Slay the Spire

Slay the Spire

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更好的全知头骨
   
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34.900 KB
2020 年 7 月 9 日 下午 4:12
2021 年 10 月 2 日 下午 11:15
10 项改动说明 ( 查看 )

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更好的全知头骨

在 Nichilas 的 1 个合集中
The BetterMod Series
10 件物品
描述
更好的全知头骨

本mod旨在重新设计事件“全知头骨”,让它对玩家来说更好玩,同时也维持了原事件的核心设计理念。

效果

更改后的事件“全知头骨+”有可以让玩家在进入主事件前就离开的选项,并且会给玩家一小笔奖励。如果玩家选择跟头骨纠缠,那么也提供了一些新的购买选项。

此外,由于每个选项的收益改变,故对选择它们的代价也作了平衡性修改,并且根据收益不同,这些代价也各不相同。在进阶15以下,离开主事件所需的生命值代价也有所削减。

此事件现在可以在任意幕遇到,而不再仅仅是第2幕(城市)。遇到此事件所要求的生命值条件也经过了调整,现在在低生命值情况下遇到此事件的可能性变小了很多。

在进阶15及以上,此事件也接受了一套细微调整。这是因为,原事件在进阶15及以上不会像其他事件一样有所变动。

在mod的设置面板当中有一个选项,可以让你禁用不进入主事件直接离开的权利。

设计目标

The normal event relies on a classic Push Your Luck[boardgamegeek.com] mechanic. The player can spend more health now to get rewards, but risks not keeping enough health to survive later encounters. In deconstructing this event, the main issue noted was not the core idea, but rather the particular implementation resulting from a couple distinct factors.

The options offered are not the most appealing, and as a result the typical interaction with this event is to leave immediately, and thus have a net result of losing about 6 health. Occasionally, a player might opt to take the gold bonus once or twice before going if they are feeling healthy, or risky. Often times adding a random Colorless card is a negative even without the health cost, and often potions are either full, or not worth the cost of obtaining a new one, especially at random.

It is inherently not enjoyable to select an event space and not actually interact with the event in any meaningful way and also be forced to lose health. This is particularly true as the normal event is limited to Act 2, in which typically health is the most important, as in Act 1 health can be spent a bit more freely, and in Act 3 there are other factors that cause a health trade to be potentially more viable.

As a solution, "A Better Knowing Skull" reimagines this event to be a little less frustrating when showing up at the wrong moment, while also encouraging the player to "push their luck" a little more often.

To accomplish this, an option was added before entering into negotiation with the skull to instead leave, circumventing the forced health penalty, and offering a slight heal as compensation (There is also an option to disable this section of the event in the settings). Naturally, different players will have different biases on how much they want to risk, so risk avoidant players can use this option to avoid having to pay any penalty while still keeping the event in the pool of options.

Another task was to make the offerings more appealing such that players are more likely to engage with the central mechanic of the event. This was accomplished by altering the rewards offered. Instead of a random potion and a random Colorless card, the player now can choose to trade health to upgrade a random card in their deck, or receive a random common relic. The cost related to these offerings have been meticulously adjusted to find the sweet spot where the player always has to stop and think for a minute before deciding if the cost is worth it in their given situation. Obviously, each player will have a different sweet spot and valuation, but the goal is to reduce the probability of always choosing the same option regardless of surrounding circumstances. This also has the added benefit of making the rewards for spending health a bit more obviously helpful, as getting a bad Colorless card is a double negative, and many potions are not useful or exciting to receive. It is not a good player experience to pay a cost for something only to get nothing, or even punished, as a result.

The costs of each option have also been given a very minor fluctuation in order to give the player another aspect to consider when evaluating both the value of any given option, but also the risk of choosing to engage with the skull at all.

Additionally, in the base event, the player can technically kill themselves by not watching the costs carefully in comparison to their health, particularly as the leave option has a health cost associated with it too. While this is a neat possibility, it is not the most interesting mechanic, and isn't really a measure of skill in any satisfying way. "A Better Knowing Skull" aims to keep the spirit of this interaction while limiting the possibility of realistically making this math mistake by lowering the leave cost to 1 hp (Above Asc 15, however, the cost rises to fit the theme of unfavourable events).

