Dungeons & Dragons: The Tyrant's Eye Rulesheet

This mode is currently not implemented, it’ll be added later.

As for gems I think they’re going to serve IC functionality like the shark teeth on Jaws, Wick points on JW, or items on Metallica remastered. Just hasn’t been implemented yet. Or maybe I’m wrong.

they give points (don’t tilt) as well

Added info for the Bard starting stats, finishing up the Lich of Dragonspear Castle town dungeon, and the Ritual of the Chosen wizard mode.

updated comp mode info for 0.89

Made a few updates:

  • Gems appear to be worth 10k ea in bonus
  • Tavern brawl: dungeon crawl only needs be started to light tavern brawl. You can’t start tavern brawl until you are out of the dungeon, but I felt like the prior language wasn’t clear or consistent with the other requirements
  • Dragonborn/Paladin requires less hits to defeat dragon. 6 is confirmed for first one. 7 is an assumption for level 2, so that is up for debate.
  • Added details about ranged weapon reload and powerups.

Since many of the shots in this games mode are fixed (as in not random by mode), as a tournament player, I would like it if we could indicate which lanes/ramps are lit for each mode/phase so those who maybe struggle with certain shots (Left orbit/ramp :sob:) know which modes to avoid in tournament play. I can see about contributing to this when I have time to go through.

Did this change with recent code? Is it a bug? On 2 different Premiums I played it auto launches a ball after draining all the balls after losing to Rath.

And it’s really confusing to players because the flippers die, lights go out, the game starts auto launching balls to reload the dragon, then it launches another ball which comes all the way around the orbit to the flipper and the flippers are alive again. It does not say on the LCD Same Player Keep Shooting or anything like that, so players don’t realize the flippers are alive again.

One player I know thought that losing to Rath always ended the ball because he never realized the last ball was live. Another player plunged the next player’s ball because they didn’t realize there was an auto launch.

It is a mistake, I just edited it.

In older code I had an loss and then an overload that lead to an dead center spit out with no ball saver.

Made a few minor edits. It didn’t state how to start a battle (except as a parentheses in the traveling section). So I added, “To start a battle, shoot a yellow “choose action” shot and then select a battle.” Please revise if that’s not totally accurate. Seems like an important detail to include here.

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Ok, below was what I experienced when I played immediately after the update. After turning the game off and back on again, it acted as I would’ve expected for all characters. It’s weird because I even checked the operator’s setting to make sure that the difficulty was set to the default (which I confirmed, the default is “medium”) so I’m surprised that this seems to have been some sort of “update protocol bug” which resolved itself with a power cycle. I imagine that the option I was experiencing was what it would be like if the Dragon difficulty were set to hard or more likely very hard (since it started at 0 and reset progress every ball).

Omg. The new code is brutal to start dragon multiball. It starts with 0 letters spotted and you lose all letters between balls. :sob:

Edit: it does NOT reset progress between balls for the Dragonborn paladin character

now was it harder when not logging in? Or just with progress?

From Dwight on pinside - 0.90 code:

Dragon Multiball rules I forgot to put in the README
(BTW I am not sure I like this yet and its still in flux)

There are new rules to get to Dragon Multiball

  • The Higher level your character is, the harder it is to start Dragon Multiball.

  • Low level - Any new target will give you a DRAGON letter.

  • Medium levels - You need to complete the 3 bank to get a letter. At first any target will spot a target so its just hit the 3-bank 3 times for one letter. Later you have to hit the targets separately.

  • At higher levels you need to complete the 3 bank all in one ball to get a letter.

  • Also at higher levels the targets start to time out. So you have to hit them before they time out.

  • The higher level you are the higher level the dragon multiball will be when you start it.

