Score Multipliers | Patreon Weekly #151 (Patreon)
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Hey Patrons!
Firstly, there’s an audio Q&A attacked to this weekly! There were 8 questions asked by 5 different patrons. You can find question timestamps at the end of this weekly.
In this weekly I’m going to cover some of the various improvements I’ve made over the last week.
More Metamorphosis Options
Firstly, as a more specific change, I’m expanding the functionality of the scroll of metamorphosis a little. Currently there are 10 talents which are excluded from appearing for other classes, but I’ve whittled that down to just two. These talents will now have a slightly different effect when metamorphed, mostly to help other classes use the effect without unique class items. A few are a bit of a stretch, but most of them are essentially the same as their regular versions.
A Better Scoring System
I’ve also been working on an overhauled scoring system! Adding seeded runs and possibly dailies/weeklies seems like the perfect opportunity to make the scoring system more in-depth. While it isn’t final yet, here’s what I’m currently thinking of.
The current system is very simple, with just 3 components:
- Progression, which determines most of the score; it maxes at 78k.
- Treasure, which is just equal to total gold collected.
- Winning will also double your score.
So currently a winning run gets a score of about 90-100k before the win multiplier, with gold being the only differing factor. It is possible though to get an infinitely high score by farming forever. I’m concepting out a scoring system that should measure overall run performance much more effectively:
- Progression will still be the most important stat but will be scaled back a bit to 40 or 50k max. This is so new runs don’t just immediately trample old ones (though they will be favored).
- Treasure will be largely unchanged but will include held items and will cap out at 20k. I might make 20k a soft cap to allow for some additional score on farming runs, but I’m unsure if it’s a good idea to make score-chasers farm.
- Exploration will also add up to another 20k score, granting a bonus for each floor with everything of interest solved/discovered (no you won’t need to uncover every tile).
- Bosses will each grant their own bonus as well, though this bonus will be reduced for getting hit by avoidable attack or hazards.
- Quests will give a bonus too. For now it’ll be fixed, but the reworked blacksmith and imp quests might give a performance-based score instead.
- Winning will still double score, but you’ll also get a slightly bigger multiplier for a surface win, and a smaller consolation multiplier for dying with the amulet.
- Lastly, Challenges will provide an additional multiplier that stacks with itself.
Overall I’m expecting a perfect score to be about 100-120k before multipliers, though winning with a bunch of challenges enabled will be able to easily push this past 1 million. As this system is more detailed, I will probably be adding a score breakdown to the rankings. Also, thanks to the simplicity of the old system, I should be able to fairly effectively breakdown the score there too, any maybe even retroactively apply the challenge multiplier!
Audio Timestamps
- 0:00 "how do you feel about the Patreon as a whole?" - Depresbian
- 3:35 "What is your favorite Patreon reward to provide?" - Punstar
- 5:55 "Any plans to redo the stylus in anyway?" - Cake
- 7:20 "Following up, any plan for a recipe including the stylus?" - FUL
- 8:24 "Ever consider adding an entire new area? We have extra heroes, why not a sort of "DLC" extra content area?" - Cake
- 9:50 "Are you considering adding more secrets to the game? (stuff like 13th armor ability)" - Kamil
- 12:50 "Any plans to make future content locked until a certain condition is met? I expect new heroes to be unlockable this way, but what about things like new harder challenges, seeded runs, daily/weekly runs or alternate paths (if they come out)?" - Kamil
- 16:05 "now that some time has gone by and you can reflect on them with fresh eyes, how do you feel about your current implementations of some older features that may have been tricky to get right at the time? for example heavy boomerangs in 0.7.1, sewers/prison quests in 0.2.1 and 0.3.2, and the weightstone rework in 0.6.5?" - Depresbian
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