Ring of Brodgar Wiki

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Re: Ring of Brodgar Wiki

Postby linkfanpc » Fri Jul 31, 2026 5:41 am

IsThisRad wrote:
linkfanpc wrote:the equipment page has been revamped and now properly (and fancily) lists pages that contain lists that correspond to every equipment slot.

This is gorgeous... brings a tear to my eye :'^)

For chickens, ducks, hens, etc... is it necessary to have separate pages for both sexes? Feels weird to have to go through a disambiguation page and choose either drakes or hens for ducks, for example. Is there anyone who opposes condensing these? Infobox tabs could make this look nice.

Also, the inconsistency of mallards having two separate pages for the live entity, but only one for the dead item was funny to me


it's honestly down to personal preference. in my eyes, they're separate items, so should have separate pages, no? plus, some birds like wood grouse have a lot of differences between male and female, which necessitates separate pages, and then it would look odd if some birds are grouped and some aren't.

on the other hand, when i wrote the category:brains page i grouped birds together and it did look far nicer, so idk. and then why do their corpses have the same page?

could probably do with some rethinking but it's kind of medium effort low reward to condense/uncondense every similar page, especially when most occurences of that are pages like "Dead Mallard" that just...don't really matter and nobody cares about.
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Re: Ring of Brodgar Wiki

Postby Fostik » Fri Jul 31, 2026 10:33 am

Just saw the edit of fleeing hitpoints for moose
https://ringofbrodgar.com/index.php?tit ... did=122437

I think it's very high level understanding of how animals AI work, where flee is only one part.

Let me explain my understanding of the mechanic:
There's a hidden combat parameter for creatures, for simplicity I'll call it aggression.
Let's assume it's 0 when you're not in combat with a creature. When it's less than 0 - it starts fleeing. When it's more than 0 it keep fighting.
Initiating combat with creature rises aggression parameter by a fair bit.
When creature deals damage to you - the aggression parameter rises. It might be the case giving openings works the same way.
When you deal damage to creature(and this value is probably has some minimum threshold, i.e. certain % of total hp) - aggression parameter decreases, and eventually may cause animal to flee.
When you're not letting creature to do you any damage, and hit it quite hard - you might push aggression way too low, so you might need to reinitiate combat multiple times(each combat initiation raises aggression)
You might've noticed that in certain fights when creature deals you more damage than usual it might not flee until death.
There might be dependency on health creature has left, so it's more likely to flee closer to death.
There are obviously creatures that ignoring that parameter, like dungeon ones never flee.

This led community to create "fleeing hitpoints", implying any creature has some hardcoded value it flees, but it's not like that. The values are born from experiences where stats and damage only allowed parity of damage dealt to player and to creature result in creature flee at certain repeatable threshold. Obviously in late worlds with high stats and high quality weapons this threshold is much lower: you can deal significant damage almost at start of combat before any damage was dealt to you, making it flee immediately.

Idk what to do with this observations, so I brought them here. There seems to be no place in wiki to fit it properly.
Last edited by Fostik on Fri Jul 31, 2026 1:47 pm, edited 2 times in total.
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Re: Ring of Brodgar Wiki

Postby ZamAlex » Fri Jul 31, 2026 1:33 pm

Fostik wrote:Just saw the edit of fleeing hitpoints for moose
https://ringofbrodgar.com/index.php?tit ... did=122437

I think it's very high level understanding of how animals AI work, where flee is only one part.

Let me explain my understanding of the mechanic:
There's a hidden combat parameter for creatures, for simplicity I'll call it aggression.
Let's assume it's 0 when you're not in combat with a creature. When it's less than 0 - it starts fleeing. When it's more than 0 it keep fighting.
Initiating combat with creature rises aggression parameter by a fair bit.
When creature deals damage to you - the aggression parameter rises
When you deal damage to creature(any this value is probably has some minimum threshold, i.e. certain % of total hp) - aggression parameter decreases, and eventually may cause animal to flee.
When you're not letting creature to do you any damage, and hit it quite hard - you might push aggression way too low, so you might need to reinitiate combat multiple times(each combat initiation raises aggression)
You might've noticed that in certain fights when creature deals you more damage than usual it might not flee until death.
There might be dependency on health creature has left, so it's more likely to flee closer to death.
There are obviously creatures that ignoring that parameter, like dungeon ones never flee.

