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There is no practical limit to the number of floors (sometimes called levels) in the Skull Cavern.<ref name="integerlimit" /> Similar to [[the Mines]], the player advances through floors in the Skull Cavern by finding a ladder on each floor, either by mining rocks or defeating enemies.  
 
There is no practical limit to the number of floors (sometimes called levels) in the Skull Cavern.<ref name="integerlimit" /> Similar to [[the Mines]], the player advances through floors in the Skull Cavern by finding a ladder on each floor, either by mining rocks or defeating enemies.  
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Unlike [[The Mines]], there is no elevator to save progress, but on every floor there is a ladder at the starting point where the player can leave the Skull Cavern. Each visit must start again from the first floor.
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Unlike [[the Mines]], there is no elevator to save progress, but on every floor there is a ladder at the starting point where [[the Player]] can leave the Skull Cavern. Each visit must start again from the first floor.
    
When ladders to the next floor appear from breaking rocks, 20% of the time they will appear as a shaft (or hole) instead of a ladder. Shafts make it possible to travel 3-15 floors at a time. The number of floors dropped is based on an integer x between 3 and 8 inclusive, chosen with equal probability, with a 90% chance that the player drops x floors and a 10% chance that the player drops 2x-1 floors. The amount of floors dropped is predetermined based on the mine floor, game day, and [[Random Seed]]. In particular, [[Luck]] does not affect the chances of jumping down a certain number of floors. This also means that if multiple shafts spawn on the same floor, they will all drop the player the same number of floors, so it does not matter which one is chosen. Jumping down the shaft causes [[Health]] damage equal to 3x the number of floors skipped (although jumping down a shaft will never reduce health to less than 1). Note that if a shaft above floor 100 is calculated to drop the player past floor 100, it will be modified to only drop the player to floor 100.<ref name="shaftlevels"/>
 
When ladders to the next floor appear from breaking rocks, 20% of the time they will appear as a shaft (or hole) instead of a ladder. Shafts make it possible to travel 3-15 floors at a time. The number of floors dropped is based on an integer x between 3 and 8 inclusive, chosen with equal probability, with a 90% chance that the player drops x floors and a 10% chance that the player drops 2x-1 floors. The amount of floors dropped is predetermined based on the mine floor, game day, and [[Random Seed]]. In particular, [[Luck]] does not affect the chances of jumping down a certain number of floors. This also means that if multiple shafts spawn on the same floor, they will all drop the player the same number of floors, so it does not matter which one is chosen. Jumping down the shaft causes [[Health]] damage equal to 3x the number of floors skipped (although jumping down a shaft will never reduce health to less than 1). Note that if a shaft above floor 100 is calculated to drop the player past floor 100, it will be modified to only drop the player to floor 100.<ref name="shaftlevels"/>
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==Treasure Rooms==
 
==Treasure Rooms==
Small rooms containing treasure chests, similar to those in [[The Mines]], can randomly appear at floors 10+. Daily [[luck]] and luck [[buffs]] affect the chance to find Treasure Rooms.
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Small rooms containing treasure chests, similar to those in [[the Mines]], can randomly appear at floors 10+. Daily [[luck]] and luck [[buffs]] affect the chance to find Treasure Rooms.
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The probability of encountering one when entering a new floor equals to <code>0.01 + (Daily Luck / 10) + (Luck Buffs / 100)</code><ref name="dinofloor" />. This means Treasure Rooms have a base chance of 1% to appear with daily [[Luck]] increasing the chance by 1% at best or decreasing by 1% at worst, with the [[Special Charm]] adding 0.25%, and food buffs adding 1% for every point of Luck. In multiplayer, the luck values taken into account are the average of luck stats of players present in the Skull Cavern.
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The probability of encountering one when entering a new floor equals to <code>0.01 + (Daily Luck / 10) + (Luck Buffs / 100)</code>.<ref name="dinofloor" /> This means Treasure Rooms have a base chance of 1% to appear with daily luck increasing the chance by 1% at best or decreasing by 1% at worst, with the [[Special Charm]] adding 0.25%, and food buffs adding 1% for every point of luck. In multiplayer, the luck values taken into account are the average of luck stats of players present in the Skull Cavern.
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Floor 100 of the Skull Cavern is guaranteed to contain a treasure chest. The only exception is during the run where the player completes the [[#Secret|secret]].
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Floor 100 of the Skull Cavern is guaranteed to contain a treasure chest. The only exception is during the run where the player completes the [[#Secret|secret]]. Floors 200 and 300 of the Skull Cavern are also guaranteed to contain a treasure chest.
    
Below is a table of all possible treasures that can be randomly found inside Treasure Chests in the Skull Cavern.
 
Below is a table of all possible treasures that can be randomly found inside Treasure Chests in the Skull Cavern.
 
