The RNG in this game sometimes can get quite aggravating.
For hours, I'm not getting the artefact I need - well, I honestly have no idea where to best get them in the first place.
So I decide to buy that one tech artefact I still need, and then later go about the whole 6 magic ones I still need.
So I buy it to get the metal works, go into the maze to build them, and you can probably guess, artefacts. 2 tech (that I don't need anymore), and 2 magic.
Speaking of randomness:
I gather every event is random on those explorations?
Would it be possible to just create, say, 5 layouts that have different orders of event categories, and each of those cetegories has a random selection of one type of event and a less likely secondary selection?
Then you could, that way, make sure that there's no such thing as 5 fights in a row, or in the above case 3 artefacts.
Basically, move part of the randomness to the map generation.
Of course, creating that layout randomly would also be fine. Or just a counter in the background, I suppose, that also works. And, reagarding maps, if a longer run creates harder enemies, maybe it should also reliably yield better drops, in case the event is one that grants items? (example: I do a full maze clear, and the first row sums up to 450 Kultan and 1 Erosi). Of course, alternatively, better drops could just be restricted to the lower lanes. I admit that I can't rule out the possibility that's already the case and it's just the RNG again. After all I never got 50 money on the long runs. In that case, maybe just steepen the curve a little?)
Or, maybe add some player choice? Say, have strong and weak encounters, and once a player has reached a certain level they get the option to scare away the opponents for half the xp gains and no vajra? Or deciding on an approach for each "alley" or "valley" where you could roam agressively, or be more careful, with a chance of avoiding a combat encounter, but also less drops?
Guess this has started turning into a feedback post without me noticing, when at first I was just kind of venting at the rng. (favourite so far: 2x fire motashi, 2x barricade, 2x magic artefact, baricade, motashi, artefact^^)
Something else: Are there multiple options to raise Charisma, at this point, or just Taka? And Aura manipulation, I suppose.
Not that it makes a difference as of yet.
Edit X: On the Vajra Infuser Quest, I first dropped of the last resource and then immediately went in, resulting in Samantha calling me to her lab
after I left, and in the quest log the last entry remained white (though the quest was said to have been finished). If I first go somewhere else, she will ask as soon as I'm back in the dock area. Granted, neither option actually grants the quest reward (so far).