Can you screenshot it? Did you count from the keystone?
Need multiple screencaps to show it. Arrow pointing at the Keystone.
I also had one boss room DIRECTLY after a Keystone, is that normal? Itās my first time reaching the final boss room so IDK.
Screenshotting bigger portions might be easier from minimap view.
Final boss room (Diamantina) is alwas directly behind the last keystone.
I struggle to read the minimap at all [on a laptop, canāt imagine how much more it would suck on a phone screen] but hereās my whole one.
look like the small screenshots werent lined up properly, keystone is 7 fights away from the previous one, and the boss is 6 fights away from the main path, looks good to me
That is not 6 from the main path.
The upper keystone here is where this path opened up from, not the blue keystone. Even not counting the boss room itself, this was 11.
main path is square 0 when counting to boss, so the first step OFF the main path is counted as 1, boss lands on 6. Main path is the tiles connecting one keystone to another.
Itās just like the path should be.
Number the dot right behind brown keystone with #1, then blue keystone is #7.
The first room after branching is #8, then #9ā¦up to #13 being the last dot - just like majority of paths look like.
I find this counting method easier to use for me personally.
its better to label the first step off the main path as 1 in a different color, since the boss path could start anywhere off the main path, but yea, that layout is expected
Fair enough.
I struggle to understand any of this branching, room numbers, all of that. I just canāt get my head around it and it makes me entirely skip this game mode some weeks. I donāt like that itās different every time. Give me something boring and predictable like TOD or delves that have the same number of rooms for every floor/delve.
Understandable. Just for future reference though: Each area has 13 required fights, 7 fights connecting keystones (called the main path) and 6 fights that branch off of the main path (called the boss path), there are RARE occasions where these paths can be shorter than that, but it is highly unlikely. Each area also has a random number of dead ends (rooms that are NOT on the main/boss paths) and these are where the variance comes in for how many fights are needed to clear any given underspire, if you find more dead ends, you will need more torches.
Theres a couple more things you can find out about path generation , but they are WAY harder to explain and have minimal impact on how many torches you would need.
It can be more confusing for the last two bosses. The red boss room will alway be on a path that branches off from the main path from keystone 5 (legendary yellow color) to keystone 6 (mythic blue color). The red boss path can also extend from keystone 6. As has been stated before, the final boss is always behind the final keystone. It is definitely easier for me to note the paths in different colors.
I think part of the confusion may come from the fact that the keystones donāt match the boss colors. Instead they match the troop rarity colors, to show the increasing level of difficulty.
But as stated before, this looks exactly as it should. It does get easier after the first couple of tries.
Iām seeing maps with a much higher frequency of branching paths this week and last, both in my own maps and in screenshots others have posted. Itās really starting to look like there was an unintended consequence of limiting the max path of a dead end to 6 rooms that causes more branches to appear within those 6.
Thank you for your explanation. I still think that title issue is the bug, and must be reported, but I better understand your reasons now.
I and many others in my guild are also experiencing way more splits and dead ends than before. You can even tell the difference in tacets play throughs the past couple weeks. His have gotten really bad with the amount of splits and dead ends. It has gotten worse and whatever the devs messed with to change 6+ dead ends definitely messed something else up. We have been getting more splits and dead ends than ever before!
Am I the only one with a far better layout than before? I used to have dead ends with 20 rooms in a row and also multiple dead ends all the time, while this week the layout is straightforward. I already have gotten to the second boss, usually I get there around Saturday.
I guess you are just lucky. It doesnāt really help the situation though for all those that are having a bad experience with Underspire. We want to let the devs know that things have gotten worse since they tried to āfixā the dead end problem.
Thatās why I was asking. Because from my point of view US has gotten much better since the latest fix ā¦
Looks like there are other changes, and they are a pretty nasty sucker punch.
Very disappointing to see that fixing this issue has dramatically increased enemy level scaling in the game mode.
Itās too soon to say if the fix also reset everyoneās underspire maps, but this sure is a bad week to care about playing Gems of War.