特别说明
我之所以选择这个事件加以改动,是因为我收到了特定请求,故而我对怎么处理这个事件的认识没有那么清晰。因此,如果能听到你在评论区留下的反馈意见,我会很兴奋!

但凡你有其他想看到翻新或重新构想的事件,尽管把你的建议提出来!

致谢
希望你能在这个mod的加持下玩得愉快,任何反馈我都欢迎。
感谢旅渚Lastcel的简体中文翻译。

如果你觉得这个mod不错,也可以考虑看看我的其他一些mod:
更好的讯息
更好的感知石
更好的对对碰
更好的遗忘祭坛
更好的第三选择
更好的实验室
热门讨论 查看全部(2)
0
2020 年 7 月 9 日 下午 5:29
置顶: Bug Reports
Nichilas
0
2020 年 7 月 9 日 下午 5:28
置顶: Balance & Feedback
Nichilas
11 条留言
Mothman 2022 年 8 月 16 日 下午 2:54 
at relics.RelicStimpack.onBloodied(RelicStimpack.java:36)
at com.megacrit.cardcrawl.characters.AbstractPlayer.damage(AbstractPlayer.java:1844)
at com.megacrit.cardcrawl.characters.Ironclad.damage(Ironclad.java:317)
at betterSkull.events.BetterSkullEvent.buttonEffect(BetterSkullEvent.java:142)
at com.megacrit.cardcrawl.events.AbstractImageEvent.update(AbstractImageEvent.java:46)
at com.megacrit.cardcrawl.rooms.EventRoom.update(EventRoom.java:30)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2532)
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:876)
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:423)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)
Mothman 2022 年 8 月 16 日 下午 2:53 
Cause:
java.lang.NullPointerException
at com.megacrit.cardcrawl.actions.common.ApplyPowerAction.<init>(ApplyPowerAction.java:102)
at com.megacrit.cardcrawl.actions.common.ApplyPowerAction.<init>(ApplyPowerAction.java:127)
Mothman 2022 年 8 月 16 日 下午 2:53 
I can't understand Java and I get this crash in the better knowing skull when I pick an option. From just glancing through it seems that it collides with reliquary in some way. Is there a way to fix it while keeping both?
Mods in stacktrace:
- betterSkull (1.2)
- reliquary (0.4.1)
♥♥♥♥ Goblin 2021 年 5 月 29 日 下午 1:53 
Recently checked out your mods and I have been enjoying them. Good work!
Nichilas  [作者] 2020 年 10 月 24 日 上午 9:19 
Hi, thank you for your feedback! I'm glad to hear you are enjoying it. It's been a while since I looked at the code base, but I believe the intention is for it to be part of the special event list (which means you only have a 25% chance of accessing it's pool each event) and also should be limited to once per run. The game does reset shrines if you save and quit, so it's possible that that could be adding the event back in, but otherwise events are one time by default.

As a side note, amusingly, the "opt out" option has the lowest win rate statistically.
brickey.8 2020 年 10 月 24 日 上午 8:18 
I really like the way you modified this event. Personally I play with the "opt out" option turned off, since losing 1 HP to opt out of an event already feels perfectly fair, but in practice I almost always go for it.

I do feel like it might be a bit too common though--I believe I recently had a run where I encountered the skull in both acts 1 and 2 (if not it was two consecutive runs). If it isn't already it should be hardcoded to be once-per-run.
Nichilas  [作者] 2020 年 8 月 25 日 上午 9:51 
Hi, that's entirely fair for you to prefer the base version. I actually buffed the gold option several times as taking it even once lowered the player's win rate by 20%. Even now it's still the worst option by win rate, but less significantly so.
Inu Ninja 2020 年 8 月 25 日 上午 1:49 
I actually love the original event more than your version. 101 gold gor 9 HP does seem quite a bit too good.
Nichilas  [作者] 2020 年 7 月 23 日 下午 3:02 
Thanks! I am pleased to see that so far, people seem to be really enjoying this one!
Cathorist 2020 年 7 月 23 日 上午 10:37 
Just wanted to say I love you mods, How you deconstruct the reasoning behind the changes, and the changes themselves! excited to see your next event change mods!!!