![]() ![]() In some biomes the exits are seperated into their own paths.Īfter exiting each biome, the player will enter a Passage. The locations of exits in a biome are mostly random with some exceptions, but are always at the end of hallways or level chunks. Some of these can be accessed without any requirements but most are blocked off by rune requirements. Playing on higher difficulty using collected Boss Stem Cells grants access to boss cell doors which can contain more shops, treasure rooms, or even alternative paths to biomes.Įach biome has exits leading to the biomes of the next level. Their locations are always random except for the fact they will always have the same access requirements. The majority of these are predetermined but their type might be random, shops might either be a weapons or skills shop and treasure rooms could contain treasure chests, linked altars or very rarely an additional cursed chest. This allows us to calculate an enemy's Damage and HP at any given biome and difficulty, though most of these variables are located in the game files.Ī tool for calculating enemy stats is currently work in progress.Įxcluding boss biomes, each biome always contains combinations of shops and treasures. HP: Base HP × (MobLifeScaleFactor (LifeTier - 1)) × (1 + (LifeTier - 1) × MobLifeScaleMulPerTier) × (1 + Enemy Type Bonus).DMG: Base DMG × (MobScaleFactor (AtkTier - 1)) × (1 + (AtkTier - 1) × MobScaleMulPerTier).The formula for enemy DMG and HP scaling are: As the player moves away from the starting area, enemies and traps get additional scaling (except for on 0 BSC). Each difficulty and biome has their own scaling of enemy and trap stats with tiers which operate somewhat differently compared to scaling of player damage and health with Stats. ![]()
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