This is an old revision of the document!
cd: Current project: Writing up how breaches used to function
Secondary project: Researching what the Pilot and Season One were like to play. Is any of this interesting to anyone but me? Who knows! But I love reading about the evolution of text-based MMOs. Hopefully this will be less dry and more fun to read than my exegesis was, heh.
other to-dos:
- finish porting over weapon tables
- update Solstice Squirrel and Cat Coronation Bowl pages with latest happenings
A History of Onslaughts
A Titan looms above NewHome, the outpost walls splintered beneath its feet. Monsters have discovered the power of friendship - small swarms combining into large packs combining into outright armies. The Watcher barks commands via loudspeaker as guards fire shots into the trees. And you've just smacked yourself in the face with a rebounding hammer. Things are looking grim. Surely, this must be the end of the outpost, right?
Well, yes! …But actually no.
The Onslaught Module was a feature of early Season Two that brought the war to the doorstep of the contestants. Swarms of monsters were capable of invading Outposts, rendering it inhospitable to players. The actual invasion1) part of the module is currently disabled, meaning you have absolutely nothing to fear. But several adjacent features have stuck around, providing flavor text for the Island and scaring the shit out of many an uninformed rookie.
So, What Is The Onslaught Module?
On December 30th, 2009, a redder-than-usual Watcher stomped into Common Ground to inform contestants that monsters were now roaming in packs. One week later, guards began patrolling the outpost walls - but further reinforcements never came. So we got stuck mopping up monster drool.
Without getting too into the nitty gritty nerdshit technical specifics, the average onslaught went a little something like this:
- First, the module looked at the amount of players who had been online over the past week, and had obtained at least one Drive Kill.
- The more players that were online, the more monsters it would spawn outside each outpost.
- If players repeatedly killed monsters in an outpost's jungle, then number go down, and all was well for that outpost.
- If not enough players were killing monsters, then number go up. The outpost's threat level started to increase. One by one the locals went oh fuck lads and hightailed it to somewhere safer, causing the bank, shops, and other facilities to close down.
- If the threat level got high enough, the monsters would begin to attack the outpost's walls themselves.
- If the outpost walls were destroyed, nothing immediately happened. The guards were still doing their jobs. But…
- If the threat level maxed out while the walls are still down, the guards were overwhelmed and the outpost became overrun. Monsters here! Hover leeches there! Lions in your underwear! You wouldn't be able to step foot in the outpost without getting into combat.
- And so things remained that way, until enough brave contestants came through to mop the place up.
Rinse and repeat.
Onslaughts had their ups and downs. They were certainly flavorful - adding to the chaotic warzone feel of the island and giving a story hook for roleplayers. They were also quite profitable, as the network cameras would dish out more requisition and experience points to contestants doing their part. But they were also punishing, and it was common for less popular outposts to be rendered inaccessible for days at a time.
The module has since been partially disabled, bringing peace back to the outposts - well, something resembling it, anyway. But the less lethal parts have stuck around. Here's some you might have noticed.
Threat Level
“NewHome seems quiet at the moment - by which you mean there are no monsters actively banging on the gates. The people manning the turret-mounted machine guns are chatting jovially with each other and sharing cigarettes. For now at least, NewHome is safe.”
- Flavor text you've probably read a billion times.
bla bla bla this text appears to let u know if enough monsters have been killed lately. in very rare circumstances you might hear the watcher chime in to tell you to fight monsters, and you'll get more req per fight if you do. BUT the town's not actually in danger so you can relax.
Walls
they're useless! only there if you want to burn stamina, really.
Titans
oh yeah these dudes are still around. We probably have a titan guide somewhere so I can just link that.
scratch notes
- Improbable Island is a dangerous place but did you know it used to be DANGEROUSER
- On Datey mc Date the Month, Year, the Watcher announced monsters were beginning to roam in packs (link that page here, i know it's on the old wiki somewhere)
- Outpost threat levels: would increase if nobody Jungled in a certain area, causing fights to become harder but awarding higher requisition payouts.
- If the threat level got too high, it would also start to deplete the health of the Outpost walls2)
- Titans would also reduce the health of the Outpost walls to zero immediately if they reached their target.
