Season 4
Dear players, Before diving into the next version of Shadow Depths, please take a moment to review the list of changes that have been implemented. Our primary focus has been on refining the gameplay experience, as Shadow Depths serves as an entry point for new players. Consequently, the number of tokens generated within SD has been adjusted compared to those generated through mining rigs, emphasizing Arcadian mining as the primary token source. This adjustment aims to safeguard our investors while also incentivizing new players to establish their mining operations. Additionally, the pass has been revamped to exclusively offer in-game items and WAXP, effectively addressing the NFT inflation issue. List of changes:
REWARDS AND PASS
As we strive to release a game that is increasingly attractive while safeguarding our economy, we have implemented changes in the way players will be rewarded. List of changes:
Up to $30,000 to win (previously $25,000) via several leaderboards and new logics!
Most NFT prizes have been removed from the pass. Instead, the pass will now include Spin and Win NFTs, Alchemy materials, and Scout packs. We will also introduce WAXP checkpoints. NFT value of the pass: $60 at the current lowest market price.
Six WAXP checkpoints have been introduced on the pass, which players can claim by completing tasks. These checkpoints start at the following values: $0.30, $1, $3.70, $5, $7, and $11, totaling $28. The WAXP pool supporting these checkpoints initially amounts to $7000. As more players claim each checkpoint, the pool diminishes, resulting in slightly reduced rewards for subsequent claimants. The reward structure ensures that the first player receives $28, the second player receives $27.89, the third player receives $27.88, and so on. (the 100th player will receive $18.82, the 500th player will receive $3.78 etc.) – Formula y = 28.113e(-0.004x). This logic guarantees that every participant has an opportunity to recoup some of their investment from the pass.
Addition of 2 extra leaderboards offering each $1000 split among the best guardian hunters! ($1000 for New Terra and $1000 for Marama).
Leaderboard base reward for all players has been fixed at $7000.
BONUS Leaderboard reward: If we sell more than 650 passes during Season 4, the leaderboard reward of $7000 will be doubled to $14000!
INNOVATIONS AND NEW RELEASES
This season, our primary focus was on rebalancing the game. However, we also dedicated some time to introducing several features that had long been requested by our community! List of changes:
Introduction of the Multiclone module: Players can now create as many clones as they want within the same account. However, it is mandatory to buy an extra pass for every additional clone (multi-clone protected behind pass purchase). Anyone still attempting traditional multi-accounting will be banned.
Addition of the Alchemy module: Alchemy lab. This module enables players to collect materials in caves and compress them into concentrates, which will be utilized for alchemy and potentially contribute to scoring patents.
Addition of the Consumable Station: Once upgraded, this module enables players to produce more consumables at once, expanding beyond the previous limit of 5 at a time.
Addition of the Cyber Controller: This module provides Junker T.09 with additional memory, allowing players to place items in the crafting queue even when Junker is already occupied with other tasks.
ENVIRONEMENT AND EXPLORATION
One of our previous issues was players not feeling the need to explore the latest caves and instead opting to stay in their comfort zone on New Terra to farm. We dedicated some time to rethinking some of the game's fundamental logic to offer everyone a more exciting and challenging experience. Here is a list of changes:
8 Caves are now available on Marama.
Introduction of a global cave exploration factor: In each cave, once the required level to unlock the next cave is reached, the clone will gradually become more familiar with the cave, resulting in a reduction in the number of materials and tokens found (decrease by 0.1% for each new level entered). The drop decrease is capped at 95%. This level of exploration prevents players from endlessly farming the same level, while the cave exploration factor prevents players from endlessly farming the same cave. This logic also encourages players to move to the next cave.
The last 2 levels of Marama are not subject to the global cave exploration decrease. This will allow more competitive players to continue farming tokens without impairment but in a more challenging environment.
Level exploration has been adjusted from 1% every 10 events to 1% every 5 events. This change slightly speeds up exploration, encouraging players to explore new levels.
TOKENOMICS AND MATERIAL DROPS
These changes were introduced to rebalance the game, shifting it away from being merely a "grind and dump" experience to a strategic game where players who can outsmart their opponents will earn greater rewards. List of changes:
Readjustment of monsters location and material drop on Marama. Monsters now offer a smoother progression to craft Scout gear.
The last 2 levels of Marama will offer all the Alchemy materials. Since the global cave exploration decreases the materials found in the cave (see section ‘III- ENVIRONEMENT AND EXPLORATION’ ; Cave Exploration Factor), it could affect the Alchemy compression logic if not taken care of. This is why people willing to play the last 2 levels of Marama will be able to collect as many compressible materials as they wish without the global cave factor restriction.
Reduction of drop gear from 1% to 0.8%. This adjustment aims to make crafting gear more appealing while also aiding those who have acquired equipment NFTs.
Adjusting gear crafting prices to make the game more 'new-user' friendly. Common gear crafting will only require a small amount of tokens (20 times cheaper), but superior rarities (Rare, Epic, Legendary, Ultimate) will now also require some tokens (500/1250/2500/5000).
