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Mist ?! (looking for some answer and information)

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11 years ago
Feb 26, 2014, 5:12:32 PM
Wow melkathi, thx for the tips. I didn't know XML config files were so exposed... is it intended by the design team ?

Cause tuning is one of the most precious thing against copy cats :/
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11 years ago
Feb 27, 2014, 10:22:24 PM
(yeah I overinterprete !)




You don't overinterprete. : )

Mist is poetic, 'cause it evokes some romantisicm pattern. It's the classical topos of the mighty nature (just like the Wanderer above the Sea of Fog, for example).



I have to say I'm wondering why they change "Dust" for "brume".
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11 years ago
Feb 27, 2014, 8:59:37 PM
Okay thanks everyone for your answers !



That explains quite a lot, first of all I need to find time and play Endless Space, it seams to be the best way to understand and enjoy DotE even more smiley: biggrin



And I totally agree with you Tiphereth, the french word indicates something precious, evanescent and kinda poetic (yeah I overinterprete !), meanwhile the english word seams to be more accurate with the gritty atmsosphere of DotE.

In any case, the global meaning of this ressource (the nanomachines) is quite clear for both languages !

So back to square one, I need to find time very soon... lol
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11 years ago
Feb 27, 2014, 2:15:59 PM
Curly wrote:
Is it something that can be changed in further updates of DotE (this is the alpha version afterall) or is the same word already used in Endless Space, so it can't be replaced (just guessing, I haven't play Endless... yet smiley: wink )




Not really. smiley: biggrin Dust is indeed a resource that can also be found in Endless Space.
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11 years ago
Feb 27, 2014, 2:07:04 PM
I'm not totally fluent in english, but that's not quite the same meaning




You have to think of it like nanomachines, because it's what the Dust is. And dust (the real one) is made by a lot of particles, just like the mist, the "brume", is. Two different words, but with one same metaphor. So it's not totally irrelevant. But yeah, there is one semantic difference anyway, 'cause dust just sound like some garbage things when "brume" seems more valuable. Weird change.
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11 years ago
Feb 27, 2014, 10:37:18 AM
Curly wrote:
or is the same word already used in Endless Space, so it can't be replaced (just guessing, I haven't play Endless... yet smiley: wink )




It is. The games use the exact same resources. Dust plays a very important role in the Endless universe, so changing the name at this point is not truly an option.
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11 years ago
Feb 27, 2014, 9:43:27 AM
Steph'nie wrote:
The original word is "Dust". Our writer, Slowhands, is American by the way.




Thanks for the explanation Steph'nie !

I'm a newbie here, both in the community and Amplitude's games, so maybe it has already been explained somewhere else : if you reverse the question, why "Dust" was translated into the french word "Brume" ?

I'm not totally fluent in english, but that's not quite the same meaning smiley: smile

Is it something that can be changed in further updates of DotE (this is the alpha version afterall) or is the same word already used in Endless Space, so it can't be replaced (just guessing, I haven't play Endless... yet smiley: wink )
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11 years ago
Feb 26, 2014, 8:50:19 PM
Hi all and Ty for the answer you gave.



Yeah, I'm french so sorry for the "mistraduction", cause I don't find that before posting ...

It was helpfull (at least for me and maybe for others)to understand how the mechanics of dust work. I progress step by step on my run and discoverone time the fourst level. When I read about the fifth level as the last one (for the moment we all know it!), I feel like I'm maybe at 30~50% of Everest's climbing xDD



So ty and have fun
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11 years ago
Feb 26, 2014, 8:45:05 PM
Mysterarts wrote:
Absolutely, it's intended smiley: smile

We prefer giving the player the opportunity to explore, tweak, and propose mods than play a cat and mouse game smiley: wink


A propose mods: Is there normal mod-support via "+mod Modname" or is it only possible to tweak the standard-game-files right now?

I'd like to try how it would feel if all mobs would move at the exact same speed. ^^
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11 years ago
Feb 26, 2014, 5:49:56 PM
Absolutely, it's intended smiley: smile

We prefer giving the player the opportunity to explore, tweak, and propose mods than play a cat and mouse game smiley: wink
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11 years ago
Feb 24, 2014, 5:13:51 PM
Hi all,



I don't know if I use the right location for this thread, but I need little to understand how work the gain of mist. My run often ended in the third lv, that mean I understand some mechanics, but I don't understand how the gain of mist works and if there are some effective way to enhance it ...



