Chapter 8.4 Hidden Areas

Mini Map Information Limits
As players place buildings, the mini map will update. The minimap won't have every single point of information, but will retain key information. This will keep the minimap from being a way for players to view more than their character can, while still allowing players to navigate the world and gain key information. This also allows more flexibly for secrecy. Players cannot see within buildings, while outside of a building, and cannot see outside while in a building, unless near an open door, or window, showing a view cone masking affect.

What will appear on the minimap:

  • Buildings and exterior walls

  • Hubs and linked light sources that you own or have a role to maintain

  • Public doors

  • Interior walls when inside buildings

  • Architectural structures such as stairs, pillars, windows

  • Resurrection points

  • Summoning circles

  • Service counters

  • Log off zones (mantles, beds, fire and light sources)

  • Drop boxes and pickup points

  • Quest bulletin boards

  • Outpost controllers

  • Building functions icons (restaurant, inn, brewery, stable, etc) but only if a sign is made on the exterior of the building

    • Just in case players design hidden internal building functions, but want a the "storefont' function public

    • Or players don't want to publicly advertise what functions a building has (they may not want to "sell" a service)

What won't appear on the minimap:

  • Private/locked doors

  • Hidden rooms

  • Most furniture

  • Players, monsters, NPC

Hidden Entrances and Storages
Players are able to craft secret entrances and storages. Hidden entrances will lead to another constructed room. Hidden storages are small cubbies or larger chests that can be hidden in wagons, walls, or other locations that a player allowed to construct/modify that asset. Secret entrances and storages are allowed to be blocked off with furniture for more entry protection, unlike regular public and private doors.

Access Types
With the right workstation, skills, and materials, players can create keys or magic charms that grant access. Falsemana can be used to create keypads for passwords. Service counters can be created, one of which is specifically designed for inns. However, the one designed for inns can just be used in different contexts, such as instead of a player losing access to a room after a certain number of time, it can be set to "Indefinite Until Removed." Players have plenty of options. Anything using a physical tool will result in protections from direct riftcraft. Windows count as a type of secondary entrance/exit. (Open windows may work in a pinch if you are trying to escape a situation quickly.)

Break-Ins Possible with Riftcraft:

  • Keyless unlocked entrances and keyless locked entrances

    • Higher complexity of locked doors require higher crime proficiency with lockpicks

    • Falsemana keypads require lockpicks crafted with falsemana

  • Entrances using a service system

  • All NPC owned entrances

  • Entrances linked to buttons and switches

    • Auto crime failed if attempted on entrance that is linked to a button or switch

    • Criminal has to success on button/switch first, then door

  • Works best if button or switch is hidden well

Are Hidden Areas and Locations Crimes? No!
It is not togglable to have hidden rooms be set as a crime. Hidden rooms are not always crime based, and can be used for family heirloom vaults, fermenting rooms, archive storage, etc.

Interacting with Hidden Locations
Players can sett allowed access to specific doors and entrances. This can be set for other players or NPC. Creating a hidden entrance or storage will automatically toggle only you as having access. When you allow another player access to a hidden room in the hub settings, it is then interactable to them. But since it won't show up on their map. You will have to show them where it is located. However, NPC cannot interact with player made hidden entrances or storages if they don't have access. But players can interact with NPC created hidden entrances or storages given the right context, such as witnessing an NPC or player access the hidden area.

Gaining Access to a Hidden Location
Opening secret entrances in "seen" proximity, opens interaction options for players who witnessed it. In other words, it becomes selectable. Such as entering it or accessing it. If the property is not owned by you, and you were not granted access, you would still need to use riftcraft to enter, and attempting access is considered a crime, and will leave riftmist (crime trail). Players who know of a location, cannot interact with it on characters who have not witnessed it in a seen proximity. Seen proximity is within your radius in the minimap in exterior spaces, and in interior spaces is an enclosed area you are currently in.

Re-gaining Access
Players can come back later to continue attempted interactions with hidden locations. The reveal method is painted on the tile, so that if a player/monster destroys a secret area, and builds on the same tiles again, it is still interactable to the player who witnessed it still. The reveal tile will disappear overtime if the hidden location is removed or destroyed for too long.

Losing Hidden Status and Destruction
If a monster destroys the entrance or enough of the building, it may partially reveal a hidden room. If so, it will lose the hidden status and will be treated like a regular room. It can regain a hidden status, with proper hidden placement, via building reconstruction. For broken hidden storages, players that enter the radius of it will now additionally gain a "revealed" status on the hidden location, and they can now interact with it after repairs. As usual, any player can help repair a destroyed construction that hasn't yet decayed into truin. Hidden storages are not repairable if it reaches a "ruin" state. Due to the natural nature of destruction, in either cases of hidden rooms or storages, some or all of the items may have gotten destroyed in the process, depending on the scale of damage.