Improvements to scoring
It's entirely possible to enjoy DROD RPG without caring about the scoring system at all, but optimising scores adds another dimension to the game, so we've taken the time to make it even better.
Holds can now
customise the scoring system, either for the entire hold or for individual score checkpoints. Each component is controlled by a variable, which can be positive to mean "
1 thing gives N points"
or negative to mean "
N things give 1 point"
-- or zero if there's something you don't want to be scorable at all. (In the example above, yellow and green keys are not scorable, so they don't display in the window; blue keys are scorable but the player has zero of them.)
The old scoring system is still the default, so GR and REP normally give zero score, but you can make them scorable if you want!
Among the many ways this feature can be used:
* A hold can easily have multiple difficulties and give harder difficulties a higher set of score multipliers. (This was possible before, as in
Nameless Fortress, but the implementation was very clunky.)
* Challenge score checkpoints where the player is scored entirely on HP, or GR, or number of keys.
* You could even script a collectable that improves the score multipliers!
There is a new
score window (default: numpad minus) that allows to you see your current score and its breakdown into components at any time.
The Restore screen has a new button that calls up a
list of scorepoints. All scorepoints in the hold are listed, so it's easy to check whether you've found them all. And for scorepoints you've achieved, the window keeps track of your personal best.
In addition, when you achieve a scorepoint, there is a new flashing message "
X% of personal best"
, so you can compete with your own scores even if you aren't connected to CaravelNet. (And if you don't want this to pop up, it can be disabled in settings.)
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50th Skywatcher