(The following was in the README and may need a bit of tweaking but in general is pretty good)
Dragon Multiball has new rules too:

  • The Dragon Letters now indicate how much life the dragon has left. Meaning, if there are 4 letters blinking (DRAG__) then you need to hit the Dragon 4 more times to win.
  • Jackpots are now worth how many more drains before Rath wins times 250K each. Meaning if you have 10 more drains left before you loose
  • Jackpots are worth 2.5 million. The closer you are to loosing the less the value of the jackpots.
  • 1X Jackpots shots are yellow blinking triangles. Once you shoot them the lights will change to Orange for 2X and then change to red for 3X Jackpots.
  • Shooting all the yellow arrows will light Super Jackpot.
  • Each Jackpot you collect will build the Super Jackpot Value.
  • How many Jackpots you collect during Dragon Multiball sets the value for how much jackpots are worth during Town Celebration. One Jackpot in Dragon
  • Multiball equals 500K in Town Celebration. Meaning if you shot 10 jackpots in Dragon Multiball your Town Celebration jackpots will be worth 5M each.
  • Critical hit now awards a Jackpot shot and a hit to the dragon during Dragon Multiball.
  • Critical hit now awards a Jackpot during Town Celebration.

now will comp mode change that? Or not matter much as you start at level 1 in comp mode for each game?

Too convoluted.

I don’t even see the point of that underlying objective, let alone the point of the implementation of that goal. Why do you even want high level players to not get Dragon Multiball? And why do it through like 4 different mechanics instead of one, like “more hits to start”?

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Wow, this first part (that suspiciously didn’t make it into the readme file) is a terrible update. I really hope he reconsiders and reverts it.

I played a few games of D&D tonight for the first time in a while, not knowing what was in this code update. It was immediately apparent that progressing Dragon multiball had been changed to be much harder, but with no real indication how or why. I just knew I wasn’t getting letters like usual, and many times progression seemed to be locked out completely. After a little while I had to stop playing and go searching around to find out what the heck happened, which alone is kind of annoying.

In general, I don’t really like it when main feature rules get drastically changed after the game has been out a while, but this one in particular makes no sense to me. All of the time put into coding character progression rules and perks just to now put a huge disincentive to using leveled up characters seems very counterintuitive. Now as your character levels increase they become much weaker against the dragon? That’s not usually how character leveling works.

Unfortunately, it seems like the second part (the part that was in the readme file) was a good update to dragon multiball itself, but that was overshadowed and obscured by the progression roadblock. A lot of other nice additions get forgotten too because of it. Hopefully the dragon letter progression rules do not stay this way.

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I like the 0.91 updates to Dungeon Crawl. I now feel like it’s worthwhile to play and no so much “where is the staircase/trap so I can get on with Tavern Brawl. That said …

IMG_3874

I’m not sure if this was intentional or not but Dragon multiball seems really difficult to get now, impossible in some cases. Even worse than what was indicated in those weird omitted patch notes.

  1. It’s one thing for a character’s level to affect the difficulty of qualifying it. It’s another when hitting the dragon targets literally does nothing no matter how many times I hit them? :man_shrugging:
  2. If I do a one shot campaign signed in, It should not carry over that impossible difficulty from my level 10 whatever character to my level 1 one shot.
  3. Even when playing without a signed in character, the difficulty is really tough. I start with one letter, i have to hit all three targets to advance a letter, and if I drain I lose all of my collected letters. :sob:
  4. As far as I can tell, the difference between the Dragon Difficulty operator setting “easy” and “very hard” is one letter. :eyes: In easy mode, it starts with the D spotted. In Very hard it does not. There is otherwise no apparent difference between them.

This has to be a bug right? I mean, why would they completely nuke the most prominent feature that makes the game so unique. Ironically the only time I got a dragon multiball in the 20 games i played at a friend’s house was the one time i set it to “very hard.” Which, again, seemed hardly different from easy/medium.

Also, gelatinous cube is extremely buggy too. It’s a shame because i felt like everything was working quite well a few months ago. I really liked this game but it feels busted fight now, I might soon move on to Kong. :gorilla:

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Is that just the starting level and your progress difficulty is on top of that?

