Due to costing so much gems Its time for some concrete rules underspire must follow



So. Currently the “unwritten rules” are thus:

The door is 7 slots from the start of each floor
and follows the highest level.
**
As you can see if rng doesnt like you this “rule” can be broken forcing us to make a complete guess.
Generally the boss is 6 slots off the door path.**
This is broken all the time and the game gives you a merchant or treasure room 6 slots off. Like so. Top right. This costs you ONE FULL BUY from the store

the boss wont be off a junction that is 4 slots off**
This is one ive not seen broken

I KNOW these rules arent set in stone. But for a mode that costs so many gems to finish i feel its time for the devs to make some concrete cant be broken rules even if it were to just force the rng to follow the listed unwritten rules. I know the devs probably want these middle fingers in the game to cost us more gems but still…over 70 fights to get through 4 floors is not acceptable

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One rule I’d personally like to see is that no two adjacent rooms may contain the same enemy team. It’s rare to see, and basically impossible to capture/record after the fact (unless you are “always recording”).

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The “door is 7 slots from the start of each floor and follows the highest level” rule I’ve seen broken a handful of times, but not really all that much. And it has always been a thing in the early parts of the Underspire when there’s a greater chance that the split in the “main path” gifts you two rooms of identical level and leaves you having to guess.

The “boss is 6 steps off the main path” rule has been a little more scattershot for me, but still doesn’t happen at an alarmingly high rate. Most often when I see this guideline “broken”, it’s because the boss is 3-4 steps off the main path and I’ve usually exhausted the other paths first expecting to find the boss at 6.

It’s annoying when this stuff happens, but I don’t think it’s the sizable problem that TC’s post suggests it is. And I speak as somebody who completes the Underspire every week and then spends some time on Saturday/Sunday chasing Sentinel fights. Including the spending of ~1000 gems per week for extra torches – usually 50+100 per day through Saturday and whatever I feel like spending on Sunday with the occasional 150 earlier in the week if I feel like I’m “falling behind the pace” in clearing the thing.

@Stratelier : I’d like your rule as well, but I suspect that the host server doesn’t “roll” the room until it pops up on the map. That it (probably) has the basic map layout saved for an individual player on the server from the first time said player pokes into the Underspire during the week, maybe even the levels of the rooms, but it doesn’t pick which fight is in a given room until the room appears on the map.

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It appears to roll a room for every tile on the grid, even tiles that are not connected to any paths. This is verifiable via the Underspire reset glitch (you can sometimes see rooms with obviously no connections), but of course it’s impossible to “prove” for sure.

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The first part is true, the second part is a common misconception. Each room has an “index”, the number of steps it takes to reach that room from the entrance. For each index, rooms are always in a specific level range, some of which overlap. Rooms off the main path count as one index lower, making it possible to identify them in most cases. For ambiguous cases, you can see you are heading into the wrong direction after taking one step in and comparing level ranges.

4 - 6 rooms. Apparently the maze generator attempts to extend a side path of length 3 by another 3 room segment. If it finds itself boxed in it will put the boss (or merchant) in the last room it was able to place. You can sometimes guesstimate this by looking at the map.

That’s a side effect of the handling above. The second 3 room segment for boss/merchant rooms seems to be off limits for standard dead-end extension, possibly because it gets generated afterwards. There are very rare exceptions, usually when the remaining space is too constrained to still fit in boss and merchant.

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Well the middle finger 6 slots off the path (treasure room bottom right) has happened twice in one run. Thats my biggest issue because that costs you gems.

Im not sure i understand. Is there a way to make sure the game wont steal gems from you by not having the boss 6 slots off path?

I just wish they would tell us what the rules are. But im pretty sure they want it this way so it drains more gems. Its gonna take me almost 100 battles to get to the last floor and even had to go to 150 gems today after buying to 100 every day. Thats excessively bad rng.

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They told us the rules. There are some additional rules due to how the game works internally, those aren’t official though, so they might change any time.

It usually takes around 100 battles. If you ever get into a situation where you have to buy torches for 150 gems then you probably didn’t understand the rules well enough.

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No i did. I didnt make any mistakes. Just had 12 extra fights added on by “no boss at the end of 6 off the path” happening twice

I might have not needed to buy 150 today though. Was more of a rage buy

That’s intended part of that game mode. You are supposed to search for a way through a maze, with some guarantees on how far you have to travel at most to find some specific things. You are not supposed to know the shortest path, that would beat the purpose of there being a maze.

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Hm that does make sense of how it happens, but I’ve seen 3 before. I don’t think I’ve personally seen a shorter path than 3 though.

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Yep, there are same excessively rare cases where it does really weird things. It always seems to be related to finding no place at all where to put the boss room and merchant. Strangest one I’ve seen was a second partial main path, like it got totally stuck and then attempted to recreate the whole section.

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I might have seen a boss room literally 3 tiles off the main path once…

So where exactly do you want to draw the line between what information a player “needs” to know vs. what information is “useful” to know?

For example, the Underspire reset glitch often makes it possible to identify the exact path to reach a boss room, but it only works to whatever extent the new week’s layout overlaps with last week’s exploration.

I have refused to spend any gems on Underspire. I play the free torches and “IF” I even make it to the 2nd dragon where I use the 1 free lantern, I’m good.

Its just not a mode that I can see any benefit from spending thousands of gems on.

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The scummy way thay handled the sentinels has turned me off playing it too. I go up to second boss also

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I love underspire. The challenge of creating a good team, the rewards are great for kingdom progression, the whole dungeon feel. For me it’s well worth the gems.

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With a crappy faction again this week another thing id love is to give us a reroll

I just use my 7 turns each day going to sentinels. Have not had 1 show in 3 months. Crazy