User talk:Lizz/Findings: Difference between revisions

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Potential NPC interest items:
Potential NPC interest items:
*{{name|Easel}}
*{{name|Mother Gothel's Standing Mirror}}?
*{{name|Mother Gothel's Standing Mirror}}?
*'''''{{name|On-the-Dot Clock}}'''''
*'''''{{name|On-the-Dot Clock}}'''''
*Pillars
*Pillars
*Front of Merlin's House/Dreamlight Library
*Front of Merlin's House/Dreamlight Library
*Dreamlight Tree (for sitting)
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| Removing Night Thorns
| Removing Night Thorns
| Unique
| Unique
| n/a<ref>While visually it resembles a red Critical Hit, the limited-time red highlighted coin collection that can yield a Yellow Reward Chest upon success appears to be limited to once per day.</ref>
| n/a<ref>While visually it resembles a red Critical Hit, the limited-time red highlighted coin collection that can yield a Yellow Reward Chest upon success is limited to once every 12 hours.</ref>
| none
| none
| n/a
| n/a
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<references/>
<references/>


==Memory Shard Mechanics==


==Memory Shard Mechanics==
'''Shared [[Memory Shard]] Counter: [[Cooking]], [[Fishing]], [[Foraging]], [[Gardening]], [[Mining]], Watering [[Dried Flower]]s'''. When you do these Activities in the game that are capable of producing [[Memory Shard]]s, an invisible counter is running in the background. Each time an Activity is performed, the counter increases by one. It then essentially checks against a predetermined list of numbers, conditions, and rewards. If your counter hits an indicated number and the current gameplay conditions meet the requirements, a reward will be yielded - in this case, a [[Memory Shard]].
 
A specific piece of a specific [[Memories|Memory]] will always result next from doing that particular Activity, and this value is predetermined. However, since these [[:Category:Activities|Activities]] have a shared [[Memory Shard]] counter, this can be exploited to have a better chance at gaining desired [[Memory Shard]]s. For example, if you know that a Memory Shard is in your action queue and you desire a different type of Memory Shard value, you can save right before you are supposed to get the [[Memory Shard]], quit without saving, restart, then swap to a different type of Activity. The Memory Shard properties seem to be unrelated depending on Activity —- i.e. the orb color, [[Memories|Memory]] Universe, or specific piece of the [[Memory Shard]] will not be the same if you change activity to acquire a different [[Memory Shard]]. The counters are consistent, and each action of the activities listed counts as one (1). However, it is currently unclear how or if collects from Red Critical Hits or Golden Harvests are counted<!--, so you may occasionally need to do a task twice to get a Memory Shard to trigger-->. "Miracle" Elixirs have no impact on these activities. When Fishing, if the Player's Inventory is full and the Activity is not completed, the counter is not incremented. <!--TODO: check if this is true for other activities as well-->


'''Shared [[Memory Shard]] Counter: [[Cooking]], [[Fishing]], [[Foraging]], [[Gardening]], [[Mining]], Watering [[Dried Flower]]s'''. When you do these Activities in the game that are capable of producing [[Memory Shard]]s, an invisible counter is running in the background. Each time an Activity is performed, the counter increases by one. It then checks against a pre-generated list of numbers, conditions, and rewards. If your counter hits an indicated number and the current gameplay conditions meet the requirements, a reward will be yielded - in this case, a [[Memory Shard]].
The [[Memory Shard]] for each Activity is randomly generated each time - i.e. you are not doomed to get the same next [[Memory Shard]] per Activity. If you get a repeat [[Memory Shard]], it always benefits you to reset the game and switch to another Activity.


