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Full Irsen update
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What changed
- Balance
- Events
- Gameplay
Irsen changes
Hello everyone.
Today I want to talk about the gene extraction process in the current version of the game. The first version of loot in the game worked like regular RPG loot. After killing a group of enemies, each defeated enemy had a chance to drop a random gene. But I decided that this loot system was too simple and too boring for a game where there is no other loot except the bodies of defeated enemies.
Since the game has no gold, experience points, or equipment, the gene loot window has to be more interesting. It is not just about collecting a random reward, but about making an important decision after every battle.
Usually in RPGs, part of the loot can be ignored: sold, dismantled, or thrown away. In IRSEN, it does not work that way, because the enemy’s body is almost the only source of progression. So it was important to me that the player does not simply press “take all,” but evaluates what they need right now: try to get a gene for the current build, gather material for future development, or preserve a resource for further progression.
Extraction Profiles.
I wanted to bring loot acquisition closer to actually dissecting enemy bodies. For each enemy killed in battle, the player receives several gene extraction attempts. Inside the game, this is called a “Processing Module Charge.” Each attempt to obtain a gene consumes one module charge.
Charges are needed so that after combat the player cannot automatically process every body completely. If the player defeats a large group, they still have to decide which bodies to spend attempts on first. They can spend charges on the most useful enemy profile, distribute attempts between several bodies, or reserve some charges for biospecimens. The loot window becomes a continuation of combat: the player has already won, but is still making decisions about character development.
Each enemy now has its own genetic direction. This direction determines the probability of extracting a gene of a specific archetype from that enemy. The player can choose any defeated enemy and attempt to extract a gene from its body.
For example, an enemy tank has a strong tendency toward blue Chitoregulation genes. This means the highest chance is to extract that type of gene from it. After that comes the green Restoration archetype, and then all the others.
If the enemy is a physical damage type, its main tendency is toward Precision genes.
A caster will have the highest chance to provide Emission genes.
However, the main genetic direction is not a 100% chance to obtain a specific archetype. Any enemy can still provide a gene of any archetype. Its genetic profile only increases the chances for certain gene types.
For the loot window, I prepared a separate chart for each enemy, where the colors visually show which genes are most likely to be extracted.
I also kept the old way of obtaining random genes from enemies. The player can choose a random profile and receive genes of all archetypes with equal chances.
Here is an example of how extraction profiles can be used during a run. If the player needs genes for improving health at a certain moment, they can prioritize spending charges on tank bodies. If the build uses psionic skills, it becomes more useful to dissect casters. At the same time, the player still does not get full control: the profile only defines gene probabilities and does not guarantee the needed archetype.
Biospecimens.
The second way to interact with an enemy body is to obtain a biospecimen from it, so it can later be processed at the Processing Station. I will talk about that station in the next devblog.
Obtaining one biospecimen costs three processing module charges. However, the number of biospecimens the player can carry is limited. When all biospecimen slots are already filled, extracting new ones becomes impossible.
A biospecimen is not a free extra reward, but a separate choice. Spending three charges on a biospecimen means giving up several gene extraction attempts. On one hand, the player receives less material for the current build. On the other hand, they prepare a resource for the station and further progression through the run.
I am still adding biospecimen functionality to the game. In my current plans, specimens will only be used at the Processing Station.
As a result, after combat the player does not simply collect random loot, but chooses how to use already defeated enemies: spend charges to try to obtain the needed archetype, dissect a body through a random profile, or preserve a biospecimen for the station.
In the next devblog, I will explain how preserved biospecimens are currently used in the game - the Processing Station and charging the progression capsule to descend to new floors.
Source
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