Decrease in materials required for Quantum tuning: Before: 20/10/5/3/2; Now: 5/5/4/3/2
Harmonization of tokens functions: As we now have many use cases for each token, specific functions have been assigned to each: FUSIUM: Used for crafting gears, weapons, consumables, repairing gears, and resetting clone stats. ACTIUM: Used for printing or allocating NFTs, unlocking Quantum tuning, and repairing imported assets like drones. MINIUM: Used for material concentration for Alchemy, minting back NFTs after allocation, and NFT assembly (e.g., energy cells). CONSTRUCTIUM: Used for performing Quantum tuning randomization. ALL TOKENS: ship upgrades.
Normalization of token amounts: We have decided to fix the token drop of the first cave at a minimum of 0.1 token per event and the drop of the last cave at a maximum of 50 tokens per event (base values). This logic will ensure that the amount of tokens found in the caves will always remain between 0.1 and 50, thus streamlining the process of adding more caves and planets as the game evolves.
Readjustment of the values of items when sold to Junker, with an average decrease of x2.4, focusing particularly on ultimate materials: (Before: 10/50/100/500/5000, New 10/25/50/250/1000).
Dismantling gear will no longer yield tokens.
Adjustment of Quantum tuning prices: The cost to Quantum tune has been decreased on average by 3.5 times (based on the tier and rarity), making QT more affordable, especially for higher rarities.
The price to craft energy cells has been increased, with an average increase of x3.9 times: Before: 1500/5000/20000/50000/100000 ; New: 12000/25000/50000/100000/200000. This increase is mostly targeting Common and Rare energy cells, as they were too easy to produce, especially considering the rising demand with the upcoming release of Alchemy.
Increase of the cost to craft a Spin and Win ticket (x5). The craft will now also require 1 material from each guardian (Queen's Egg and Drop of Fear). This adjustment comes as a response to their ease of production last season. We aim to foster more competition for the production of these NFTs, particularly with the introduction of the new game and its super Jackpot.
FIGHTS
Some adjustments have been made to monsters to provide a greater challenge and enhance the overall gaming experience for all players. List of changes:
Monster progression adjusted: Monsters will now gain +1 level every 5 depth levels (previously 20 levels) once the required depth to unlock the next cave has been reached.
Monster level-up adjustments have been made. Previously, all monsters were gaining 3 skill points with each level-up. However, discrepancies arose as some monsters possessed more stats/skills than others (ranging between 8 and 12), rendering level-ups weaker for those with more stats. Now, depending on the number of base stats, monsters will receive varying amounts of skill points with each level-up: 8-9 base stats: +3 skill points per level-up ; 10-11 base stats: +4 skill points per level-up ; 12 base stats: +5 skill points per level-up
The evasion cap has been adjusted from 95% + 2% to 90% + 2%.
Chemical damage now bypasses evasion (chemical damage can no longer miss).
Introduction of Marama's guardian and its unique material!
Adjustment of the skill tree: The bottom part of the tree has been slightly reworked to offer better balance in the end-game. The tree will be fully reworked for Season 5.
OTHERS
To prevent stronger players with Ultimate NFTs from equipping powerful gear immediately and swiftly dominating the game, the introduction of a minimum level requirement to equip gear of a specific rarity was implemented. The minimum levels required to equip Common/Rare/Epic/Legendary/Ultimate gear are as follows: PILOT: 0/0/10/15/20 ; SCOUT: 20/25/30/35
Booster zone cooldown: Adding a booster to the booster zone now has a cooldown of 1 hour, preventing users from rotating their boosters between clones.
Adjustment of some tasks: We have removed collecting equipment tasks as they were penalizing players. Instead, we are placing emphasis on tasks that will facilitate the transition from Shadow Depths to Arcadian Mining and Alchemy.
Implementation of a systematic logic for equipment packs and release of new sets of gears is proposed. The release of a new gear set (e.g., OMEGA) occurs in season 'S'. During season 'S', the gear can only be crafted in-game as non-NFT items or acquired in equipment packs (5% chance). Next season, in season 'S+1', a limited amount of Omega packs is sold, with equipment packs having a 10% chance of dropping an Omega pack. In season 'S+2', a slightly larger amount of Omega packs is sold, with equipment packs having a 15% chance of dropping an Omega pack. In season 'S+3', a larger amount of Omega packs is sold, with equipment packs having a 20% chance of dropping an Omega pack. Season 'S+4' sees the release of a new set of gears (e.g., ARMA), and the cycle restarts for ARMA gears while OMEGA becomes more and more abundant and slowly replacing the older sets (PILOT, SCOUT). This logic ensures that the new set of gears remains fairly limited when introduced, and this model establishes equipment packs as a store of value.
We will also uphold our logic allowing players to convert their Ultimate U5 gear into the next gear set. For example, U5 NFT Pilots can be converted into Scout packs, U5 NFT Scouts can be converted into OMEGA when Omega is introduced, and so forth. This ensures that players leveling their assets can always remain 'up to date'.
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