A specific piece of a specific [[Memories|Memory]] will always result next from doing that particular Activity, and this value is predetermined. However, since these [[:Category:Activities|Activities]] have a shared [[Memory Shard]] counter, this can be exploited to have a better chance at gaining desired [[Memory Shard]]s. For example, if you know that a Memory Shard is in your action queue and you desire a different type of Memory Shard value, you can save right before you are supposed to get the [[Memory Shard]], quit without saving, restart, then swap to a different type of Activity. The Memory Shard properties seem to be unrelated depending on Activity —- i.e. the orb color, [[Memories|Memory]] Universe, or specific piece of the [[Memory Shard]] will not be the same if you change activity to acquire a different [[Memory Shard]]. The counters are consistent, and each action of the activities listed counts as one (1). However, it is currently unclear how or if collects from Red and Gold Critical Hits are counted<!--, so you may occasionally need to do a task twice to get a Memory Shard to trigger-->. "Miracle" Elixirs have no impact on these activities.
An example use case: a player plants 50 [[Wheat]], which is a fast-growing ({{growthTime|1}}) and cheap ({{price|1}}) crop. They harvest the crops, manually saving their game every 10 actions. They encounter a yellow [[Memory Shard]] on their third crop harvest after a save point. They have already completed all of their yellow [[Gardening#Dreamlight and Memories|Gardening/Foraging Memories]], so they want to get a different [[Memory Shard]]. They immediately quit the game, restart, and go to a biome where they saw a [[Dried Flower]]. They forage from 1 tree, and 1 bush, and on their third action, they water the [[Dried Flower]] to yield a pink [[Memory Shard]]. Unfortunately, when opened, it yields a coin, indicating they already collected that specific [[Memory Shard]], so they immediately quit the game, and try switching to either Cooking, Mining, or Fishing.


An example use case: a player plants 50 [[Wheat]], which is a fast-growing ({{growthTime|1}}) and cheap ({{price|1}}) crop. They harvest the crops, manually saving their game every 10 actions. They encounter a yellow [[Memory Shard]] on their third crop harvest after a save point. They have already completed all of their yellow [[Gardening#Dreamlight and Memories|Gardening/Foraging Memories]], so they want to get a different [[Memory Shard]]. They immediately quit the game, restart, and go to a biome where they saw a [[Dried Flower]]. They forage from 1 tree, and 1 bush, and on their third action, they water the [[Dried Flower]] to yield a pink [[Memory Shard]]<!--Frozen 3, top middle piece-->.
Note that collecting prepared Meals from an Auto-Cooker (any level) counts as one action, and does not correspond to the number of Meals collected. Harvesting using a Gardener does not appear to count as an action, and will not yield a Harvest Memory Shard<!--tested with one in queue, did not impact count when it appeared-->.
<!--TODO: verify if failed fishing increases, and does not yield morb-->


'''Digging:''' Unique morb counter. Elixir (Shovel Varnish), DOES impact, as does location (i.e. Beach vs. Non-Beach). See Digging section for more details.
'''Digging:''' Unique Memory Shard counter. Elixir (Shovel Varnish), DOES impact, as does location (i.e. Beach vs. Non-Beach). See Digging section for more details.


'''Feeding Critters:''' Unique morb counter. Critter doesn't matter. Like/Love food doesn't matter. "Failed" feedings increase counter, failed feeding will not yield morb.
'''Feeding Critters:''' Unique Memory Shard counter. Critter does not matter. Like/Love food does not matter. "Failed" feedings increase counter, failed feeding will not yield Memory Shard.


'''Night Thorns:''' Unique morb counter.
'''Night Thorns:''' Unique Memory Shard counter.


For all of the above, the "Well Fed" Bonus has no impact<!--on...details-->. Having a Villager Companion has no impact.
For all of the above, the "Well Fed" Bonus has no impact<!--on...details-->. Having a Villager Companion has no impact.
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==Critical Hit Mechanics==
==Critical Hit/Golden Harvest Mechanics==


===Critical Hit Definitions===
===Luck Event Definitions===


2 types of "critical hits" in game:
2 types of luck-based events in game:


- Red: 1 item collected initially, and 7 additional items highlighted in red shoot out from initial collection item to run over in limited time window. Applicable for: Crops, Foraged Fruit (Trees and Bushes), Foraged Spices/Mushrooms, Mined Rock Spots, Fishing
- Red Critical Hits: 1 item collected initially, and 7 additional items highlighted in red shoot out from initial collection item to run over in limited time window. Applicable for: Crops, Foraged Fruit (Trees and Bushes), Foraged Spices/Mushrooms, Mined Rock Spots, Fishing


- Gold: Multiple collects from 1 item in place that is highlighted golden. Applicable for: Crops, Foraged Fruit (Trees and Bushes)
- Golden Harvests: Multiple collects from 1 item in place that is highlighted golden for a limited time<!--5 seconds-->. Applicable for: Crops, Foraged Fruit (Trees and Bushes)


===Critical Hit/Luck Mechanics===
===Luck Event Mechanics===


When you do actions in the game that are capable of producing a critical hit, an invisible counter is running in the background. Each time an action is performed, the counter increases by a specified amount. It then checks against a pre-generated list of numbers, conditions, and rewards. If your counter hits an indicated number and the current gameplay conditions meet the requirements, a reward will be yielded - in this case, a critical hit.
When you do actions in the game that are capable of producing a critical hit, an invisible counter is running in the background. Each time an action is performed, the counter increases by a specified amount. It then checks against a predetermined list of numbers, conditions, and rewards. If your counter hits an indicated number and the current gameplay conditions meet the requirements, a reward will be yielded - in this case, a critical hit.