Is it a random things that make in some run you get more mist than you really need and other you can't get some instead of really needing it ... ?
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11 years ago
Feb 26, 2014, 9:40:34 AM
Ca_Putt wrote:
wha wha wait a second so considering Amplitude is settled in Paris thus France, does this mean that the "original" designation was/is "Mist"?




The original word is "Dust". Our writer, Slowhands, is American by the way.
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11 years ago
Feb 25, 2014, 6:53:36 PM
Well, we can't be sure about that because almost every games are made in english langage, for some obvious reasons. : )



Maybe a developer could tell us. : )
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11 years ago
Feb 25, 2014, 10:40:39 AM
wha wha wait a second so considering Amplitude is settled in Paris thus France, does this mean that the "original" designation was/is "Mist"?
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11 years ago
Feb 25, 2014, 10:26:59 AM
Danke Ail smiley: smile
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11 years ago
Feb 25, 2014, 8:46:02 AM
melkathi wrote:
that's why I couldn't find what chance there is for each door event


The chances for the door-events are in the files that have "level" and a levelnumber in their name.

But it's not a chance like 0.2 or so, it is a weighting and it has to compete against other weightings at the same amount of opened doors.



So if you have 5 different events that can happen at some point and they are weighted like 20, 30, 25, 20, 10, then the chance for one to happen is The Events Weighting/Sum of all Events weightings... e.g.: 10/105



As I said these weightings also depend on the amount of doors opened. So for the first few doors there is a higher chance for finding a major-module-slot for example while later on the chance to find monsters increases.
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11 years ago
Feb 25, 2014, 12:13:12 AM
Tiphereth wrote:


Melkathi : Where could you find all of these informations? It's very interesting.




In the installation folder there are some .xml files. They don't have all the info (that's why I couldn't find what chance there is for each door event), but they do have some info.
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11 years ago
Feb 24, 2014, 11:29:16 PM
Is the resource named differently for different languages?




I suppose he's a french player. The dust is called "brume", which means, well, "mist". (Basically, Dust is just a way to talk about nanomachines, just like mist could be too. ^^)



Melkathi : Where could you find all of these informations? It's very interesting.
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11 years ago
Feb 24, 2014, 9:19:57 PM
Basically what people have been saying is correct:



Dust can be:

  • Found in a new room after opening the door. I do not know what the chances are for this event to trigger.
  • Gained by selling items to the merchant.
  • Looted from enemies.





If I understand things correctly:

Enemies have a chance to drop 1 dust upon defeat.

The chance for an enemy to leave dust behind is based on two factors: the type of enemy and which level of the dungeon you are in.

In the current build:

The small four legged enemies have a base chance of 0.1 (10%) to drop dust. The enemies going directly for the crystal and the very fast enemies hunting the heroes have the highst chance at 0.7 (70%).

The Dungeon by itself has a loot probability modifier of 1. That means that by default, all monsters have their inherent chance to drop dust.

In the current build, the first level of the dungeon has no additional loot probability modifier. So again, a tiny enemy with a 10% chance to drop loot has exactly that 10%, while a large crystal golem has their inherent 60% chance.

Level 2 of the dungeon has a modifier of 0.9. So every monster only has a 90% chance of their inherent chance to drop loot. The tiny enemy then instead of a 10% chance has a 9% chance. The enemy going after the crystal from a 70% chance has a 63% chance, the crytal golem a 54% chance etc.

Level 3 has a 0.7 multiplier, so the chance drops even more.

Lvl 4 has a 0.5 multiplier. All monsters have half their inherent chance to drop dust.

Lvl 5 has a 0.4 multiplier.



Of course all these multipliers are based on the current build and are bound to change as new levels are added and the game is balanced accordingly.
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11 years ago
Feb 24, 2014, 6:58:52 PM
I haven't played much the game but from what I saw :

- You can randomly gain mist in new rooms

- You can randomly gain mist on defeated monsters, but you need to fetch it with a hero

- Some heroes improve the chance of gaining mist.

- Gained mist in rooms is often 5-10.

- Gained mist on monsters is often 1-2 (not sure about the 2 though)



I'm not sure if there are other recognizable patterns like "mist on only empty rooms"... Maybe more experienced people can say ?
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11 years ago
Feb 24, 2014, 6:56:46 PM
Ohhh, is that Dust? Is the resource named differently for different languages?



If it is Dust, then yeah, I'm not too sure myself. I think the only ways to gain mist are by opening doors, killing enemies, and selling items. I could be wrong about opening doors.
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