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avatar-renboy
renboy

11/11/14

It's that time again, and this time we have some big changes and additions to the gold mechanism of the game - in preparation for "things to come" ;)
Notice that while this change emphasizes the 'action' aspect of the game, we already have plans to reward other activities in the game as well.

  • Major gold changes!
    • All the gold prices and rewards were multiplied by 10
    • All the destructible objects that Mitsu can destroy can now potentially drop gold sacks
      • Random decorations will drop the least amount of sacks and gold in them, and creatures will drop gold based on their difficulty
      • Once a certain amount is reached in an adventure, gold sacks will stop dropping
      • The deeper you explore, the more gold creatures drop
      • Only objects that Mitsu kills personally will drop gold sacks
    • Collect gold sacks by touching them, a hud indicator on the bottom right will show how much potential gold you have collected
    • To claim your collected gold, pray at the shrine of the adventure - leaving the adventure will reset the gold counter
    • Dieing will make all the gold sacks you have collected explode from you - you can recollect them normally
    • Gold sacks have no timer or expiration - they will stick around until you either leave or reset the adventure
    • Shrines will not drop gold for finishing adventures now - they will only give the gold you get from sacks, exploration bonus, or any other gold reward (getting trophies, winning races, etc...)
    • You can grind adventures over and over if you wish, however, this will only grant you extra gold.
  • A much more noticable 'you cannot save in sandbox' explanation while in sandbox (as some new players got confused)
  • BUG: Fungoloids were sometimes respawning with less then full HP when attached to spawn points

Let the looting begin!

  • Edited on 11/11/14
avatar-ArtixBot
ArtixBot

12/11/14

Is this update in preparation for Crafting items from all those objects we collected from beating a level? :D

avatar-mostro
mostro

12/11/14

This sounds interesting, might be an incentive to keep playing now that there are no more new adventures being made.

Do the adventure ranks or the number of players who have finished them (which is an indication of the difficulty of the adventure) have any impact of the kind/amount of rewards you can get?.

avatar-renboy
renboy

12/11/14

Adventure ranks only impact the amount of rewards (trophies and gold) that the creator gets, not the players who play that adventure.
We want ranks to be a pure judgement of whether the adventure is fun or not, and not make players +1 an adventure because they would like to get more rewards from it later on.

Obviously, some adventures are currently more suited for gold grinding then others - but we plan on adding other gold giving mechanics that will level up the playing field and reward platforming areas and other attractions you encounter around Kryll.

Oh, and Artix: yes :)

  • Edited on 12/11/14
avatar-jroye
jroye

12/11/14

its really cool the new gold drop it feels good and also it makes the not so good advntures more fun
some problems:

1.when you die you lose all of your gold and you can pick it up only from the point you died in the problem is that some levels require you to die to progress or just immposible to get your gold back from them i think this should be removed

2.my money that i played and created to get(before the update) now dont worth like it used to be,it will be nice if you can *10 the money players had before the update

  • Edited on 12/11/14
avatar-mostro
mostro

12/11/14

> some levels require you to die to progress or just immposible to get your gold back from them
I guess that's not so bad (and it would be very hard to prevent it for every level). It can actually make players think of alternative ways to solve an adventure and challenge creators to make levels where you can get more/less/none gold :P.

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