In this brief guide I will try to explain the relevant information regarding Map Generation and maybe some new ways to look at the game.
Important Note
In het spel, all decisions you make are based on a myriad of factors. So many in-fact that it is almost impossible to quantify.
Just remember nothing is set in stone and there are no cure-alls. Almost any situation you will find yourself in will be unique and will require you consult may factor other than just the map.
In order to finish the game
(without the Heart)
you are expected to traverse the Map 3 Consecutive times In Acts I, II & III. For all of the 3 Acts the Map Generation is identical only the Locations content changes.
Generation is identical to in all ascensions accept for 1 factor: Na
A
1 Elites Location rates go from
8% naar 16
% and to compensate Monster Locations go from
53% naar 45%
. I am going to assume we are playing on
A20
Map Layout
The map is composed of:
- Map Template: A predetermined set of positions where Rooms can be generated or not. (A Grid)
- Kamers: Each individual place you can visit. (Also known as a Nodes).
- Paths: Lines connecting Rooms. (A connection between two Nodes).
- Vloeren: Rooms on the same horizontal level. (Nodes on the same X Axis).
- Locaties: Specifies what can be expected when visited.
- Boss Room: Additional Room (or Node) added to the top post generation.
Initially the game generates a 7×15 Irregular Isometric Grid (a Grid formed by triangles). Then it randomly chooses one of the Rooms on the 1st Floor (at the bottom of the Grid). It then connects it with a Path to one of the 3 closest Rooms on the 2nd Floor. It continues this pattern to the next Floor Floor.
It repeats this procces 6 time obeying the following rules 2:
- The First 2 Rooms randomly chosen at the 1rst Floor cannot be the same. Ensuring that there are always at least 2 different starting locations.
- Paths Cannot cross over each other.
Each colour represents a generation of Rooms and Paths.
Afterward the remaining unpaired (Pathless) Rooms are removed and it will start assigning each room with a Map Location.
Assigning Map Locations
For starters the game will fill in:
- all the Rooms on the 1st Floor with Monsters.
- Then all the Rooms on the 9de verdieping with Treasure.
- And all the Rooms on the 15de verdieping with Rest Sites.
Then it will take every remaining unassigned Room and randomly determine a Location based on the following odds:
During the assigning proces the following rules override the determined outcome:
- Elite and Rest Sites can’t be assigned below the 6th Floor.
- Elite, Merchant and Rest Site cannot be consecutive. (bijv.. you cant have 2 Rest Sites connected with a Path)
- A Room that that has 2 or more Paths going out must have all destinations be unique. 2 destinations originating form the same Room cannot share the same Location.
- Rest Site cannot be on the 14th Floor.
If on of the rules is broken it will reassign a Location based on the previously mentioned odds until it obeys by all the above rules.
Allocating Boss Room
At the end it simply randomly selects 1 of the 3 a bosses for that Act and connects all of the Rooms on the 15th Floor (Rest Sites) to it.
Game Play Applications
Although interesting there is very little practical application for this knowledge, Maar hey, now you know.
Elites start spawning at the 6th Floor. You can try to defeat one with Meow’s Lament if Pathing allows.
Apart you will always have 5 Floors free of Elites. However the lack of Rest Sites and the lack of Gold forces you to add cards to your deck at the very beginning of the game since there is very little way of improving your Hero thru other methods.
Of note I find point 3. under Rules Override. Knowing this increases the value of crossroads. Not just for planing for multiple options but also in adding value to the seed you are playing. The more splinting occurs the more varied your Map Locations will be.
On the first 5 Floors for example a 3 way split will always have 1 Monster, 1 Evenement & 1 Merchant Simply because the other options are unavailable on those Floors and the destined Locations must be different. Passed the 6th Floor Spiting will increase the odds for generating Elites and Rest Sites.
Based solely on Assigning %, and assuming that Event Location involves Combat about 50% of the time, you will be in combat about 75% of the time.
Is that a lot? Ik doe het niet’Ik weet het niet. you wont see combat ¼ of every Room you visit. It would mean that out of 15 Kamers, 11 would be combat related and 4 niet.
This is without putting the Pathing into consideration that number could be drastically higher or lower depending on the Paths you choose.
Since combat is usually your main source if Gold income id like to make some calculations for the
Cash to Shop Ratio
i just made up.
Monsters = 10 naar 20 Goud (Av. 15)
Elites = 25 naar 35 Goud (Av. 30)
Boss = 95 naar 105 Goud. (Av. 100)
Van de 75% combat encounter 75% of the time will be Monsters (Dat’S 75% van 75 of 8 uit 11 Kamers) and the remaining 25% (3 uit 11 Kamers) will be Elites giving you an average of 210 Goud (120 Gold from Monsters and 90 Gold from Elites), not including Boss Reward (+100 Gemiddeld). Meaning that on average you can expect each floor to be worth, or give you, 14 Goud.
Maffiabaas’t know what you want to do with that information but next time you see a shop 4 Rooms away you should arrive there with a hypothetical increase of + 56 Goud.
Dat is alles wat we vandaag hiervoor delen Slay the Spire gids. Deze handleiding is oorspronkelijk gemaakt en geschreven door jomami. Voor het geval we er niet in slagen deze handleiding bij te werken, U kunt de laatste update vinden door dit te volgen link.
Very interesting and informative read! While it’s true that much of this isn’t practical or useful from a players perspective, as a developer it is very applicable knowledge. I really appreciate the detail that was put in to it.
But I do have some questions/concerns regarding the rules laid out.
– No Elites and Camps before floor 6
– Elites, Shops and Camps cannot be consecutive.
– Any rooms sharing a parent must be unique room types.
– No Camps on floor 14.
-*Chests are only on floor 9
They seem simple enough, but it does limit the options to work with prior to floor 6. And actually does create a feasible scenario that would require at least one of these rules to be violated.
Say a room is assigned as a shop before the 5th floor, and happens to have 3 rooms coming out of it (looking at the logic to generate paths and assigned rooms that was suggested in the post, I see know reason that this situation would be intentionally avoided).
In this case it’s children must violate a rule since:
– None of them can be Chests as it is not floor 9
– None of them can be Elites or Camps as it is before floor 6
– None of them can be Shops as Shops cannot be consecutive
– One can be an Event
– One can be a Monster
– No options remain for the third room to be distinct from the other two.
Any ideas if this is avoided by design?