v11 changelog:
- Images for Attack Flux and Defense Flux (thanks LovaP48!)
- Level 3 template.
Here's Round 3. 16 people! A new record!
Here's the numbers you are assigned to:
1) blorx1
2) mxvladi
3) Nuntar
4) Red-XIII
5) komachi
6) mauvebutterfly
7) bomber50
8) Citrus
9) Xindaris
10) Thelas
11) LovaP48
12) Chaco
13) Someone Else
14) hyperme
15) PigmyWubba
16) Pachy
You have one week to submit your rooms to this thread:
https://forum.caravelgames.com/viewtopic.php?TopicID=46985
negative 5 days, 6 hours, 58 minutes
Our level this time is The Tombless Forest, a forest that definitely doesn't contain any ancient tombs. It has the Forest style. The level has a long winding river running through it.
It has x3 multiplier.
The greckle situation is now out of control so greckle gates are no longer a thing. If architects want to do something else with money, they are encouraged to script up something. Note that players may or may not have the Lucky Greckle, so the gulf between amounts of greckles will be very large between players. I am not going to ban using greckle gates, in which case you need to set the multipler variable yourself, however I did want to avoid lots of rooms with different greckle amounts, so I'll heavily discourage them while opening up the possiblity for someone that really really needs to use them.
Level-specific rules
- The forest level style can't be changed.
- There is an open 2x2 room area with no walls and dirt floor. This has forest ambience music and can't be changed.
- You are not allowed to place any equipment that adds more than 70 total to player stats. In the weapon menu, that takes you up to the long sword. In the shield menu, up to the steel shield. Note that the best shield so far is the wooden shield but many players may have sold that anyway, so going from wooden to steel (or none to steel) is a ludicrous increase in defense, like 2 large gems! So please be careful.
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Placing the flippers or grappling hook is banned! I suspect many authors would not want to do much with water if we allowed these, so banning them for peace of mind.
Stat guidance
- Expected player starting stats could be 2500-35000 HP, 210-220 ATK, 230-240 DEF, 2000-13000 GR, 1-5 yellow keys, 1-5 green keys, 0-3 blue/skeleton keys and 10-60 shovels.
- Expected player starting equipment is the goblin-biter, and really any combination of all the accessories we've seen so far, although you can't have both the ivis potion and lucky greckle.
- We have consistently ended up with roughly 2 small gems of each kind per room on average. If the trend continues, with a x3 multiplier we would likely get to about 400 ATK and DEF
WITHOUT EQUIPMENT, so then whatever equipment gives on top.
- This much defense compltely deletes the viability of pretty much every default monster by the end. Gel Babies are very weak at the start, everything above them on the editor can theroetically be used but eventually become trash. Rock Giants are a greckle bonanza so be careful with those. Both adders and serpents may be viable by the very end but are even more of a greckle bonanza.
- As some people might not want to come up with their own custom monsters, I have provided 6 custom monsters, all stronger than the default monsters. Some can be used right away but will be strong, others are meant to be in the latter half of the level These 6 monsters all have a name with a O# code at the front so you can see them on the character list when you first place a character. These monsters are:
- O1 Woodpecker: Basic enemy, can be used at the start but will be tough, fairly resilient to player stat growth. Stronger at the start, weak by the end.
- O2 Roach Princess: Decreases with stats fairly quickly, has attack more in line with top tier default monsters so expected to eventually become free. Lays eggs that need 400 ATK to kill, so I expect they will eventually be killable towards the end.
- O3 Mist Elemental: A Swordsman-like without a sword. Hits 3 times at the start of the level, 1 time by the end.
- O4 Wave Walker: Waterskipper variant that is eventually fightable later on in the level, can be used just for adjacent damage nearer the start.
- O5: Jumping Spider: A harder normal enemy, about medium responsiveness to gaining stats.
- O6 Elf Guard: Normal enemy but with a sword, hard at first, easy by the end.
Players are likely to have some spare blues / skeleton keys, or if not, then highly likely to have accessories that let them get past them anyway.
You are allowed to use any custom things from previous rounds.
There are some starting stat stalwarts for testing again. Some were from stats posted before all adjustments were made, so I tried to make a reasonable guess about how the stats would have ended up.
[Last edited by kieranmillar at 09-21-2025 02:32 PM]