The "Well Fed" Bonus significantly increases the number of critical hits - both red and gold. However, this appears to be a boolean - NOT a sliding scale of "more energy-->more critical hits". Being at 5 energy over the energy threshold into the Well Fed Bonus will yield the same results as being 3000 energy over, at the maximum 5000 energy. Test results have shown that there appear to be 2 separate Critical Hit Counters for Well Fed vs. not Well Fed.
The "Well Fed" Bonus significantly increases the number of Luck Events - both red Critical Hits and Golden Harvests. However, this appears to be a boolean - NOT a sliding scale of "more energy-->more critical hits". Being at 5 energy over the energy threshold into the Well Fed Bonus will yield the same results as being 3000 energy over, at the maximum 5000 energy. Test results have shown that there appear to be 2 separate Critical Hit Counters for Well Fed vs. not Well Fed.


Items collected from Gold critical hits count as additional collects (both for the purposes of Duties, and also for impact of the Companion Bonus, if Hanging Out with an appropriate Role of Villager), but items collected from Red critical hits do not (NEED VERIFICATION). It is currently unclear exactly how Gold-critical-hit items increment the counter.
Items collected from Golden Harvests count as additional collects (both for the purposes of Duties, and also for impact of the Companion Bonus, if Hanging Out with an appropriate Role of Villager), but items collected from red Critical Hits do not (NEED VERIFICATION). It is currently unclear exactly how items collected during a Golden Harvest increment the counter.


Suspicion 1 (Needs further testing): If an item is capable of a Gold critical hit, whether it will be Gold or Red depends on whether it overlaps the indicated reward count on its first or second count (as all Gold crit items increment the counter by 2).
Suspicion 1 (Needs further testing): If an item is capable of a Gold critical hit, whether it will be Gold or Red depends on whether it overlaps the indicated reward count on its first or second count (as all Gold crit items increment the counter by 2).
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Suspicion 2 (Needs MUCH further testing): Critical hits seem to have an impact on each other, but the exact relationship is unclear. For instance, a if a critical hit is lined up in action 4 and 14, having a red crit in 4 can cause the second gold crit to be a varying number of actions later. If the red crit in 4 happens on a red-crit-only item, and action 14 is also a red-crit-only item, no second crit will occur.
Suspicion 2 (Needs MUCH further testing): Critical hits seem to have an impact on each other, but the exact relationship is unclear. For instance, a if a critical hit is lined up in action 4 and 14, having a red crit in 4 can cause the second gold crit to be a varying number of actions later. If the red crit in 4 happens on a red-crit-only item, and action 14 is also a red-crit-only item, no second crit will occur.


Villager Companions do not affect critical hits.
Villager Companions do not affect Luck Event Mechanics.
 
Critical Hits and Golden Harvests are independent of [[Memory Shard]]s; it is possible to get a Luck Event and a [[Memory Shard]] from the same action. In the case of a Golden Harvest, the Memory Shard will pop out at the end of the golden visual effect. In the case of a red Critical Hit, the Memory Shard pops out at the same time as the limited-time items in highlighted red spurt out from the origin harvest item.


Critical Hits are independent of [[Memory Shard]]s; it is possible to get a critical hit and a [[Memory Shard]] from the same action. There is 1 shared morb counter for: Cooking, Fishing, Foraging, Gardening, Mining, Watering Dried Flowers.
There is 1 shared Memory Shard counter for: Cooking, Fishing, Foraging, Gardening, Mining, Watering Dried Flowers.


===Additional Critical Hit Notes===
===Additional Critical Hit Notes===


It is possible to get both a Gold Critical Hit and then a Red Critical Hit from the same plant (crop).
It is possible to get both a Golden Harvest and then a Red Critical Hit from the same plant (crop).


Digging has no equivalent of a Critical Hit - either from digging holes or removing obstacles with the shovel, like Sparkling Holes.
Digging has no equivalent of a Critical Hit - either from digging holes or removing obstacles with the shovel, like Sparkling Holes.


