Demo Patch #8 (v1.14) is a minor patch that aims to smooth out random encounter frequency.
Random Encounter Smoothing:
- The game now takes note of when a player has gotten lucky/unlucky with the number of steps taken before an encounter is triggered.
- Example: Dungeon tiles have a 1/16 chance of generating a random encounter. An encounter in the first 8 steps is considered "unlucky". Getting "unlucky" twice in a row forces the next encounter to be AFTER 24 steps to compensate.
- Similarly, getting "lucky" twice in a row (two encounters after 24 steps+), will force the next encounter to be before the first 8 steps. Sometimes players will be seeking encounters, so this smooths out the long streaks of not getting an encounter as well.
- Smoothing out both excessively good or bad luck will make the average steps per encounter return towards the expected outcome sooner and more often. However, it's also a goal of mine to make sure this system doesn't over-compensate and make encounters too predictable. It's important some randomness occurs to provide reasonable levels of variance during adventures.
- This means the new "worst case" for repeated encounters would be 3 in a row. Having a "normal" encounter (9+ steps), followed by 2 unlucky encounters (2-8 steps). At this point compensation would kick in, granting at least 24 steps before another encounter occurs.
- Please keep in mind: The examples used are specific to the dungeon tiles with a 1/16 encounter rate. Specific step counts and what's considered "lucky/unlucky" depends on the rate of the specific tiles. For reference, here's a list of encounter rates:
- Grass: 1/24
- Forest: 1/20
- Dungeon: 1/16
- Swamp: 1/16
- Marsh: 1/12
- Desert: 1/12
Misc:
- Fixed a bug where encounter rates didn't always update in the randomized quest w/ v1.11 changes.
- The player will automatically wake up after sleeping through 3 turns (changed from 4 turns).
