Changes

597 bytes added ,  05:32, 24 August 2020
Update artifact chances to match Artifacts; discovered why forage items aren't more abundant summer 12-14
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* Only in Winter: {{name|Nautilus Shell|class=inline}} (48%)
 
* Only in Winter: {{name|Nautilus Shell|class=inline}} (48%)
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Possible locations where these items can spawn are shown in red on the map.  The locations include nearly any dry sand west of the broken bridge, plus most dry sand east of the bridge. Because 80% of the possible spawn locations are east of the bridge, items are four times more likely to spawn east of the bridge. The large number of spawnable locations at the beach lead to a high average daily spawn rate of 1.1 per night.<ref name="standard_forage" />  However, at most six items are possible at one time: this limit includes items on both sides of the bridge, but only includes the standard forageable items listed here (not [[Coral]], [[Sea Urchin]]s, or [[Seaweed]]).
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Possible locations where these items can spawn are shown in red on the map.  The locations include nearly any dry sand west of the broken bridge, plus most dry sand east of the bridge. Because 80% of the possible spawn locations are west of the bridge, items are four times more likely to spawn west of the bridge. The large number of spawnable locations at the beach lead to a high average daily spawn rate of 1.1 per night.<ref name="standard_forage" />  However, at most six items are possible at one time: this limit includes items on both sides of the bridge, but only includes the standard forageable items listed here (not [[Coral]], [[Sea Urchin]]s, or [[Seaweed]]).
    
Even though most of the Beach items are not season-specific, they are still removed before the first day of any season, as well as before Sunday morning.  This includes the tidepool items and bonus summer items.<ref name="destroy" />
 
Even though most of the Beach items are not season-specific, they are still removed before the first day of any season, as well as before Sunday morning.  This includes the tidepool items and bonus summer items.<ref name="destroy" />
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===Summer Bonus Foraging===
 
===Summer Bonus Foraging===
Extra items are found on the beach on summer 12-14.  Most of the bonus items are standard forageables, but the spawning chances are nearly six times higher than usual<ref name="summer bonus" />.  However, the six item per map limit still applies, and frequently prevents more items from spawning, even if all items are collected every day.
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Extra items are found on the beach on summer 12-14.  Some of the bonus items are standard forageables because their spawning rate is slightly higher than usual (1.4/night instead of 1.1/night)<ref name="summer bonus_std" />.
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Furthermore, extra [[Coral]]s and [[Sea Urchin]]s spawn during these three days, at an average rate of 4/night (20% Sea Urchins, 80% Corals).  They can appear nearly anywhere on the beach (white areas on map) -- both east and west of the bridge -- except for the piers.  This is only the time of year when Corals and Sea Urchins appear at the west end of the beach.
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More noticeably, extra [[Coral]]s and [[Sea Urchin]]s spawn during these three days, at an average rate of 4/night (20% Sea Urchins, 80% Corals).<ref name="summer_bonus_tide" /> They can appear nearly anywhere on the beach (white areas on map) -- both east and west of the bridge -- except for the piers.  This is only the time of year when Corals and Sea Urchins appear at the west end of the beach.
    
During these three days, the ocean is distinctly greener than usual.<ref name="green ocean" /> However, the map is otherwise unchanged, and therefore any objects previously placed on the beach ([[Crab Pot]]s, [[Chest]]s, [[Tree]]s, etc.) remain available, unlike during other events on the beach.
 
