v4 changelog:
- Fixed HP recovery of tar roach.
- There's now an inventory token in various rooms that warp you to an inventory with lots of spare equipment slots. I added them to all rooms with equipment, plus start room and boss room, but can add it in more places if needed.
- Level 2 template.
Alright here's Round 2. 15 people again!
Here's the numbers you are assigned to:
1) mauvebutterfly
2) Citrus
3) blorx1
4) Someone Else
5) mxvladi
6) Nuntar
7) PigmyWubba
8) Thelas
9) komachi
10) Red-XIII
11) bomber50
12) Chaco
13) Pachy
14) Xindaris
15) hyperme
You have one week to submit your rooms to this thread:
https://forum.caravelgames.com/viewtopic.php?TopicID=46985
negative 2 weeks, 5 days
You no longer need to tell me about what map icons you want. I wanted to see what people chose to add icons for, but we need to come up with something consistent across the hold.
Our level this time is Gorge George's Gorge. Background theming is in a conversation in the start room. It has the Swamp style and some rain. The level is split into two halves, each player has a room in each half.
It has x2 multiplier. As they are new, worth mentioning that shovel pickups also increase with the multiplier, but not the dirt block costs.
Greckle gates cost 200 greckles. I went for a high number last time but clearly undershot it anyway. We have another big level, so not taking any chances this time. You can expect the player to be able to open one right away.
Level-specific rules
- The swamp level style can't be changed, nor can the rain.
- Some rooms in the middle of the gorge have Windy ambiance, this can't be changed.
- You are not allowed to place any equipment that adds more than 30 total to player stats. In the weapon menu everything up to and including the Staff is allowed. In the Shield menu, up to and including the mirror shield.
Stat guidance
- Expected player starting stats could be 3000-6000 HP, 68-82 ATK, 66-72 DEF, 200-300 GR, 3-6 yellow keys, 1-4 green keys, a skeleton key and 10-20 shovels.
- Expected player starting equipment is the wooden equipment, a couple of Scrolls of Might, a portable crate, possibly a pickaxe, and possibly the custom small weapon with goblin weakness.
- Last time we ended up on average with 2 ATK and DEF per room. As the multiplier is now twice as large, if the trend continues then we would get about 4 ATK and DEF per room, leaving player stats at the end roughly around 200 each.
- At the start of the level, row 4 (Goblin to swordsman) are OK, with mad eyes slightly relevant still. In the latter half, it might be row 5 (Red Guard to Seep) but it all depends on how many stats we get. If the average gems per room isn't the same as last time, then row 5 might be too tough (although damage from waterskippers and seep will be fine anywhere).
- The goblin king may also be relevant at the start.
- Of course, there's always mist and brains to make earlier monsters more relevant, but neither of those help when ATK is high enough to one-shot. For ATK there's disarm tokens I guess? Oremites might be relevant too.
Last round had an overabundance of keys, and nobody dared to place any blue doors, but the equipment situation worked out well.
You are allowed to use any custom things from previous rounds. The custom enemies won't be relevant, except maybe the boss, Kobold King, but he'll most likely still be tough even by the end of the level.
[Last edited by kieranmillar at 09-07-2025 11:46 PM]