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3,558 bytes added ,  23:01, 7 May 2023
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:Short answer: yes, please! Long answer: yes, but keep it short and simple, as it may (or may not) change with v1.6.  
 
:Short answer: yes, please! Long answer: yes, but keep it short and simple, as it may (or may not) change with v1.6.  
 
:I think it would be best as a separate heading, but as an h2 by itself (two equals signs), or an h3 (three equals signs) under the h2 "Contents"? I don't know, you can decide. Either would be fine, I think. Thank you! [[User:Margotbean|margotbean]] ([[User talk:Margotbean|talk]]) 20:23, 7 May 2023 (UTC)
 
:I think it would be best as a separate heading, but as an h2 by itself (two equals signs), or an h3 (three equals signs) under the h2 "Contents"? I don't know, you can decide. Either would be fine, I think. Thank you! [[User:Margotbean|margotbean]] ([[User talk:Margotbean|talk]]) 20:23, 7 May 2023 (UTC)
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== Bottom of the mines effects ==
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While checking a few things, I decided to look up where the number of times the player has reached the bottom of the mines is used, to see if there are cumulative effects, and noticed some things are more controlled by reaching floor 40 or 80 instead, and some extra things not listed are changed. I'm not sure if it would be best to change the bottom of the mines section into a key floors section and add in notes about reaching floor 40 and floor 80 as well, or put floor 40 and floor 80 into a different section. This could also be a more general "progress", which also highlights elevators every 5 floors, and links to the adventurers guild page with a note saying weapons unlock as you go deeper.
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I found that <code>StardewValley.Utility::getStardewHeroCelebrationEventString</code> has <code>((Game1.player.timesReachedMineBottom > 0) ? " Dwarf 19 24 0" : "")</code>. However I don't think this is actually called anywhere in the game (other than debug).
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I also found that while technically it is checked in <code>StardewValley.Utility::getRandomItemFromSeason</code>, directly before this (combined with logical or) it checks if you have reached floor 40 (adding aquamarine, jade, diamond, frozen tear and purple mushrooms) or floor 80 (adding ruby, emerald and fire quartz). So I think that line from the bottom of the mines section is technically incorrect.
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In <code>StardewValley.Objects.BreakableContainer::releaseContents</code>, it changes what will drop from breakable containers. Only for those in MP (as it needs difficulty>1) it replaces a chance to get sap (92) or basic retaining soil (370) with a frozen tear (84). For everyone, when the mines aren't difficult, depending on the container, it instead replaces sap or basic retaining soil with quartz (80) for container 118; frozen tear (84) for container 120; and for container 122 or 124 it changes one of the 3 possibilities for cave carrot (78) to fire quartz (82).
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In <code>StardewValley.Locations.MineShaft::checkStoneForItems</code> for the gem node (44), it controls what gems may drop in a similar manner to <code>StardewValley.Locations.MineShaft::getRandomGemRichStoneForThisLevel</code> chooses which gem stone ore to use. If the player has reached the bottom, there is a 1 in 11 chance for jade, and a 2 in 11 chance for each of emerald, aquamarine, ruby, amethyst and topaz. If the player has not reached floor 40 there is a 50-50 chance of getting either amethyst or topaz. If they player has not yet reached floor 80, then there is a complex chance where the 2 in 11 chance for emerald and ruby are replaced by an equal chance of the other 4 gems, resulting in an 18.2% chance to get jade, and a 27.3% chance to get aquamarine, amethyst or topaz.
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While insignificant for normal gameplay, it does change the random seed for cutting down grass, and for the crystalRandom in <code>StardewValley.TerrainFeatures.Quartz::performToolAction</code>, and for the levelRandom in the apparently unused <code>StardewValley.Locations.MineShaft::getCrystalColorForThisLevel</code>
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Other things affected by level include what weapons are unlocked in the adventurers guild; which monsters are to be slain for monster slayer quests; if a help wanted quest can request gold (level 40) and going above floor 25 means half the copper ore drops from regular geodes become iron ore, and above floor 75 half the iron ore drops from frozen geodes become gold ore. [[User:JackBlack69|JackBlack69]] ([[User talk:JackBlack69|talk]]) 23:01, 7 May 2023 (UTC)
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