05) — the slice below is in the game. Answers Eric's playtest question: "Should we make enemy encampments on the overworld something the player phases into, so the overworld is less cluttered?" — Yes.

Prototype notes (v0.1.38): World.camps["bandit_camp"] record {name, kind, site [x,y], guards/guards_max 4, chief_alive, hoard {}, captive "Ida", captive_t, broken_t, visit, breaks}; saved/merged like rivals. scripts/camp_site.gd (CampSite, group "camp_sites") = the overworld marker (campfire + hay + logs, label "Bandit Camp · 4 guards + chief" or "ashes (Ns)"), trigger radius 34 → World.travel(CAMP, (-260, 0)). scenes/camp.tscn / scripts/camp.gd (name "Camp"): Ground ext 16 / ring 11×8, fire at origin, hoard LootSack with on_taken → camp_take_hoard, 2 Enemies + 2 Patrols (rival_id "" → spotting calls _alert_camp), all camp_id "camp" + camp_rec (their _die → World.camp_kill), Champion with camp_chief (60 hp / 12 dmg, drops 2 potions + essence + 6 gold; death → camp_chief_dead), captive Npc at the cage (rescue → camp_rescue). Broken = guards 0 and chief dead → broken_t = CAMP_REGROW 480 s; _camps_tick regrows everything while the hero is elsewhere; captive respawns as "a traveller" after 600 s. Exit west → wilds at site + (-80, 50). Music: rift, battle while hunted. Smoke: two visits (hoard; break + regrow).

Why

The model

What changes in the prototype

Not now

v0.1.39 (2026-09-05): second camp Wolfhead Camp (north_camp, kind "raider", site (160, -720) on the north meadow): 5 guards (3 at the fire, 2 sentries — Camp.SENTRIES 2, fire guards = the rest, six GUARD_SPOTS), chief 75 hp / 13 dmg (record fields chief_hp, chief_dmg), hoard copper mace + 2 stamina draughts + fragment + 2 hide, captive Rook the Trapper (captive_npc "captive2", Journeyman, villager_07 sheet). World.pending_camp is set by the CampSite before travel so one Camp scene renders any record. Adding a third camp is one record + one CampSite.new(id) line in the wilds.
v0.1.40 (2026-09-05): third camp Thornback Camp (south_camp, kind "outlaw", site (-260, 740) in the south brakes): 4 guards, chief 65 hp / 12 dmg, hoard quilted coat + 2 healing potions + fragment + 2 tusks, captive Wen the Forager (captive3, villager_08). Three camps ring the wilds: east (bandit), north (raider), south (outlaw).
v0.1.41 (2026-09-06): fourth camp Greywater Camp (west_camp, kind "marauder", site (-780, 340) west, south of the home road): 5 guards, chief 70 hp / 13 dmg, hoard copper ring + 2 smoked fish + fragment + 2 cloth, captive Halla the Netmender (captive4, villager_09). LootSack "item" entries now name via Items.info so trinkets can sit in a hoard. Four camps: E bandit, N raider, S outlaw, W marauder.
v0.1.42 (2026-09-06) — era scaling: a camp regrows as strong as city.era at that moment (record era, default 1): guards_max + era−1, guard hp ×(1 + 0.25·(era−1)) and dmg 12 + 2·(era−1), chief hp ×(1 + 0.5·(era−1)) and dmg + 2·(era−1), hoard = base + cumulative CAMP_ERA_EXTRAS (Era 2: cut stone, charcoal, 6 gold; Era 3: rough gem, fittings, 10 gold; Era 4: essence, raw essence, 16 gold — "loot" in a hoard is gold). World.camp_era/camp_guards_max/camp_guard_hp/ camp_guard_dmg/camp_chief_hp/camp_chief_dmg/camp_hoard_for; the Camp scene sets hp/lunge_dmg on spawn; site label and camp title show the era. Unbroken camps keep their era.