During these three days, the ocean is distinctly greener than usual.<ref name="green ocean" /> However, the map is otherwise unchanged, and therefore any objects previously placed on the beach ([[Crab Pot]]s, [[Chest]]s, [[Tree]]s, etc.) remain available, unlike during other events on the beach.
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==Artifact Spots==
 
==Artifact Spots==
 
Artifacts that can be found by digging up [[Artifact Spot]]s on the Beach are:
 
Artifacts that can be found by digging up [[Artifact Spot]]s on the Beach are:
* {{name|Dried Starfish|class=inline}} (10%)
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* {{name|Dried Starfish|class=inline}} (8%)
* {{name|Glass Shards|class=inline}} (8%)
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* {{name|Glass Shards|class=inline}} (7%)
* {{name|Trilobite|class=inline}} (2% + 5%)
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* {{name|Trilobite|class=inline}} (1.7% + 5%<ref name="artifact_extra"/>)
 
* {{name|Anchor|class=inline}} (4%)
 
* {{name|Anchor|class=inline}} (4%)
* {{name|Ornamental Fan|class=inline}} (2%)
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* {{name|Nautilus Fossil|class=inline}} (1.7%)
* {{name|Nautilus Fossil|class=inline}} (2%)
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* {{name|Ornamental Fan|class=inline}} (1.6%)
* {{name|Skeletal Hand|class=inline}} (0.8%)
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* {{name|Skeletal Hand|class=inline}} (0.6%)
* {{name|Palm Fossil|class=inline}} (0.7%)
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* {{name|Palm Fossil|class=inline}} (0.6%)
* {{name|Strange Doll (green)|class=inline}} (0.08%)
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* {{name|Strange Doll (green)|class=inline}} (0.06%)
* {{name|Strange Doll (yellow)|class=inline}} (0.08%)
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* {{name|Strange Doll (yellow)|class=inline}} (0.06%)
 
Other possible items are:
 
Other possible items are:
* {{name|Clay|class=inline}} (30%)
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* {{name|Clay|class=inline}} (30%<ref name="artifact_extra"/>)
* {{name|Lost Books|image=Lost Book.png|class=inline}} (14% + 7%)
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* {{name|Lost Books|image=Lost Book.png|class=inline}} (20% + 7%<ref name="artifact_extra"/>); once all Lost Books are found, any potential Lost Book is replaced by {{name|Mixed Seeds|class=inline}}.
 
* Only in [[Winter]]: {{name|Winter Root|class=inline}} (17%)
 
* Only in [[Winter]]: {{name|Winter Root|class=inline}} (17%)
 
* Only in [[Winter]]: {{name|Snow Yam|class=inline}} (11%)
 
* Only in [[Winter]]: {{name|Snow Yam|class=inline}} (11%)
* {{name|Stone|class=inline}} (10%)
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* {{name|Stone|class=inline}} (10%<ref name="artifact_extra"/>)
* {{name|Gold Ore|class=inline}} (4%)
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* {{name|Gold Ore|class=inline}} (4%<ref name="artifact_extra"/>)
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* An unseen [[Secret Note]]: up to 3% chance, only if the player has a [[Magnifying Glass]]
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Note that [[Rice Shoot]]s are never found at the Beach (either in Artifact Spots, or in [[Fishing#Treasure Chests|Fishing Treasure Chests]]).
 
Note that [[Rice Shoot]]s are never found at the Beach (either in Artifact Spots, or in [[Fishing#Treasure Chests|Fishing Treasure Chests]]).
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<ref name="standard_forage">Of the 5200 total tiles at the beach, 647 are valid spawn locations for standard forage items (12%).  133 of these locations are east of the broken bridge.</ref>
 
<ref name="standard_forage">Of the 5200 total tiles at the beach, 647 are valid spawn locations for standard forage items (12%).  133 of these locations are east of the broken bridge.</ref>
 
<ref name="tidepool">The game code spawning tide pool items is in <tt>Beach::DayUpdate</tt>. Coral and Sea Urchins are created within a loop that starts with a base 100% chance, then repeats indefinitely, multiplying the chance by 0.5 each time, until one of the tests fail.  The actual spawn rate is reduced slightly by valid locations: the code randomly selects any of 300 tiles, but only 212 of the tiles are valid spawning tiles.  Seaweed is created within a second loop, where the chance of the first seaweed is 0.025 (0.25*0.1), but multiple loops are also possible.  Location selection does not alter the spawning chance, because all 17 possible seaweed tiles are valid spawning tiles.</ref>
 
