Does it still work? Magic was nerfed hard at one point. I actually think the aoe strat is kind of dead now. My full mage focus build, the aoe eventually doesn't even pierce enemy defenses and usually does less than 10 damage per enemy. Attack focus seems to be best now, or single damage magic.
The first aoe initially did 1.0x damage to all enemies and was nerfed to 0.5. All magic got hit like that, it used to be OP. I think you'd at least have to wait until the final aoe spell now. The 0.5 damage modifier is far too weak unless your gobs are already broken stat wise, then you don't need it anyways. Gotta be careful of some of the early strats mentioning magic anyways for that reason.
Something I'm unsure of now is that it used to be the belief that feeding gobs could pass on some of those stats to their offspring. Not all the bonuses obviously, but that it would help boost their stats. Recently I've seen some people say that the food given to gobs isn't passed on in any way. I'm considering testing that next run.
I'm also not sure if breeding with a certain goblin improves the chance that you'll get that kind again. Breed with a Shaman for a higher chance of Shaman offsprings for example.
If I could cement those two things, things would be much more consistent. I'm pretty confident in the latter one because I almost always end up with way more Ogres/Shamans than Paladins/Chiefs and I usually try to breed with Shamans/Ogres, but who knows. Both of those things are kinda of obnoxious to test since the gobs don't show who their parents are.
I think the below tooltip used to be translated and I think it said something about the food that led people to believe some of the food stats were passed on, but it could have been a mistranslation. Hmm, can't upload the image normally hold on.
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Yeah, Yandex seems to be saying some of the food effect is passed down still. Glad I've been doing that all this time, unless it's a mistranslation. Though just the shear amount of text there is kinda proof it's a more complex mechanic than just a raw stat boost to the goblin that isn't passed down.
The burrow I've been using for testing still had a GEN50 Shaman doing all its defense and a GEN54 carrying the offense teams as well on max difficulty. It still works really well.
I took a look at the game files. It looks like food gains do inherit. The relevant functions are
function useItem()
in
食糧庫関数.ks
. Two sets of parameters for each Goblin are modified by using an item, .var and .varInh[0]. The second one is relevant when you then go to the function
MakeNewGoblin()
in
肉床関数.ks
.
That function is an absolute mess but it does, very conclusively, use the .varInh from the goblin parent and there are comments on each line of code relating to it. First it will get the parent's item use stats. It then initialises the baby goblin's item use stats as 0s. The baby's .varInh then gets modified with the parent's. This is stored separately from the attribute gains you receive from the female parent.
There is also the answer to your question about species selection.
var rd = intrandom(0, 299);
var totalProb = 0;
var gobi;
for(gobi = 0;gobi <= UNT_GBL_ROAD - UNT_GBL_NORMAL;gobi++){
totalProb += tf.birthGoblinType[f.game.goblin[parentGoblinNo].unitID][gobi];
if(totalProb > rd){
break;
}
}
goblinData.unitID = gobi + UNT_GBL_NORMAL;
goblinData.name = tf.unitData[goblinData.unitID].name;
It's a bit of a mess to understand, but there is a table of variables in
データ.ks
called
tf.birthGoblinType
.
tf.birthGoblinType = [];
tf.birthGoblinType[UNT_GBL_NORMAL] = [275, 10, 5, 4, 3, 3];
tf.birthGoblinType[UNT_GBL_HOB] = [268, 20, 5, 3, 2, 2];
tf.birthGoblinType[UNT_GBL_SHERMAN] = [258, 15, 20, 3, 2, 2];
tf.birthGoblinType[UNT_GBL_CHAMPION] = [251, 15, 10, 20, 2, 2];
tf.birthGoblinType[UNT_GBL_PALADIN] = [253, 15, 10, 5, 15, 2];
tf.birthGoblinType[UNT_GBL_ROAD] = [257, 15, 10, 5, 3, 10];
To make that human readable, each goblin species is determined by a random number between 0 and 299. Depending on the parent's type, it uses one of those arrays to set a target value and increments. The way it increments is a value, 'gobi' that starts at 0. Lists in this programming language have positions, starting at 0. So, if the parent is a shaman, it will use that type's list
[258, 15, 20, 3, 2, 2]
and check if the random number is small than the 0 position's value, in this case 258. If that's true, it exits, and the value gobi is set to 0. To determine the species of goblin, it adds the value of gobi (in this case 0), to the position value of a normal goblin (also 0), to get 0, which is the initial position on the unit list, a normal goblin.
If the random number is larger than 258, gobi will be incremented to 1. totalProb has been retained from the last round, so is 258, and now we add the 1 position's value, 15, to that. If 273 is larger than the random number, gobi is set to 1, adding to 0, and you get a hobgoblin. And so on.
By looking at those values, breeding is quite complicated. Champions get the best chance of a non-normal goblin, but a worse chance of paladins and chiefs than a normal goblin (by 2 and 1 in 300).
Also makes me realise that the seedbed's value I thought determined that is entirely unrelated in the end.
Turns out mating was way more complicated than my initial investigation. For determining broodsize, the game uses this function:
var num = intrandom(tf.charaData[heroineID].seedling - tf.charaData[heroineID].seedlingWidth, tf.charaData[heroineID].seedling + tf.charaData[heroineID].seedlingWidth);
for(var i = 0;i < num;i++){
makeNewGoblin(heroineID, goblinNo);
So the GoblinBurrowValues.pdf is only half correct.
To make that human readable, let's use Anvil as an example. In
データ.ks
you can find her breeding values,
"seedling"=>6*2, "seedlingWidth"=>1,
. So her seedling value is 12. To determine her brood size, the game takes her seedling value, 12, minus her width value, 1 to determine the minimum brood size, 11, and plus her width value, so 13. The final value will be one of those three, and will make that many new goblins. I'll update the sheet, though I guess it's a bit late for release.