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Петля Одиссея

Петля Одиссея – Игровая механика и формулы

Опубликовано 12/12/2021 К daniferrito Без комментариев на Петля Одиссея – Игровая механика и формулы
  • Заголовок: Петля Одиссея
  • Дата выпуска:
  • Разработчик:
  • Издатель:
Информация об Odyssey Lop по -прежнему неполна. Пожалуйста, помогите нам заполнить детали игры, используя это контактная форма.

This guide aims to explore how every single mechanic in the game works, and how they interact with each other.

As we are discussing all of the mechanics, this guide will have some early spoilers on how the mechanics themselves work at the beginning and an info dump with spoilers for the full game at the end.

Familiarity

Familiarity reduces the mana cost to repeat actions.

Each tile on the game has a familiarity level for each of the allowed actions on that tile (двигаться, взаимодействовать, говорить, атаковать). Movement depends on the cost and familiarity of the tile you are leaving, и

Each time an action is completed, familiarity XP is awarded. The amount of familiarity XP awarded each time is random between 14 и 26, which is tripled if this is the first time the action was completed this loop and is multiplied by 7 if the player has a certain late-game buff.

Технически, the random range is calculated by round(20 * random_range(0.7, 1.3)), which makes the two outside values slightly less common. This rounding effect is negligible.

The familiarity XP cost per level is calculated by:

150 * ( 1 + (currentlLevel * 0.1 ) )

So the overall XP requirement for a particular level is:

(15/2) * currentLevel * (currentLevel + 21)

And the level for a particular XP amount is:

пол(-(21/2)+(кврт(8*xp+6615))/(2*кврт(15)))

Once we have the familiarity level for a tile, the cost reduction is calculated by:

pow(1+familiarityLvl/20,0.8)

Ticks and Speed

Ticks are the smallest amount of time that the game calculates. Each tic, the game will try to advance by how many mana points the “Mana spent per tick” указывает, at the absolute top right of the screen.

How to increase “Mana spent per tick” (from now on simply speed):

There are two main ways that it is possible to increase speed:

  • Hearth levels. Hearth levels give 0.3 speed each, added to the base 1 скорость.
  • Bonus time. Bonus time simply multiplies speed by 3 while it is on.

Так, например:

  • For an action that takes 10 мана, and a speed of 1, the action will take 10 клещи, and consume 10 мана
  • For an action that takes 10 мана, and a speed of 4, the action will take 3 клещи, and consume 10 мана (тот 2 overflowing mana that was spent on tick 3 are refunded)

This means that having extra hearth levels will simply make the loops go faster, without affecting any other costs (although adding points into hearth mean fewer points into spirit or body).

Бой

Each combat has a base mana cost, повреждать, и скорость атаки
The cost gets reduced by familiarity and by the attack of the player.

Например, if combat has 1000 base cost, the familiarity of 10, and you have an attack of 5:

Cost = baseCost / ( (1+(familiarity/20))^0.8 * атаковать ) Cost = 1000 / ( 1.38 * 5 ) = 145

So the combat will cost 145 mana to complete

The enemy has an attack of 1 and an attack speed of 75, which means that it will attack every 75/1.5=50 mana (it is just divided as a balance tweak, буквально).

So the player will take damage once, and would take damage again at 150 мана, but avoid the next attack. As the damage is 1, the player takes 1 точка повреждения (half a heart).

The defense would reduce this damage.

На практике, the combat calculations are also calculated with ticks.

With a speed of 4 (10 hearths) the combat would look like this:

галочка  1: EAT =  4, RC = 141 //EAT = EnemyAttackTimer
tick  2: EAT =  8, RC = 137 //RC = RemainingCost
...
галочка  9: EAT = 52, RC = 93 //EAT -> 0, take damage
tick 10: EAT = 4, RC = 89 
...
галочка 26: EAT = 52, RC = 45 //EAT -> 0, take damage
tick 27: EAT = 4, RC = 41 
...
галочка 31: EAT = 44, RC = -1 //Combat complete

As the enemy attack timer gets reset to 0 каждый раз, some speeds end up with lower attacks received depending on the rounding involved. This is probably a bug and should get fixed in the future.

Оборона

Defense consists of three parameters:

  • Количество (directly from shield)
  • Эффективность (a combination of body levels and the defense efficiency skill)
  • Парировать (from the defense parrying skill)

Each time the player would take damage if there is some defense remaining:

  • Convert part of that damage, depending on defense efficiency, into defense damage, the rest gets through as normal damage.
  • For the defense damage taken, reduce that damage by the parry.

Окончательно, reduce the remaining defense by the defense damage.

В качестве примера, с 2 защита, 75% efficiency and 50% парировать, and enemy dealing 1 повреждать:

брать 0.25 повреждать, брать 0.375 defense damage, 1.625 defense remaining
take 0.25 повреждать, брать 0.375 defense damage, 1.250 defense remaining
take 0.25 повреждать, брать 0.375 defense damage, 0.875 defense remaining
take 0.25 повреждать, брать 0.375 defense damage, 0.500 defense remaining
take 0.25 повреждать, брать 0.375 defense damage, 0.125 defense remaining
take 0.25 повреждать, брать 0.375 defense damage, no defense remaining
take 1 damage
take 1 повреждать
...

На практике, for a fight that consumes all of the player’s defense, the effect of defense is a plain reduction in total damage taken.

Оборона / ( 1 - парировать )

Unlocks for Speaking

Speaking unlocks shown in the storybook, and are simply based on the familiarity of the speaking action. The storybook will show the number of interactions the player did to obtain the unlock, but the exact number will vary from player to player, as familiarity gain varies randomly and whether it is the first time the action was done in the loop.

The familiarity level required for each unlocking is listed at the end.

Permanent Progress Tiles

Some tiles have permanent progression. This progression can be one of two ways:

By familiarity. The sewers simply require a familiarity level of 20 to explore completely.

By repeat count. The maps require 100 interactions to be completely read.

Это все, чем мы делимся сегодня для этого. Петля Одиссея гид. Это руководство было первоначально создано и написано daniferrito. На случай, если нам не удастся обновить это руководство, вы можете найти последнее обновление, следуя этому связь.

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Путеводители Теги:Петля Одиссея

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Предыдущий пост: Петля Одиссея – Руководство по основной механике
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  • Заголовок: Петля Одиссея
  • Дата выпуска:
  • Разработчик:
  • Издатель:
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