- If the Outpost wall's health hit zero and the threat level was high enough, the Outpost was considered breached and the Outpost would be overrun by monsters. Most facilities would be unavailable for the duration, including Joe's Dojo and the Medicine Tent, making leveling up impossible for that race. (Exceptions were made for Rookies who had not yet completed a Drive Kill.)
- After contestants collectively fought enough monsters in the outpost, the threat level would drop and the Outpost became inhabitable again. And so the cycle repeats.
- That's war for you!
Today, the following relics remain:
- Threat Levels: You've probably seen the phrase “Clearly, there is no threat right now” in an Outpost's description while wandering around. Like all Outpost text, this description is actually dynamic - that phrase indicates Peaceful Days or Quiet Times status. In very rare circumstances the threat may rise above that, and you may see the locals exchange nervous glances or hear the Watcher give an announcement. You'll get more Req for jungling while this text is active, but there's still no cause for concern. The Outpost is not at risk.
- Titans: Titans still spawn, approach Outposts, and destroy their walls just as they had before, and Outpost lookouts will shout warnings. But even if a Titan flattens an Outpost's wall, the Outpost cannot become overrun.
- Outpost Walls: You can still hammer nails in to repair outpost walls, but since only Titans can lower their health it's only useful for burning stamina.
- The Council Offices were used to check the status of all Outposts. Nowadays they exist to give free shit to Humans and free exhibits to Mr. Stern.
Edit: oh look there's a page for Threat Levels on the old wiki. That's gonna save me some time.
A History of the Bingo Hall, As Written By A Scholary Type
Interesting Old Wiki Links
Not worth porting over, just half articles I'm using as “sources”
“why don't you just ask cmj” I like doing things the hard way, apparently.
- Season Two suggestion box. One way to date what was around before the reset.
- Nobody ever wrote a PVP guide. Hellfire.
- The monster list - retired monsters. also has “possible scavenge options” - not sure if that's the actual scavenging drop data, or just hypotheticals?
- Season one bugs, before it got replaced with the petition system.
- Season Two changelog. Only I could find this interesting.
- jesus. things you post on the internet really do stay forever. hello, person reading this.
Before
- Improbable Island's codebase was, initially, built off a much older game called Legend of the Green Dragon. (Which in itself is apparently based off the single player game Legend of the Red Dragon, but that's a little too much backstory for this)
- Similarities - fight monsters to gain exp, fight your master to level up, at level fifteen you go off to kill the big bad and become the hero of the realm, four hour game days
- LotGD is open source, with its code being CC0. btw you can still donate to the devs so i'll have to shill that at some point
- I should probably play LotGD at some point so I can figure out how different it was to the Pilot
- Anyway link to the Old Masters article somewhere in this mess of a preamble
The Pilot
I'm actually not sure what features the Pilot had gameplay-wise, other than the Old Wiki's entry saying things were super unbalanced. It may have been largely the same as the pilot, but with janky initial stat numbers?
The things I know that did happen are largely community based:
- Occasional Watcher-run contests. (Such as awarding special boons to people who got the highest Glory score in a set timeframe)
- Newbie Tuesdays (days the game would be advertised, so existing players would prepare to welcome them)
- The Watcher apparently hung out on the Island in a place called Disgrace?
Season One
- No stamina system - there were separate points for travel, combat, PVP. Systems were in place to convert one type of point for another, such as Heidi's Place allowing you to trade PVP turns for more Jungle fights.
- PVP enabled. Contestants could kick each other's asses for fun and profit.
- Sheila's shack actually had limited stock, and players could salvage scrap from monster fights or the junkyard to craft more gear?? wild
- Speaking of, armor and weapons could be gifted (and stolen!).
- Dwellings instead of Places!
i don't actually know anything about the bingo hall i just thought that was a funny headline to steal - Something called the Strategy Hut - not sure if this was an outpost thing or a player run thing, honestly. Precursor to Basic Training?
Season Two
- PVP removed, sheila's shack stocks endless stuff
- Dwellings obliterated, places added
- Brand new stamina system, which is currently set to be replaced with the even newer stamina system if the latest motd is anything to go off of
- I don't know when each outpost got its own Banter, but S2 is when Banter became Global.
- Breaches came and went
- Trains. Choo choo
- oo fancy new UI oooo