[1.5.5] Infinite Dungeon Issues
Posted: Sun Nov 05, 2017 5:20 pm
(It's unknown that whether those quest bugs are exclusive due to chn123 mod or not.)
Quest Bugs
Those quests are known to be automatically completed when the PC dies:
Near Sighted/Rush Hour/Pacifist
Mirror Match is considered failed when PC dies, but after PC revives, a duel can still be triggered, and after that the quest can be completed again.
Other quests would become failed when PC dies.
Pacifist quest is a little tricky considering the summoned creatures. The summoned creatures will always trigger a fight with monsters, regardless the AI settings. After a kill by the summoned, until the PC go to next level, the quest wouldn't be evaluated.
Well, I think really the result could be irrelevant to the Live/Death Status (i.e. As the character still on the level, or haven't do anything let the quest fail, the quest would be continued)
Quest Choices & Rewards
From what I can see, mostly the reward gives a rare equipment, which the PC might need it or not (e.g. A mindstar for a arcane character)
Sometimes the reward are really great, maybe too generous, like 3 or 6 stat points, prodigy points and category points.
Also, sometimes the character can choose to do the quest or not (Like near sighted, mirror match and multiplicity) but most time not.
Maybe a rework of the quest system can be great.
Like, each completion has a given points, depend on the difficulty. If the stair to the next level is close and clear, a pacifist quest may not be given too much points. Other difficult quest, like kill many spawns before any elite creatures, can be freaking hard, thus competing can give many points.
The current layer, level of PC, difficulty/permanent death settings and the class of PC also relevant on which rewards the PC can gain - e.g.
1 point for a rare loot/a inscription
2 points for 1 generic point
3 points for 1 class point
5 points for 6 stat points/Random unique
10 points for a category point/prodigy point/Set unique
There might be a multiplier for class (1.2x for temporal classes, 2x for adventurers, result rounded) upon "purchasing" the reward with points.
PC can also refuse for the quest (refuse button on the right PLZ) if they know there are little possiblity to complete or "choose a quest from following" (2-3 quests)
Extermination quest can be divided to types - all creatures, creatures outside the vaults, hostile creatures outside the vaults, etc.
Shopping
There are only an AAA machine every few levels randomly, and the machine could be destroyed upon AOE attack . And the machine still "move to kruk tribe" (Maybe in infinite dungeons, "move to deeper levels" is adequate)
A machine containing tinker recipes and inscriptions are not viable for PC who hasn't learned Steam generic talent yet. And it doesn't contain an option, like in main campaign, to learn talent trees.
Maybe there can be "demon merchants"/"Yeek merchants"/"Modern looking vending machine" (which has a lot of HP or not destructable)(humanoid merchant can be robbed) in dungeons which sell and buy (mostly uniques) various stuffs. The loots are maybe refreshable the third time you see them, or refreshable when the PC level up.
A vending machine only receive types of items (Like only clothes can be sold in clothing shop, or a shop only receive gems for currency) could be fun.
The Transmogrification Chest
Currently there are no way to transform items into gems automatically.
I really think that the Infinite dungeons can have its own version of chest, and its function depend on the skills PC have:
1. Default mode (Transform all items into energy (currently there are no energy in ID mode, but it can be used to perform special actions, e.g. return to easier levels) except for gems/alchemist gems)
2. Crafter mode (only available after having Steam/Physics and/or Steam/Chemistry)(Transform all items into materials, except for gems/alchemist gems)
3. Alchemy mode (only available after having Spell/Stone Alchemy) (Transform all gem-transferrable item into gems, other things into energy, except for gems/alchemist gems)
4. Efficient mode (only available after having Steam/Physics and/or Steam/Chemistry And Spell/Stone Alchemy) - metal items goes for gems, while others go for material/energy.
