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Well, considering when the hunger curse was removed heartattacks where not a thing.
Seems old DD is fallin back into bad habits.
Unless you backtrack a lot, which gives the chance to generate more traps, battles AND hunger checks in the already explored hallways.
Trust me when I tell you I am currently running a long dungeon, and have already went thru 24 supplies from 6 hunger checks:
-16 of my own, 8 from a carcass
-Long dungeon, regular difficulty
-No hero afflicted from Stress Eater or Tapeworm
-Purchased all 36 rations off caretaker
-Backtracked exactly two rooms, because dungeon goal is 90% exploration, thus I needed those 2
-Progressing normally
-Still both firewood remaining
-No character has been given food to for healing purposes (have Vestal)
-Still 50% of the dungeon unexplored
So I have already went 1 or 2 over the 4 or 5 checks you postulate as an absolute hard limit (as you capped the "can not be" part), unless two rooms deviation is "a lot". Also, unless you are one of the programmers, or have some serious data mining skills, how do you backup your statement of "there can not be" more than X of said event? Did you apply that rule yourself? Do you have the code snippet that says:
IF hunger_counter >= 5
THEN
GOTO END
ELSE
event = hunger_check
END
I have had battles and traps re-generated in already explored hallways with reasonable frequency, that is, every 3 or 4 rooms I backtrack (which turns into 6 or 8 on going back and forth) generate 1 trap or 1 battle, but hunger is just off the charts. Plus, traps and battles are manageable, traps you dismantle with a Highwayman or Grave Robber, battles you face them, but hunger is "you have 4 food you live, you don't, you take a hefty penalty", it just does not feel fair and there is no way around it.
It's almost like this game should just have some kind of hunger meter that needs to be replenished instead of ALSO relying on a dice roll to generate.
Again, maybe it got changed. A lot of stuff got changed between then and now. I just came back to this game because of the Radiant update.
Well, that explains a lot, one year old knowledge is pretty outdated in modern standards; as I mentioned this is a relatively recent issue, a couple patches ago, it is definitely not something that was an issue when I started playing, like I mentioned, I used to buy all the available food because I had the OPTION to do so, for giving my party a feast and the benefits it entails, now I have the "option" of either buying all the food available, or getting an hp and stress penalty before I get a chance to finish the dungeon; it is not really optional if you are punished for not doing it.
If the maximum amount of hunger checks is the maximum amount of food for sale/4 then it is plain and simply bad game design, period. You do not give your player the option to bring less food without a hefty penalty, and any other uses for food are negated because the cons far outweigh the gains every single time unless you're really lucky with the numbers and even then, the marginal gains (leftover food is worth a rat's spit) are far too meager when compared with the potential losses of not hoarding food like a squirrel.
If devs are reading, here's a quick, free fix, actually a few of them:
-As has been mentioned, add a hunger bar that works exactly like the torch. Bam, easy fix, you already have the assets, just draw a new bar and place it somewhere. If you're feeling fancy maybe add a few quirks/flaws to it (full bar +damage, below 30% ++stress etc.)
-Remove A LOT of randomness for hunger checks because seriously it makes no ♥♥♥♥♥♥♥♥ sense that your party demands more food from walking 2 hallways; even an average Joe can walk a couple miles without stuffing every item from the pantry down his gullet. For example, after a hunger check, event chance drops to ZERO for let's say, 15 tiles unexplored or 30 tiles explored before it can even occur again, THEN check against the RNG regular chance.
-Add individual hunger bars for characters, easily the one that entails the most work, but could add a ton of potential to the game. We already have classes that outshine the others, so might as well give the more neglected ones a chance by either consuming food at a slower pace (boring yeah) or having better bonuses from a full stomach. Heck you might even factor in a hero gaining adittional stress from an empty belly if someone else in the party is well fed.
Will be happy to further elaborate on any if required, and seriously this only adds artificial difficulty to the game without feeling fair to the player like other mechanics, and does not feel engaging as the literal only solution is "hoard food". It is a common axiom for videogames that, for a game to be considered good, the player must be able to solve its challenges in different ways.
*crawls away in shame*
The map is based on squares, so it should be based on how many friggin' squares you travel. That ♥♥♥♥♥♥♥♥♥ simple.
I'm currently 44 weeks into a Radiant game, so a recent patch. Not one single time have I had any problems with food. What's wrong with you people? Two hundred hours + total and never anything like what you describe, or if it did happen it never affected my performance or made me feel like something to complain about...
AFAIK the devs are looking to change the mechanism, but stll, if you are complaining about food you are bad and you should feel bad.