Removing obstacles (including Night Thorns) has no equivalent of a Critical Hit - whether or not a Night Thorn yields a Yellow Chest is from a predetermined list of rewards, independent of the specific obstacle that is cleared. It is currently unclear when this is reset, as it seems consistent that the player gets one Yellow Chest from Night Thorns per day.
Removing obstacles (including Night Thorns) has no equivalent of a Critical Hit - whether or not a Night Thorn yields a Yellow Chest is from a predetermined list of rewards, independent of the specific obstacle that is cleared. See Night Thorns section for more details.


==Digging Reward Mechanics==
==Digging Reward Mechanics==


When you do digging actions in the game in the Valley, an invisible counter is running in the background. Each time a hole is dug, the counter increases by 1. It then checks against a pre-generated list of numbers, conditions, and rewards. If your counter hits an indicated number and the current gameplay conditions meet the requirements, a reward will be yielded - in the case of Digging, one of the following: [[Star Coins]], [[Digging#Resources|Crafting Materials]], [[Memory Shard]]s, [[Green Reward Chest]]s.
When you do digging actions in the game in the Valley, an invisible counter is running in the background. Each time a hole is dug, the counter increases by 1. It then checks against a predetermined list of numbers, conditions, and rewards. If your counter hits an indicated number and the current gameplay conditions meet the requirements, a reward will be yielded - in the case of Digging, one of the following: [[Star Coins]], [[Digging#Resources|Crafting Materials]], [[Memory Shard]]s, [[Green Reward Chest]]s.


The '''"Miracle Shovel Varnish" [[Bonuses|Bonus]]''' significantly increases the number of obtainable rewards. This is one of the boolean conditions that is checked as a reward criterion.
The '''"Miracle Shovel Varnish" [[Bonuses|Bonus]]''' significantly increases the number of obtainable rewards. This is one of the boolean conditions that is checked as a reward criterion.
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It is currently unclear when the predetermined list of numbers, conditions, and rewards related to Digging is generated, and if it ever refreshes.
It is currently unclear when the predetermined list of numbers, conditions, and rewards related to Digging is generated, and if it ever refreshes.
===Digging Anomalies===
The following events have occurred that cannot be fully explained:
- 2 green Memory Shards yielded from a single hole. One required varnish to appear, the other did not. <!--finally saved 2023.08.06, multiple days after discovering --> Reproduced in Glade and on Beach.<!-- another instance 2023.09.09, 2 green yielded from dazzle or glade, varnish on and saved, unable to test without varnish -->
- 2 (green, pink) Memory Shards yielded from a single hole. This event occurred in 1.6.1. A green and pink shard both resulted from a single hole dug, coincidentally one hole after a blue shard. It was reproduced on both Dazzle Beach, in the Glade of Trust, and Sunlit Plateau. Both shards only appeared when varnish was on. Having a companion had no impact. Being Well Fed and not Well Fed had no impact. 
- On multiple occurrences (at least 4 documented), a Memory Shard dug up in the Glade becomes a Green Reward Chest if dug up on Dazzle Beach. 3 instances found requiring varnish, 1 instance found not requiring varnish. <!-- 2023.09.08 morb on glade became chest on beach, making 5 occurrences, required varnish in both biomes -->


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===Chez Remy Customer Orders===
===Chez Remy Customer Orders===
The Meal requests from customers in Chez Remy pull from a pre-generated list; a specific Meal is not tied to any specific Character, rather, it is always <<given to the player>> in a predetermined order. There is no purpose in entering the Restaurant, seeing the requested orders, not saving, and restarting the game in hopes that you will randomly be assigned another set of Meal requests -- the Meal values are already determined and will not change until they have been removed from the queue.<!--either by the customer being served, or....-->
Moved to [[Chez Remy#Customer Meal Mechanics|Chez Remy > Customer Meal Mechanics]]


<!--You have a pre-existing list of what dishes people want in the cafe. When you enter the restaurant, those items are removed from the list, even if you do not feed anyone.
<!--You have a pre-existing list of what dishes people want in the cafe. When you enter the restaurant, those items are removed from the list, even if you do not feed anyone.
Who is in the restaurant is 100% time based and operates totally separately from the above; if you go in at 4AM it might be Krisfott wanting pan-seared tilapia, if you go in at 11AM it's eric instead.
Who is in the restaurant is 100% time based and operates totally separately from the above; if you go in at 4AM it might be Kristoff wanting pan-seared tilapia, if you go in at 11AM it's Eric instead.