Special Actions:
a. Disable artifact transformation - unique artifacts, or equipment above some levels, will not be destroyed by default
b. Transform gems - for those not using gems, also destroy gems/alchemy gems for energy/money/materials
c. Disable inscription transformation
d. Make alchemy bombs - select one type of gems, and enter desired times to transform, depend on the PC's current mana. (Take turns, need safe area to perform)
Quest Bugs
Those quests are known to be automatically completed when the PC dies:
Near Sighted/Rush Hour/Pacifist
Mirror Match is considered failed when PC dies, but after PC revives, a duel can still be triggered, and after that the quest can be completed again.
Other quests would become failed when PC dies.
Pacifist quest is a little tricky considering the summoned creatures. The summoned creatures will always trigger a fight with monsters, regardless the AI settings. After a kill by the summoned, until the PC go to next level, the quest wouldn't be evaluated.
Well, I think really the result could be irrelevant to the Live/Death Status (i.e. As the character still on the level, or haven't do anything let the quest fail, the quest would be continued)
Quest Choices & Rewards
From what I can see, mostly the reward gives a rare equipment, which the PC might need it or not (e.g. A mindstar for a arcane character)
Sometimes the reward are really great, maybe too generous, like 3 or 6 stat points, prodigy points and category points.
Also, sometimes the character can choose to do the quest or not (Like near sighted, mirror match and multiplicity) but most time not.
Maybe a rework of the quest system can be great.
Like, each completion has a given points, depend on the difficulty. If the stair to the next level is close and clear, a pacifist quest may not be given too much points. Other difficult quest, like kill many spawns before any elite creatures, can be freaking hard, thus competing can give many points.
The current layer, level of PC, difficulty/permanent death settings and the class of PC also relevant on which rewards the PC can gain - e.g.
1 point for a rare loot/a inscription
2 points for 1 generic point
3 points for 1 class point
5 points for 6 stat points/Random unique
10 points for a category point/prodigy point/Set unique
There might be a multiplier for class (1.2x for temporal classes, 2x for adventurers, result rounded) upon "purchasing" the reward with points.
PC can also refuse for the quest (refuse button on the right PLZ) if they know there are little possiblity to complete or "choose a quest from following" (2-3 quests)
Extermination quest can be divided to types - all creatures, creatures outside the vaults, hostile creatures outside the vaults, etc.
Shopping
There are only an AAA machine every few levels randomly, and the machine could be destroyed upon AOE attack . And the machine still "move to kruk tribe" (Maybe in infinite dungeons, "move to deeper levels" is adequate)
A machine containing tinker recipes and inscriptions are not viable for PC who hasn't learned Steam generic talent yet. And it doesn't contain an option, like in main campaign, to learn talent trees.
Maybe there can be "demon merchants"/"Yeek merchants"/"Modern looking vending machine" (which has a lot of HP or not destructable)(humanoid merchant can be robbed) in dungeons which sell and buy (mostly uniques) various stuffs. The loots are maybe refreshable the third time you see them, or refreshable when the PC level up.
A vending machine only receive types of items (Like only clothes can be sold in clothing shop, or a shop only receive gems for currency) could be fun.
The Transmogrification Chest
Currently there are no way to transform items into gems automatically.
I really think that the Infinite dungeons can have its own version of chest, and its function depend on the skills PC have:
1. Default mode (Transform all items into energy (currently there are no energy in ID mode, but it can be used to perform special actions, e.g. return to easier levels) except for gems/alchemist gems)
2. Crafter mode (only available after having Steam/Physics and/or Steam/Chemistry)(Transform all items into materials, except for gems/alchemist gems)
3. Alchemy mode (only available after having Spell/Stone Alchemy) (Transform all gem-transferrable item into gems, other things into energy, except for gems/alchemist gems)
4. Efficient mode (only available after having Steam/Physics and/or Steam/Chemistry And Spell/Stone Alchemy) - metal items goes for gems, while others go for material/energy.
Special Actions:
a. Disable artifact transformation - unique artifacts, or equipment above some levels, will not be destroyed by default
b. Transform gems - for those not using gems, also destroy gems/alchemy gems for energy/money/materials
c. Disable inscription transformation
d. Make alchemy bombs - select one type of gems, and enter desired times to transform, depend on the PC's current mana. (Take turns, need safe area to perform)