This led community to create "fleeing hitpoints", implying any creature has some hardcoded value it flees, but it's not like that. The values are born from experiences where stats and damage only allowed parity of damage dealt to player and to creature result in creature flee at certain repeatable threshold. Obviously in late worlds with high stats and high quality weapons this threshold is much lower: you can deal significant damage almost at start of combat before any damage was dealt to you, making it flee immediately.

Idk what to do with this observations, so I brought them here. There seems to be no place in wiki to fit it properly.

This is very useful information, thanks for sharing. But after reading, I don't see any problem with the threshold — most people hunt from boats and don't take damage anyway, so they can use this "fixed threshold if you don't take damage" as a measure.
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Re: Ring of Brodgar Wiki

Postby mvgulik » Fri Jul 31, 2026 2:03 pm

Fostik wrote:There seems to be no place in wiki to fit it properly.

Hmm, yea. No direct good location came to mind. But will give it some thought.
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Re: Ring of Brodgar Wiki

Postby IsThisRad » Sat Aug 01, 2026 7:13 pm

The Combat article in general is pretty old and could use an overhaul, it could possibly be included there?

Can't really work on anything with how RoB is shitting itself lately though :'^)
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Re: Ring of Brodgar Wiki

Postby IsThisRad » Sat Aug 01, 2026 8:48 pm

There's a lack of proper key renders on RoB, many articles opt to just use unedited screenshots. Ideally we would present ourselves in a more refined fashion, given how important the wiki is for learning and general reference. Unfortunately there is not, to my knowledge at least, an accurate manipulable debug model viewer in any current client.

Because I was irrationally bothered by this, I took advantage of ResForge and attempted to produce acceptable renders via Blender.
Image Image

The main problem with this is that frankly, I have very little knowledge on how Haven does its lighting system within Java, and how to best approximate it within modern Blender. I hate lighting! I HATE IT! Anyway, for this reason I did two versions for these: The first is a loose imitation of Haven's two-tone shading from its sun lighting, and the second is just uniformly lit with no shading. They're a little harsh, it should probably be adjusted.

Image Image

The upside of this pipeline is that it allows us to use to very easily provide high quality GIF exports of animations for use in infoboxes (idles) and galleries, which gives us +10 Cool Points (CP):

Image Image

There are definitely refinements that can be made, honestly I was pretty rusty with shading and anim/action editor while I was figuring out a pipeline. I didn't bother to spend much time on outlines yet, but those aren't difficult and will potentially bring these even more in line with Haven's visuals. As long as they don't look bad close up.

I will primarily thank Nightdawg for providing tools that open the door to stuff like this so intuitively. Thank you Nightdawg! Everyone else, please feel very free to provide feedback on whether we should use these, or something similar to these, or suggestions on how to make them better. If anyone has any insight into how to approximate Haven's lighting properly... please spoon feed me
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Re: Ring of Brodgar Wiki

Postby mvgulik » Sat Aug 01, 2026 9:39 pm

Things to take in account.
1) RoB wiki is personally hosted by Spiff. Stuffing RoB with big-sized animations could have a negative effect/response. As such (without me knowing Spiff's point of view or support limits) I'm currently against it. (Not too fond about GIF as animation format, but .., its the only animation supporting format on RoB)
2) I think high detail images should at least still feel kinda like what is seen in the client(s). Now here I'm kinda limited in knowing how things look in different clients at high detail/resolution. Although the Vanilla would in essence be the general default to be (kinda) compare against.
3) Nice images are nice. But less critical than good information.
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Re: Ring of Brodgar Wiki

Postby mvgulik » Sat Aug 01, 2026 10:04 pm

IsThisRad wrote:The Combat article ..., it could possibly be included there?

That page is a general combat rundown. It has no strong relation to actually fighting animals and there behaviors & properties in that area.
It probably will need a new page, as its more or less a disputation on a current assumed animal feature/property.
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