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 (動く, interact, 話す, 攻撃). Movement depends on the cost and familiarity of the tile you are leaving, と
Each time an action is completed, familiarity XP is awarded. The amount of familiarity XP awarded each time is random between 14 と 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.
技術的には, 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:
床(-(21/2)+(sqrt(8*xp+6615))/(2*sqrt(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” を示します, at the absolute top right of the screen.
How to increase “Mana spent per tick” (これからはただスピードを上げるだけ):
速度を上げるには主に 2 つの方法があります:
- 炉床レベル. 炉床レベルが与えるもの 0.3 それぞれの速度, ベースに追加されました 1 スピード.
- ボーナスタイム. ボーナスタイムは単純に速度を倍増します 3 オンになっている間.
それで, 例えば:
- 取られるアクションについては、 10 マナ, と速度 1, 行動がとられます 10 ダニ, そして消費する 10 マナ
- 取られるアクションについては、 10 マナ, と速度 4, 行動がとられます 3 ダニ, そして消費する 10 マナ (の 2 ティックに費やした溢れ出るマナ 3 返金される)
これは、追加の炉床レベルがあると、単純にループが速くなることを意味します。, 他のコストに影響を与えることなく (ただし、炉床にポイントを追加すると、精神または身体へのポイントが減ります。).
戦闘
各戦闘には基本マナコストがあります, ダメージ, そして攻撃速度
コストは親密度とプレイヤーの攻撃によって減少します.
例えば, 戦闘があれば 1000 基本コスト, の馴染み 10, そしてあなたは次のような攻撃を受けています 5:
コスト = 基本コスト / ( (1+(親密度/20))^0.8 * 攻撃 ) コスト = 1000 / ( 1.38 * 5 ) = 145
したがって、戦闘には費用がかかります 145 完了するまでのマナ
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, 文字通り).
So the player will take damage once, and would take damage again at 150 マナ, but avoid the next attack. As the damage is 1, the player takes 1 ダメージ箇所 (half a heart).
The defense would reduce this damage.
実際に, the combat calculations are also calculated with ticks.
With a speed of 4 (10 hearths) the combat would look like this:
tick 1: EAT = 4, RC = 141 //EAT = EnemyAttackTimer tick 2: EAT = 8, RC = 137 //RC = RemainingCost ... tick 9: EAT = 52, RC = 93 //EAT -> 0, take damage tick 10: EAT = 4, RC = 89 ... tick 26: EAT = 52, RC = 45 //EAT -> 0, take damage tick 27: EAT = 4, RC = 41 ... tick 31: EAT = 44, RC = -1 //Combat complete
As the enemy attack timer gets reset to 0 each time, 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.
防衛
Defense consists of three parameters:
- 額 (directly from shield)
- Efficiency (a combination of body levels and the defense efficiency skill)
- パリー (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.
ついに, reduce the remaining defense by the defense damage.
例として, と 2 防衛, 75% efficiency and 50% 受け流す, and enemy dealing 1 ダメージ:
取る 0.25 ダメージ, 取る 0.375 defense damage, 1.625 defense remaining take 0.25 ダメージ, 取る 0.375 defense damage, 1.250 defense remaining take 0.25 ダメージ, 取る 0.375 defense damage, 0.875 defense remaining take 0.25 ダメージ, 取る 0.375 defense damage, 0.500 defense remaining take 0.25 ダメージ, 取る 0.375 defense damage, 0.125 defense remaining take 0.25 ダメージ, 取る 0.375 defense damage, no defense remaining take 1 damage take 1 ダメージ ...
実際に, for a fight that consumes all of the player’s defense, the effect of defense is a plain reduction in total damage taken.
防衛 / ( 1 - 受け流す )
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.
これが今日私たちがこの目的で共有するすべてです Loop Odyssey ガイド. このガイドは元々、次の者によって作成および執筆されました。 daniferrito. このガイドを更新できなかった場合, これに従って最新のアップデートを見つけることができます リンク.