Now for comp mode you should be able to set the start difficulty but also the per say 1 shot progress maybe should be an little different to maybe not get to hard with out playing it.

We played games:

  1. logged in with progress
  2. logged in one shot
  3. logged in with prolonged competition on (forces one shot)
  4. logged out with prolonged competition mode on
  5. logged out in normal mode

Most games were played in medium difficulty. Only one game was played in VH difficulty (Mode 5) and one was played in Easy difficulty (also mode 5).

There was no apparent difference in difficulty in modes 1 and 2. All of my characters were high level (9-10+). It was like the dragon targets didn’t even do anything. I think you could still get letters from crit and skill shot but who cares because they would just disappear after every ball.

3,4, and 5 seemed to all be the same. You would start the game with 1 letter spotted (2 if dragonborn) and 1 letter blinking. It would require completion of all three targets to spot another letter and if you drained progress on letters would reset to 0.

When we changed it to Very Hard (ironically the only time i was able to collect the multiball :sweat_smile:) the only difference I could tell was that you started with 0 letters spotted.

On easy we started with 2 letters spotted, but it maintained that same difficulty of losing all letters upon draining.

I’m going this afternoon to play an LE on location. Going to see if I can tell of any notable differences.

Oh fun fact. Once you collect all of the letters in dragon to qualify the multiball, the the qualification DOES persist after draining (on very hard mode) so if you manage to complete it, you are “locked in” :grin: :+1:

If this is true, then the latest code absolutely ruins this game, and I strongly beg the code team to come to their senses. sounds incredibly unfun and dumb, and severely plumments the likelihood of me dropping quarters in it.

I have to say, the code for this game is kind of a mess right now. But it has potential! There are a bunch of genuinely great pieces but right now they fail to fit together in a satisfying way.

  • Dragon Multiball is a generationally great multiball. It’s chaotic and unique, with a lot of twitchy skill involved, and some risk-reward decisions in order to maximize the points you get out out of it. A+ feature.
  • The town system where each town has its own set of quests, and a final mission, is also great design. Gives the player some choice, thematic as heck, and great replay variety. A+ feature.
  • The Character Select concept is fine. Basically just lets the player choose a couple of perks at game start, although those perks aren’t very interesting. Game of Thrones did it way better with the House selection giving one or two perks, PLUS a cool active button ability. I’ll generously give D&D a solid B on this feature.
  • The Dungeon Crawl feature is a really neat idea at a basic level, but I strongly dislike most of the ways its been implemented. Having a new dungeon randomly generated each week subtracts value for me rather than adding it. I’d rather it be randomly generated each game, or it remain static. I have zero patience for and indeed resent being handed a new rote memorization task on a weekly basis. There’s already too much memorization in pinball just trying to keep up with new releases. At least if it were static, i’d only need to memorize it once, and if it were random, i wouldn’t need to bother. Also, it takes too long and rewards are too weak. In its current form, it feels like a mostly pointless interruption of the “real” game, like No Place Like Home in WOZ or Monster Zero in Godzilla. A lot of fanfare and a lot of wasted time for not much of anything. Can’t give this feature better than a D+ right now.
  • The character level-up feature is another one that just doesn’t seem to be working as intended. I admit I’m pretty fuzzy on the details of this one, since most of my gameplay is in competition, where it’s disallowed anyway, but when I have used leveled-up characters, I have not noticed any improvement in my score. I could very well be missing something, therefore I won’t grade that feature.

I won’t go through everything. Obviously there’s also gear upgrades, Mimic, Gelatanous Cube, treasure, the shop, tavern brawl, etc … plenty of good stuff here.

Honestly, the more I think about it, it’s really Dungeon Crawl that’s the big problem. It just does not fit in to the rest of the gameplay (which is mostly great). I sincerely hope they figure that out (and for gods’ sake revert those awful Dragon Multiball changes).

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