<ref name="tidepool">The game code spawning tide pool items is in <tt>Beach::DayUpdate</tt>. Coral and Sea Urchins are created within a loop that starts with a base 100% chance, then repeats indefinitely, multiplying the chance by 0.5 each time, until one of the tests fail.  The actual spawn rate is reduced slightly by valid locations: the code randomly selects any of 300 tiles, but only 212 of the tiles are valid spawning tiles.  Seaweed is created within a second loop, where the chance of the first seaweed is 0.025 (0.25*0.1), but multiple loops are also possible.  Location selection does not alter the spawning chance, because all 17 possible seaweed tiles are valid spawning tiles.</ref>
<ref name="summer_bonus"><tt>GameLocation::spawnObjects</tt> is called six times instead of one: <tt>Beach::DayUpdate</tt> calls it five times on top of the standard call made by <tt>GameLocation::DayUpdate</tt>. The average spawn rate is limited to 5/day, however, because of the six item per map limit. For the extra Coral/Sea Urchins, the game randomly selects one of 2600 tiles; 1239 of the tiles are valid spawning tiles.</ref>
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<ref name="summer_bonus_std">During summer 12-14, <tt>GameLocation::spawnObjects</tt> is called six times instead of one: <tt>Beach::DayUpdate</tt> calls it five times on top of the standard call made by <tt>GameLocation::DayUpdate</tt>. However, the extra calls to <tt>spawnObjects</tt> are largely ineffective, because the same locations are tested every time -- the random-number seed (based on game ID and days played) is always the same.</ref>
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<ref name="summer_bonus_tide">During summer 12-14, the extra Coral and Sea Urchins have 1239 valid spawning tiles out of the 2600 that could be randomly selected.</ref>
 
<ref name="green_ocean"><tt>Beach::resetSharedState</tt> changes the water color, adding a green overlay, only on Summer 12-14.</ref>
 
<ref name="green_ocean"><tt>Beach::resetSharedState</tt> changes the water color, adding a green overlay, only on Summer 12-14.</ref>
 
<ref name="artifact_spots">Of the 5200 total tiles at the beach, 777 are valid spawn locations for artifact spots year-round.</ref>
 
<ref name="artifact_spots">Of the 5200 total tiles at the beach, 777 are valid spawn locations for artifact spots year-round.</ref>
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<ref name="artifact_extra">The chance for this item to be found at an artifact spot is season-dependent: the chance is 50% smaller in winter.</ref>
 
<ref name="bubbles">The raw chance of bubbles forming at the beach is the same as on all other maps, see <tt>GameLocation::performTenMinuteUpdate</tt>, specifically regarding <tt>fishSplashPoint</tt>.  However, the code randomly selects any tile on the map and only creates bubbles if that tile happens to be a "fishable" tile.  With 2307 of 5200 (44%) fishable tiles, the Beach has a much higher fraction than other maps.</ref>
 
<ref name="bubbles">The raw chance of bubbles forming at the beach is the same as on all other maps, see <tt>GameLocation::performTenMinuteUpdate</tt>, specifically regarding <tt>fishSplashPoint</tt>.  However, the code randomly selects any tile on the map and only creates bubbles if that tile happens to be a "fishable" tile.  With 2307 of 5200 (44%) fishable tiles, the Beach has a much higher fraction than other maps.</ref>
 
<ref name="panning">The code in <tt>GameLocation::performTenMinuteUpdate</tt> that spawns <tt>orePanPoints</tt> is skipped on the Beach, but the test does not recognize the <tt>BeachNightMarket</tt> map. </ref>
 
<ref name="panning">The code in <tt>GameLocation::performTenMinuteUpdate</tt> that spawns <tt>orePanPoints</tt> is skipped on the Beach, but the test does not recognize the <tt>BeachNightMarket</tt> map. </ref>