Lost and mythical treasure chart rework: Journey rework

Lost and mythical treasure chart rework: Journey rework
effort 5.0 2 quality 4.5 2 reasonability 5.0 3

The issue

As mentioned in the Mythical treasure chest post, mythical charts, as well as lost ones, are meant to be a long adventure by the player, travelling to various locations and digging at many treasure spots to find buried treasure, and then fighting pirate crews that attack them, before eventually reaching the final spot, uncovering a vast treasure, defeating the boss pirate captain and waves of enemies and being awarded with immense riches.

In practice, this is hardly the case. Most locations can be figured out on the first or second try, most players don’t bother fighting the pirates since there is no reward or threat from leaving the pirate crews be, including the boss pirate captain, and the ā€œvast treasureā€ consists half of sealed chests that usually aren’t worth the hassle to pick up, and a handful of modified chests, a reward usually so mediocre, most players don’t find the charts to be worth either the time or the effort. The only good reward comes in form of Lost knowledge books from lost treasure charts.

The issue of the final treasure spot of mythical treasure charts has been resolved on another post, but this one aims to tackle the issue of lesser spots of both mythical and lost treasure charts.

Difficulty scale rework

First problem posed by mythic and lost charts is the fact that, when it comes to the process of finding the treasure spot, there’s not much of a difference between the first and the final treasure spot. Both spots can have the same amount of ambiguous information, or even worse, you may end up having a worse time finding the first treasure spot than the final.

To fix this, I propose reworking the charts so that the amount of uncertain clues increases with the amount of completed steps.

  • First spot has absolutely no uncertain clues and acts like a normal treasure chart.
  • Second spot has 1 uncertain clue[1]
  • Third spot has 2 uncertain clues[2]
  • Fourth spot has all 3 uncertain clues[3]
  • Fifth spot has 2 uncertain clues[4] and 1 redacted clue[5]

New terrains for treasure

To make this rework somewhat easier to write, the first proposal is to introduce two new types of terrain that can be dug up and where treasure can spawn: mud and gravel.
Mud would have the appearance of brown sand or simply dirt and would appear on swampy, humid or otherwise moist islands, as well as on some seashores, edges of lakes and rivers.
Gravel would look like it currently does, and would appear as it already does, as a substitute for sand on certain islands.

Clue synchronization

Another problem with uncertain clues is the fact that, oftentimes, the player can simply use logic to decipher the correct spot, or at least the correct clue. This is because clues don’t work with one another, they are (most likely) made by the game randomly choosing one item from a list for each clue.
To fix this issue, clues should be made so that, if the game chooses one clue, ones that clash with it aren’t chosen. For example:

  • If sand is set as a clue for Nimbus sea chart, then unclear clue can’t have Westerpath isle, Ice mines, Vents of Aeolus, Shale reef and all other islands without sand.

I believe this wouldn’t be too difficult to make. By simply writing 3 lists, one for each clue, then choosing which terms are incompatible, I think it’s possible to execute this. (@Scandin can you confirm?)

To balance out making lost and mythic treasure charts far more difficult to find, an optional method will be added that allows the player to mark off one incorrect clue.

Pirate ambushes

Pirate ambushes are the main feature meant to make lost and mythic charts into a thrilling treasure chase, but they fail dramatically due to a simple reason: the player has absolutely no reason to defeat the attacking enemies to proceed with the chart. The enemies themselves are also ignorably weak, so in the end, it’s much more time efficient to just leave them be.
In order to change these into features that see player interaction, I propose two new features to be added.

Correct clues

Upon defeating the attacking crew of pirates, the player has a fair chance to obtain a correct clue. What this essentially does is cross out one of the incorrect options on the treasure chart, allowing the player to find the treasure more easily.

A correct clue is guaranteed to be dropped if the player defeats all the enemies ambushing them at a treasure spot. Aditionally, each pirate ship the player sinks and defeats the crew onboard has another 33% chance to yield a correct clue, with each 3rd ship being guaranteed to drop one.

This would hopefully incentivize the player to engage further with the risk carried by the treasure chart, and make the pirates that spawn to chase them more meaningful.

Missing step

A second addition, final step of the chart will no longer be given when the treasure is dug up. Instead, the player has to defeat the captain of the pirates attacking them at the treasure spot to get it. This replaces the correct clue chance, incentivizing the player to fight enemies on other ships to narrow down their options.

If the player hasn’t killed the miniboss yet, they can get it at a 50% chance by sinking attacking pirate ships and defeating their crews, with the 2nd one being guaranteed to drop one.
This mainly serves as a prevention of a softlock, in case the miniboss is flung, disappears underground, or anything else.

Upon getting the final step, the player can once again gather the correct clues.

Buried treasure chest

Buried treasure chest would serve as a replacement of the existing sealed chests. What they would do is very simple: upon interacting with it, the player would get sealed chest items, the same amount they would’ve usually gotten. This is just to make the players’ lives a tad easier.


  1. Terrain, or direction if island has a single type of terrain ā†©ļøŽ

  2. Terrain and direction, or terrain and island nearby correct one is chosen if island has a single type of terrain ā†©ļøŽ

  3. In this case, islands can be far away ā†©ļøŽ

  4. Terrain and island ā†©ļøŽ

  5. Direction ā†©ļøŽ

2 Likes

Can confirm, it is very much possible.

How plausible it is for vetex to do it, is a thing for another day

Depending on the back-end code, it could be done in a day, though given that Vetex’s code might not be up to standards, it’d likely take a couple.

All in all; Timeframe being within half a week to do this is very much plausible.

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This, obviously, only applies to the pirate ships sent after you, not literally every pirate ship

So, this guy now spawns after the fourth spot, not the fifth, and serves to eliminate that redacted clue about direction or what?

Yes, you got that right

No, that’s a random miniboss, not the captain. And no, it doesn’t eliminate redacted clues. You don’t get the 5th set of clues until you defeat them, or up to 2 crews of that faction.

Oh, fine, but those already drop in numbers upon completing later stages of the chart. Maybe making an entirely new miniboss-quartermaster? The guy needs to be unique, but also to not be the leader. Or, an ordinary captain can just be given a 1.5x multiplier to his level and that’ll do, idk

Just a wee bump

This is a deeply needed change. I really think we need something to fight and actually be REQUIRED to fight them (or at least heavily encouraged to fight them). Also, I’d also like it if my chest suggestion was implemented with the buried treasure one, it’d make this 10 times better.

Why is this not getting a lot of attention… this is literal gold speed

It makes chest grinding more tedious and rarer items more difficult to get than they already

Not too sure what you mean by that… The chests will always be there.

I’d argue the opposite to be the case. You can now reliably and quite easily find the spots by simply engaging in rather easy fights. Though, perhaps a rarity increase for the chests could be of use.

And anyways, this reminded me what I forgot to write… There was meant to be a change to not make the player travel across the sea, but keep the travel time rather short instead. Whoopsie :downcast_face_with_sweat:

I’m not sure if it’s the best idea to make the final step be ā€˜dropped’ by the pirates, because it just doesn’t make much sense
why would the pirates bother following the player around if they already have the location of the treasure?
I do think the other ideas are good tho

They’re evil and greedy, they want all the treasure for themselves

Or the original owner of the treasure was their ancestor, and they happened to pass down the key to the current pirate faction leader

Or that

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