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How Agility works
Demo 0.11.2How it works
Running a course
- A run pays the course entry cost unless Entry cost preservation chance keeps it, then attempts the path's obstacles in order, one every Interval.
- An obstacle succeeds with 0.95^(d ÷ 2), where d = max(0, Obstacle difficulty − its technique level + 1); at d = 0 it always succeeds. An obstacle without a technique succeeds with 0.6, a trap with Trap success chance, and one with a built shortcut always.
- After a success, Skip Obstacle Chance also clears the next obstacle.
- A failure deals between 1 and the obstacle's damage, uniformly, × (1 + Percent damage taken) rounded and at least 1, unless Avoid Damage Chance avoids it. The run then restarts at the first obstacle and pays the entry cost again, unless Repeat Failed Obstacle Chance retries the same obstacle. A held obstacle reward is lost unless Keep obstacle reward on fail.
- Dying on a course restores full health, takes max(1, trunc(0.1 × quantity)) from one random toolbelt slot holding a stack, or unequips the tool in it, and stops the run.
- Completing the path pays Item rewards, Currency rewards and XP, and rolls the fastest timed reward the run beat at that reward's chance. On a course that gives technique XP, each technique among its obstacles gains the path's technique XP, 0.25 of it for techniques other than the primary one, at least 1.
- Completion also places an obstacle reward on one random obstacle of the path: with chance equal to the sum of that obstacle's Obstacle rewards chances, its highest-chance reward, as the roll does not stop at the first match. Clearing that obstacle on a later run collects it, doubled with Output Doubling Chance.
Game messages
Formulas
- Base experience
Path base experience- Base item rewards
Course completion rewards items- Base obstacle rewards
Path random obstacle products- Base currency rewards
Course completion rewards currencies- Item rewards
- Quantity
max(1, trunc(Base item rewards quantity × (1 + Percent reward quantity))) - Obstacle rewards
- Chance
clamp((Base obstacle rewards chance + Flat obstacle reward chance) × (1 + Increased obstacle reward chance), 0, 1)Quantitymax(1, trunc((Base obstacle rewards quantity + Flat obstacle reward quantity) × (1 + Percent obstacle reward quantity))) - Currency rewards
- Quantity
max(1, trunc(Base currency rewards quantity × (1 + Percent reward quantity))) - Interval
floor((Obstacle base interval + Interval (Flat)) × (1 + Interval (%)))- Trap success chance
- Obstacle difficulty
max(Obstacle difficulty + Flat obstacle difficulty, 0)- Technique XP for level
0 if Level < 1, otherwise floor(1 ÷ 6 × (Level^2 − Level + 600 × (2^(Level ÷ 3.25) − 2^(1,260 ÷ 4,095)) ÷ (2^(1,260 ÷ 4,095) − 1)))
Base values
- Base trap success chance
- 0.8
- Trap success chance cap
- 0.95
Modifiers
| Modifier | Granted by |
|---|---|
| Output Doubling ChanceYour chance to double the output | None in the demo |
| Entry cost preservation chance | None in the demo |
| Interval (Flat)The adjustment to the base intervalGlobal flat action interval | None in the demo |
| Interval (%)The adjustment to the base intervalGlobal percent action interval | None in the demo |
| Percent reward quantity | None in the demo |
| Percent obstacle reward quantity | None in the demo |
| Flat obstacle reward quantity | None in the demo |
| Increased obstacle reward chance | None in the demo |
| Flat obstacle reward chance | None in the demo |
| Avoid Damage ChanceYour chance to avoid taking damage when failing an obstacle | None in the demo |
| Repeat Failed Obstacle ChanceYour chance to repeat a failed obstacle instead of restarting the whole Course | None in the demo |
| Flat trap success chance | None in the demo |
| Skip Obstacle ChanceYour chance to skip an obstacle | None in the demo |
| Flat obstacle difficulty | None in the demo |
| Percent damage taken |
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| Keep obstacle reward on fail |
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