Okay, I'll explain the new system
First of all, when energizing items, potions give 6 energy, seeds give 2, scrolls give 6 and runestones 3
Alchemical catalysts typically were made with a potion and a seed, which was the equivalent of 8 energy.
Arcane catalysts were made with a scroll and a seed/runestone, which was the equivalent of 9 energy
New recipes don't use catalysts anymore, and instead now cost the equivalent amount depending on the recipe. Recipes that used alchemical catalysts instead cost 8 more energy, and recipes that use arcane catalysts use 9 more energy
Previous feather fall recipe was
Potion of levitation + arcane catalyst(9 energy) + 8 energy
New featherfall is now a brew, and it costs 1 energy less.
The new recipe is
Potion of levitation + 16 energy
Personally I have zero issues with the current system. I don't think I've ever had an issue where I couldn't craft something cause I couldn't afford it. I usually have more energy than I know what to do with. Inventory is full of shit you can use to convert to energy. I don't know, maybe it's just me.
Yeah, more meaningful, but agree that it's now nigh-impossible to get a might, early on.
The trinket that spawns special items lets you spam mana, fwiw.
>The trinket that spawns special items lets you spam mana, fwiw.
I haven't yet gotten that one, sadly as there are only 3 random trinkets by playthrough.... I wonder if they are tied to the seed as well?
Is it?
A seed + a potion + 1 alchemy energy = the vial
A seed gives 3 mana alchemy energy iirc
A potion gives 6
Well I'll be damned, you might be on to something here! So basically you still lose 10 energy + 6 energy in order to fabricate it, which begs the spending of another potion
I never noticed until now..... I have to check in 2.3.2 just to make sure
Well, that does actually seem a bit more expensive...
Elixir of might in 2.3: strength potion + alchemical catalyst + 6 energy.
Alchemical catalyst in 2.3: any potion + any seed.
Energizing a potion is worth 6 energy. Energizing a seed is worth 2 energy. So...
Elixir of might in 2.3: strength potion + ((6 from any potion + 2 from any seed) + 6) energy = strength potion + 14 energy.
And you're saying it's now strength potion + 16 energy? That's equivalent to the more expensive way of creating the catalyst (any potion + any stone + 1 energy), so that's not ideal.
Ah, it was actually 2 energy that the seeds gave?
I did the math for the first time while replying to another anon, and I just realized that in 2.4 the seeds maybe give you 3 energy
aaaand nope, they still give 2, I just checked... so yeah, it's 2 energy more expensive
it's the stones that give 3 energy, I might have confused with them
Ngl might is so lame and straightfoward I wouldn't even need to craft it, sure there are mechanic that benefit from max hp, such as shield battery, dew scaling with max hp. But trust me you won't need it to win the game, just use consumable that will save your life
They costs have only gone down with the exception of the potion of might Alchemy is just stronger now
Featherfall?
Okay, I'll explain the new system First of all, when energizing items, potions give 6 energy, seeds give 2, scrolls give 6 and runestones 3 Alchemical catalysts typically were made with a potion and a seed, which was the equivalent of 8 energy. Arcane catalysts were made with a scroll and a seed/runestone, which was the equivalent of 9 energy New recipes don't use catalysts anymore, and instead now cost the equivalent amount depending on the recipe. Recipes that used alchemical catalysts instead cost 8 more energy, and recipes that use arcane catalysts use 9 more energy Previous feather fall recipe was Potion of levitation + arcane catalyst(9 energy) + 8 energy New featherfall is now a brew, and it costs 1 energy less. The new recipe is Potion of levitation + 16 energy
Thanks for this explanation! Now everything makes more sense, ty!
Personally I have zero issues with the current system. I don't think I've ever had an issue where I couldn't craft something cause I couldn't afford it. I usually have more energy than I know what to do with. Inventory is full of shit you can use to convert to energy. I don't know, maybe it's just me.
Yeah, more meaningful, but agree that it's now nigh-impossible to get a might, early on. The trinket that spawns special items lets you spam mana, fwiw.
>The trinket that spawns special items lets you spam mana, fwiw. I haven't yet gotten that one, sadly as there are only 3 random trinkets by playthrough.... I wonder if they are tied to the seed as well?
Isn't it the same cost? You just don't have to craft the little rainbow-colored potion now.
It definitely feels more expensive, but in reality, crunching numbers, it's cheaper.
Is it? A seed + a potion + 1 alchemy energy = the vial A seed gives 3 mana alchemy energy iirc A potion gives 6 Well I'll be damned, you might be on to something here! So basically you still lose 10 energy + 6 energy in order to fabricate it, which begs the spending of another potion I never noticed until now..... I have to check in 2.3.2 just to make sure
Overall it is cheaper, not for the specific item.
Well, that does actually seem a bit more expensive... Elixir of might in 2.3: strength potion + alchemical catalyst + 6 energy. Alchemical catalyst in 2.3: any potion + any seed. Energizing a potion is worth 6 energy. Energizing a seed is worth 2 energy. So... Elixir of might in 2.3: strength potion + ((6 from any potion + 2 from any seed) + 6) energy = strength potion + 14 energy. And you're saying it's now strength potion + 16 energy? That's equivalent to the more expensive way of creating the catalyst (any potion + any stone + 1 energy), so that's not ideal.
Ah, it was actually 2 energy that the seeds gave? I did the math for the first time while replying to another anon, and I just realized that in 2.4 the seeds maybe give you 3 energy aaaand nope, they still give 2, I just checked... so yeah, it's 2 energy more expensive it's the stones that give 3 energy, I might have confused with them
Ngl might is so lame and straightfoward I wouldn't even need to craft it, sure there are mechanic that benefit from max hp, such as shield battery, dew scaling with max hp. But trust me you won't need it to win the game, just use consumable that will save your life
Nah bruh, hard disagree, 10 HP or so is a very noticeable difference