Testing:
Testing:
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===Rewards from Green and Yellow Reward Chests===
===Rewards from Green and Yellow Reward Chests===
The rewards yielded by Green and Yellow Reward Chests pull from a pre-generated list of rewards; a specific reward is not tied to any specific Chest, rather, it is always given to the player in a predetermined order. There is no purpose in opening a Clothing, Furniture, or Motif bag, seeing the result, not saving, and restarting the game in hopes that you will randomly get a different item -- the value is already determined at the time it is spawned. Green Chests yielded from digging, Green Chests that spawn daily, and Yellow Chests from Night Thorns or yielded from obstacles all function the same way - that is, they all pull from the same pre-generated list of rewards.
Moved to [[Green Reward Chest#Reward List Mechanics|Green Reward Chest > Reward List Mechanics]]
Duplicated in [[Yellow Reward Chest#Reward List Mechanics|Yellow Reward Chest > Reward List Mechanics]]


===Rewards from Night Thorns===
===Rewards from Night Thorns===
The rewards yielded by [[Night Thorn]]s pull from a pre-generated list of rewards; a specific reward is not tied to any specific [[Night Thorn]], rather, it is always given to the player in a predetermined order. The specific type of Seed will vary based on the Biome that the Night Thorn is cleared in. In practice, this means that if you remove a [[Night Thorn]] that spawns limited-time coins to collect in order to obtain a [[Yellow Reward Chest]] and do not collect all of the coins in time (for example, a coin shoots to a hard-to-reach location), you can restart the game if it has not saved, and try again with a [[Night Thorn]] that has more clearance around it.
Moved to [[Night Thorn#Reward List Mechanics| Night Thorn > Reward List Mechanics]]
 
===Rewards from Feeding Critters===
 
<!--TODO: verification that this is a predetermined list-->


{| class="wikitable sortable" id="recipe-table"
! Critter
! Favorite 1
! Favorite 2
! Favorite 3
! Liked 1
! Liked 2
! Liked A
! Liked B
! Liked C
! Liked D
|-
| Squirrel || {{name|Dream Shard|1}} || {{name|Memory Shard}} || {{name|Motif Bag}} || {{name|Dream Shard|1}} || {{name|Memory Shard}} || {{name|Oregano|3}} || || ||
|-
| Rabbit || {{name|Dream Shard|1}} || {{name|Memory Shard}} || {{name|Motif Bag}} || {{name|Dream Shard|1}} || {{name|Memory Shard}} || || {{name|Lettuce Seed|4}} || ||
|-
| Sea Turtle || {{name|Dream Shard|1}} || {{name|Memory Shard}} || {{name|Motif Bag}} || {{name|Dream Shard|1}} || {{name|Memory Shard}} || {{name|Coconut|2}} ||  || ||
|-
| Raccoon || {{name|Dream Shard|1}}|| {{name|Memory Shard}} || {{name|Motif Bag}} || {{name|Dream Shard|1}} || {{name|Memory Shard}} || {{name|Garlic|2}} ||  || ||
|-
| Crocodile || 1-2 DS || {{name|Memory Shard}} || {{name|Motif Bag}} || {{name|Dream Shard|1}} || {{name|Memory Shard}} ||  || {{name|Cucumber Seed|1-2}} || ||
|-
| Sunbird || {{name|Dream Shard|2}}? || {{name|Memory Shard}} || {{name|Motif Bag}} || {{name|Dream Shard|1}} || {{name|Memory Shard}} || {{name|Cocoa Bean|4}}|| {{name|Cherry|3}}|| {{name|Crystal|2}} ||
|-
| Fox || {{name|Dream Shard|2}}? || {{name|Memory Shard}} || {{name|Motif Bag}} || {{name|Dream Shard|1}} || {{name|Memory Shard}} ||  ||  || || {{name|Iron Ingot|1}}
|-
| Raven || {{name|Dream Shard|3}}? || {{name|Memory Shard}} || {{name|Motif Bag}} || {{name|Dream Shard|1}} || {{name|Memory Shard}} ||  ||  || || {{name|Gold Ingot|1}}
|}


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It is possible to get Rich Soil during a Critical Hit. If during a Red Critical Hit, it will shoot out at the same time as all of the other items. Unknown if Rich Soil can also be rewarded during a Gold Critical Hit.
It is possible to get Rich Soil during a Critical Hit. If during a Red Critical Hit, it will shoot out at the same time as all of the other items. Unknown if Rich Soil can also be rewarded during a Golden Harvest.


==Miracle Elixir Recipes==
==Miracle Elixir Recipes==
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