MapView

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Example of a map view

The map view is what the players will be presented with right after login.

Actions on the map view happen in real time.

The top bar

The top bar is always present, on any view. Check the top bar page for more information about it.

To move an army however, you have to have the correct item selected in this bar.

The main map display area

The biggest part of the screen is occupied by the main map display area. This a 3d representation of the current map. Each map is partitioned into square regions forming a grid. The grid squares are very visible on the map.

Terrain

The first and most obvious element on any map is the terrain. Currently there are 5 types of terrain:

  • Two varieties of grass, dark and light. Armies can move over this terrain with normal speed.
  • Forest, armies can move over this terrain at 1/3 of speed.
  • Mountain, armies cannot move over this terrain
  • Water, armies cannot move over this terrain

There is also a black mist that symbolizes unexplored areas of the map. These will be converted to terrain as the player moves around and explores the map.

Armies

Player armies will be displayed as a human character, and occupies exactly one grid square. If the character has its weapon drawn, the army is in an aggressive stance. If not, then the army is in a passive stance.

Over the head of the character, there will be a bar showing the name of the lord commanding the army and a flag showing the lord status to the current player. A pole with two blue flags means that army belongs to the player, a pole with one red and one blue flag means the army is in passive stance and does not belong to the current player, and a pole with two red flags means the army is in aggressive stance and is not friendly to the player.

To view details about an army, hold the right mouse button pressed for a second while the pointer is over the grid square where the army is in. A window will show up with the information available.

Moving an army is done by moving the mouse over a target destination and confirming with a left mouse button click, while the army is selected from the top bar. More information can be found on the lord page.

Castles

Castles are very big and are represented by a bunch of buildings surrounded by walls. They occupy an area 12 squares in width and 9 squares in height on the map.

Above a castle gate, there will be a bar that displays the castle name and a pole with two flags showing the player relationship with the castle owner. If the flags are blue, the player owns the castle. If they are red, the player does not own the castle.

To view details about a castle, hold the right mouse button pressed for a second while the pointer is over the castle. A window will show up with the information available.

Resources

Raw materials and sometimes other items occupy exactly one grid square. Depending on the resource contents, either a raw material specific object will be shown, a table with a weapon for resources containing only one type of weapon, or a bunch of boxes stacked together for any other situation. Collecting resources is done by having an army attempt to move in the same grid square as the one occupied by the resource.

Resource buildings (Mines)

Mines occupy an area of 9 by 6 grid squares. Mines are buildings that produce resources passively and store them inside a built in storage space. The amount (and type) of resources produced and stored varies depending on the mine and the map they are on. The term "Mine" includes farms and lumber mills and generally refers to any resource production building that resides outside the castle.

Above each mine, there is an indicator with the name of the mine, usually suggesting the type of resource produced.

To interact with a mine, an army needs to move to the mine entrance. The position of this varies depending on mine type, but is quite obvious for most. To see more details about what interaction means, check out the mine page.

NPC Enemies

On most maps he player will encounter enemies. The enemies are represented by a, sometimes non-human, character. For human characters, the equipment visible by the character on the map is suggestive for the equipment of the soldiers inside.

These enemies are in fact groups or soldiers barring a player's way. They will not move, but will engage in combat any army that attempts to move within 1 grid square of them. Interaction with them always involves combat, and to interact with them a player simply needs to move an army closer, inside their 1 square wide area of control.

Before initiating combat, it is a good idea to first check out what soldiers, and how many, such an enemy has. To do this, hold the right mouse button down while the cursor is inside a grid square occupied by the enemy character. Within a second, a window will appear.

Quest givers

Quest givers are represented by a hut, 2 squares in width and 2 squares in height. The player can interact with them by attempting to move inside any of the 4 grid squares, to get a list of available (and unavailable) quests that are provided by that quest giver.

Above such entity, there will be an indicator with the quest giver name.

Quest markers

Quest markers occupy exactly one grid square and mark an entrance to an area revealed by an accepted quest. To interact with one, move the army inside the grid square containing such a marker.

It is possible that multiple markers will overlap. In this case, the player will be presented with a window and can choose which object to interact with.

Portals

Portals occupy a region 4 squares wide and 4 squares deep. They represent bridging points between two maps.

Portals may be open, in which case there will be a vortex visible in the middle of them, or closed, if the vortex is not visible.

To interact with a portal, a player must attempt to move an army on top of it. Doing that will open the portal interaction window. For more information, visit the portal page.

Summoned portals

Summoned portals appear as vortexes that occupy one grid square. They look the same as the vortexes on the big portals, but they lack the huge structure. Multiple summoned portals may overlap, and it is a rather common occurrence. To interact with one, move an army in the same grid as the portals. An army may only use a portal summoned by it's commander.

Misc elements

Some quests may contain various structures, some visible some invisible that, when an army move over, will trigger various effects.

Minimap

On the top left side of the screen a player can see the minimap. The minimap is a scaled down version of the main map, each pixel on it representing a grid square. Small maps will appear to produce low resolution minimaps, but it is just a small image fitting in a large space.

Besides the terrain, the following map elements will be visible on the minimap:

  • Castles
  • Armies
  • Quest markers
  • Quest givers
  • Portals
  • Summoned portals
  • Mines will appear as the resource they produce

Clicking on the minimap will center the main map view to that location.

Quest markers will appear on the minimap even if the area where they are has not yet been explored.

Camera controls

Moving the camera

A player can pan the camera around by moving the mouse to the edges of the screen. Another way to do this is by holding down the right mouse button and dragging the mouse at the same time. This should feel like grabbing the map and moving it around.

Rotating the camera

The camera can be rotated by holding the middle mouse button while moving the mouse. The vertical axis will adjust the inclination of the camera while the horizontal axis will adjust the rotation of the camera.

Zooming

A player can use the mouse wheel to zoom in or out. There are limits on how far away a player can zoom out.

Automatic tracking

The Auto track army button on the low left side of the screen show that, when an army will move, the camera will follow that army. Clicking on the button disables this behavior.

Mouse position tracker

The area right next to the army tracking button will show the current position of the mouse on the map grid, and the name of any map object currently under the mouse.

Object details

The area below the minimap is reseved for either the lord details or the castle details panel, depending on the object selected in the top bar