I always wonder why can’t the game reveal the stats in transparent and detailed manner each time Hero crosses level progression?
We do get a notification in green indicating a +5 boost to accuracy, health, etc
Since Evan is working on the current update that brings maximum details in game then shouldn’t we have a minor change to Heros status revealing the exact numbers on accuracy, etc to better understand the vulnerabilities or strengths before investing SOUs on items?
The next update isn’t actually revealing any more information than the game already displays, it’s just giving it to you in a nice compact form that’s much easier to access, and in the case of SoU it’s showing it to you before spending the scroll instead of after.
Unfortunately I don’t intend to show off accuracy and evasion stats because the numbers aren’t particularly meaningful. The hero has 10 accuracy and 5 evasion to start, and gains +1 of each per level. This tells you nothing about the actual hit/dodge chance on a per-enemy basis. the only real way for me to show this information would be to show the exact hit/dodge chance for each enemy, which feels like way too much information.
I feel that the stats themselves could still be helpful to see. Take the example of an evasion stat. It doesn’t show what the evasion % against a particular enemy is, but you could still compare various equipment to one another.
For example, if I compare a evasion-augmented +0 chain mail armor to a non-augmented +1 leather armor, which one gives me a higher evasion? That would be nice to see in numbers.
Accuracy too. How much more accurate is a mace compared to a flail? I know the damage difference in numbers, I’d like to be able to compare accuracy too.
The same is with blocking power. How much does earthen armor add? What damage will I do with a warrior leap on average?
And to keep the uncertainty of equipping unidentified armor, you could make such stats display “???” instead of a number until it’s identified.
Edit: This is of course all assuming you display the stats including equipment/effect adjustment.
So an evasion augmented armor grants 4 + 2*lvl evasion. I could include this stat, but it’s not actually going to help decision-making at all, as you have no idea how that compares to the amount of blocking you’ve lost. Furthermore extra points of evasion/accuracy aren’t necessarily more useful, generally the more of it you’ve got the less useful each point is, which is often the opposite of blocking’s value. So I just don’t include the numbers at all as that ends up being a similar amount of information with less complexity.
Accuracy figures are the exact same in this regard, I’d rather have no numbers at all than show numbers which aren’t actually useful.
Hey Evan,
I’ve been playing and enjoying SPD for quite sometimes now. I’m wondering with the new UI updates, would you be willing to include general information about the game, artifacts, monsters, etc? Stuff like how much damage the Chalice does, Fly only drops HP potions, the solution to the puzzle room is always available on the same floor, etc?
I love the game, but I hate checking the wiki for some hidden mechanics! These to me would make the game a lot more accessible and less frustrating (for new players) because these hidden mechanics are crucial to winning your first run! Maybe you could make a toggle under settings ala Blizzard-style games to enable advanced tips if you are afraid of overwhelming new players.
Thank you for the great game!!
I do think there are cases where the game could include a bit more numbers clarity, but I’m afraid I don’t want to just effectively put the wiki into the main game. Are there any particular ‘hidden’ mechanics which you think are most egregious? I don’t think any of the things you list are crucial to winning the game, and in fact the game does mention solution potions to special rooms in the guidebook.
Thanks for the explanation, and the incredibly entertaining game!
Why are you so eager to show us that information? We can always go to the code and check it there.
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