BTW my sense based on personal pull data is that the crowd-sourced estimate of 1.5% for Sentinel troops is high. I’ve opened 670 chests to date and pulled 7 sentinels, a rate of 1.04%.
It could simply be bad RNG mojo but I’m coming to believe it’s more likely the Forum data has a “positivity bias”. In other words, in such tests people tend to more likely report good news.
The rules get broken occasionally. They aren’t set up by the devs, they’re just observations made by players, that happen to be right more often than not. Following them will usually save you torches, but sometimes it won’t. Overall, they help, though. That’s the best we can hope for, though it would be better if underspire actually did have hard rules that made it easier.
When I complete underspire, it usually takes me about 10 rooms more than normal to complete it. I have an odd suspicion that they have changed how the random tiles and lathing are generated, but it could be just bad rng (like many things in this game, it would probably take hundreds of completed underspire maps to confirm anything).
There are just many aspects of this game that are disappointing and time consuming, with no end in sight. Collecting sentinels from underspire is one of them.
This does not break a “rule.” Merchants can be 6 spaces or less off the main path. Merchants 5 spaces off the path may indicate that the boss is on another branch of that path.
Frankly I’ve grown to mistrust the dev team on stuff like this. Now that they’ve been made aware of the underspire rulebook, I suspect someone somewhere will end up deciding the mapgen algorithm needs changing so they can eliminate predictability, undercut our guidelines, and wring more money from our pocketbooks.
Well ive had 2 floors this spire where a merchant was 6 slots off the main path. Getting to that dead end costs you a gem refresg
So yeah im still of the opinion that the devs have changed something. “Rare” happens too often. And given this is the only real gem sink with good rewards…yeah i dont trust kafka when im told
Spire needs a concrete rule. But given the greed of this dev team we will never have one. They want you to hit dead ends. Thankfully for me, ive lost all desire to spend on their game thanks to what theyve done with burning chests
LOL. Things like that where you have to complete guess which to take and then both are dead ends. Thats designed to make you use lanterns. Underpants is a such a greedy game mode by the devs
The problem being? I don’t see what the issue is.
Merchant 6 rooms away should be one’s default assumption as those are the majority of cases after all. If you get one sooner than that - cool, congratulations, you just luckily saved yourself a torch or two, but don’t expect it to be the norm.
“Rare” means? What is this “rare thing” that’s happening too often?
For example? Dunno, what we have now feels concrete enough for the purpose.
Since the last month I have noticed that there is something wrong with Underspire.
The number of rooms to be completed has increased, and sometimes there is nothing in the blind rooms.
This forces you to spend more gems on torches.
Spending 300 gems on torches almost every day and getting nothing in return.
The guard in the chest is now a legend or a story.