-
-
Notifications
You must be signed in to change notification settings - Fork 680
Markers
Markers are icons on the map representing a point of interest, e.g. a battlefield, a bridge, an inn, etc. You can toggle the markers layer on or off using the button on the Layers tab.
After map generation, the markers are randomly generated according to a set of criteria (e.g. bridges can only appear on rivers), and you can add your own markers anywhere you want. Each randomly generated marker has some randomly generated relevant notes attached. Notes on both randomly generated markers and manually added markers can be edited. Notes can have different fonts which you can edit in the notes editor. You can also edit properties for markers like the icon, icon size, and position. Icons have to be from a list of icons, or you can add a new icon which must be a unicode character. Custom icons are not possible at the moment. To edit a marker, click the marker icon. A small window with marker properties will appear. You can edit notes using the bottom-left button.
There are special markers for dungeons, which link to Watabou's one-page dungeon generator (https://watabou.itch.io/one-page-dungeon). These special markers show a preview in the notes. In the notes editor, click on the <> button to show the HTML code used for the preview. You can use the same text to generate your own previews to images. The text is below:
<iframe src="https://watabou.github.io/one-page-dungeon/?seed=573621350629" sandbox="allow-scripts allow-same-origin"></iframe>
Criteria and types of randomly added markers are below:
-
Battlefields - cell belongs to a state, cell pop > 2, cell height > 25 and cell height < 50
-
Bridges - burg in cell, burg pop > 20, river in cell, not adjacent to ocean, cell water flow greater than average for map
-
Brigands - cell has culture, cell road has road score > 4
-
Canoes - cell has river
-
Circuses - cell has culture, cell height >= 20, cell has road
-
Dances - cell has burg, burg pop > 15
-
Dungeons - cell pop > 0 and cell pop < 3
-
Hill monsters - cell height >= 50 and cell pop > 0
-
Hot springs - cell height > 50
-
Inns - land cell, cell has road score > 4, cell pop > 10
-
Jousts - cell has burg, burg pop > 20
-
Lake monsters - freshwater lake
-
Lighthouses - cell harbor score > 6 (more than 6 water cells are adjacent), has sea route nearby
-
Migrations - cell height >= 20, cell pop <= 2
-
Mines - cell height > 47 and burg present in cell
-
Mirage - cell has hot desert
-
Pirates - cell is water cell with sea route
-
Portals - first 10% of burgs in the list
-
Rifts - cell pop <= 3, cell biome habitability > 0%
-
Ruins - cell has culture, cell height >= 20 and cell height < 60
-
Sacred forests - cell has culture, cell has temperate deciduous forest or temperate rainforest
-
Sacred mountains - cell height >= 70, neighbour cell has culture and cell height < 60
-
Sacred palm groves - cell has culture, cell has hot desert, cell pop > 1, cell has road
-
Sacred pineries - cell has culture, cell has taiga (boreal forest)
-
Sea monsters - ocean cell with sea route
-
Statues - cell height >= 20 and cell height < 40
-
Volcanoes - cell height >= 70
-
Waterfalls - river in cell, cell height >= 50, some neighbouring river cell height < 40