{|class="wikitable sortable mw-collapsible mw-collapsed"
 
{|class="wikitable sortable mw-collapsible mw-collapsed"
|-
   
!class="unsortable"|Image
 
!class="unsortable"|Image
 
!Name
 
!Name
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==Secret==
 
==Secret==
<section begin="qiskullcavern" />After reading [[Secret Notes#Secret Note #10|Secret Note #10]], the player will find [[Mr. Qi]] at floor 100 of the [[Skull Cavern]]. A cutscene ensues in which:
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<section begin="qiskullcavern" />After reading [[Secret Notes#Secret Note #10|Secret Note #10]], the player will find [[Mr. Qi]] at floor 100 of the Skull Cavern. A cutscene ensues in which:
{{collapse|content=Mr. Qi will either congratulate [[The Player|the player]] for reaching floor 100 while using 10 or fewer [[Staircase]]s or say the player is "clever" but not "honorable" for using more than 10. In either case, he will award the player with Iridium Snake Milk, which permanently increases the player's [[health]] by 25 points.}}
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{{collapse|content=Mr. Qi will either congratulate the player for reaching floor 100 while using 10 or fewer [[Staircase]]s or say the player is "clever" but not "honorable" for using more than 10. In either case, he will award the player with Iridium Snake Milk, which permanently increases the player's [[health]] by 25 points.}}
    
[[File:QiCutsceneSkullCavern.png|200px]]<section end="qiskullcavern" />
 
[[File:QiCutsceneSkullCavern.png|200px]]<section end="qiskullcavern" />
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==References==
 
==References==
 
<references>
 
<references>
<ref name="integerlimit">The integer limit is 2147483647. The deepest level of Skull Cavern is 2147483527 (Because Skull Cavern is coded as floor 121 of the mines) To reach that limit in one Stardew Valley day, the player would have to descend over 2 million floors per real-time second.</ref>
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<ref name="integerlimit">The integer limit is 2147483647. The deepest level of Skull Cavern is 2147483527 (Because Skull Cavern is coded as floor 121 of [[the Mines]]) To reach that limit in one Stardew Valley day, the player would have to descend over 2 million floors per real-time second.</ref>
 
<ref name="shaftlevels">See <samp>MineShaft::enterMineShaft</samp> in the game code.</ref>
 
<ref name="shaftlevels">See <samp>MineShaft::enterMineShaft</samp> in the game code.</ref>
 
<ref name="time">See <samp>MineShaft::getExtraMillisecondsPerInGameMinuteForThisLocation</samp> and <samp>Game1::UpdateGameClock</samp> in the game code.</ref>
 
<ref name="time">See <samp>MineShaft::getExtraMillisecondsPerInGameMinuteForThisLocation</samp> and <samp>Game1::UpdateGameClock</samp> in the game code.</ref>
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==History==
 
==History==
 
<!--Which update changed the fact that food eaten later in the day lasted for less time?-->
 
<!--Which update changed the fact that food eaten later in the day lasted for less time?-->
{{History|1.3.27|Added Carbon Ghost, Iridium Bat, Iridium Crab, Treasure Rooms, and encounter with [[Mr. Qi]]. Removed exploit that allowed the player to avoid bomb damage by consuming food after placing a bomb.}}
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{{History|1.3.27|Added [[Carbon Ghost]], [[Bats|Iridium Bat]], [[Iridium Crab]], [[#Treasure Rooms|Treasure Rooms]], and encounter with [[Mr. Qi]]. Removed exploit that allowed the player to avoid bomb damage by consuming food after placing a bomb.}}
 
{{History|1.4|Added [[Pepper Rex]]. Added [[White Turban]] to possible Treasure Room items. All players entering a shaft in [[Multiplayer]] now descend to the same floor. Qi's challenge can now be completed during the first visit to the Skull Cavern. Shafts will no longer drop the player past floor 100.}}
 
{{History|1.4|Added [[Pepper Rex]]. Added [[White Turban]] to possible Treasure Room items. All players entering a shaft in [[Multiplayer]] now descend to the same floor. Qi's challenge can now be completed during the first visit to the Skull Cavern. Shafts will no longer drop the player past floor 100.}}
 
{{History|1.5|Added [[Auto-Petter]] to possible Treasure Room items. Fixed chests spawned on certain floors being shifted down by 4 tiles. Fixed message appearing when opening a treasure room chest before opening the initial 15 [[Parsnip Seeds]] given by [[Lewis|Mayor Lewis]].}}
 
{{History|1.5|Added [[Auto-Petter]] to possible Treasure Room items. Fixed chests spawned on certain floors being shifted down by 4 tiles. Fixed message appearing when opening a treasure room chest before opening the initial 15 [[Parsnip Seeds]] given by [[Lewis|Mayor Lewis]].}}
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