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CloverPit – Mechanics Explained

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Detailed Explanation for Most of The Core Mechanics

Ву IngoH.

Symbols

The probabilities you see are how likely each symbol is to show up in a slot, get picked for a reroll, or trigger Luck effects.

Starting Symbol Chance

The game uses weights to figure out the chances. Here’s what they start at:

  • Lemon: 1.3 (19.4% chance)
  • Cherry: 1.3 (19.4% chance)
  • Clover: 1.0 (14.9% chance)
  • Bell: 1.0 (14.9% chance)
  • Diamond: 0.8 (11.9% chance)
  • Treasure: 0.8 (11.9% chance)
  • Seven: 0.5 (7.5% chance)

How Changes Work

  • Every (+1) bonus in the game adds 0.8 to a symbol’s weight.
  • If you get a (+1) for Sevens, the new weights and chances look like this:
    • Seven’s weight goes from $0.5$ to $1.3$ ($0.5 + 0.8$).
    • All other symbols stay the same.
    • The Seven’s chance goes up to 17.3%.

Diminishing Returns

Adding more weight gives you less of a boost each time.

  • Adding the first $0.8$ to Sevens increases its chance by 9.8%.
  • Adding the second $0.8$ only increases its chance by 8.0%.
  • By the $10^{th}$ time, you’re only getting a +2.4% increase.

Halving Chances

  • If a chance is halved, it just halves the weight.
  • Division only cuts the current weight value.
  • The (+1) bonus still adds $0.8$ to the weight, even if the symbol was halved.

Luck

Luck works by forcing symbols to change. Each point of Luck guarantees one symbol on the slot machine changes to a specific symbol. This chosen symbol is picked based on its normal chance to appear.

  • 7 Luck guarantees at least 7 symbols match.
  • 10 Luck guarantees at least 10 symbols match, meaning you’re sure to win something unless ‘sixes’ symbols stop it.
  • 15+ Luck guarantees a jackpot unless ‘sixes’ symbols stop it.

Random Luck Boosts

Besides the Base Luck you get from Charms, the slot machine can give extra random Luck boosts.

During the First Debt (Initial Luck Spins – ILS)

During your first debt, random Luck events happen in set orders called Initial Luck Spins (ILS). These are more likely and stronger than later boosts.

There are five possible sequences of spins where ILS happens:

  1. 3, 9, 17, 20, 35, 39, 43, 89, 94, 99, 104, 109, 114
  2. 2, 8, 16, 19, 34, 38, 42, 83, 88, 93, 98, 103, 108
  3. 5, 7, 15, 18, 29, 33, 37, 77, 82, 87, 92, 97, 102
  4. 4, 6, 11, 14, 28, 32, 36, 71, 76, 81, 86, 91, 96
  5. 3, 10, 13, 23, 27, 31, 65, 70, 75, 80, 85, 90
  • When an ILS is triggered, sparks appear, and your Luck goes up by a random amount from 4 to 8. 6 Luck is twice as likely as the others.
  • These sequences only apply during the first debt.
start:
  offset = rnd(5) // 0 to 4, set at the start
on spin:
  spin_num = Current Spin #
  if spin_num == 1:
    → Not Lucky
  mod = 4 + floor(spin_num / 6)
  if (spin_num + offset + 1) % mod == 0:
    → Lucky
  else:
    → Not Lucky

After the First Debt (Occasional Luck Spins – OLS)

Random Luck after the first debt follows a different set of rules called Occasional Luck Spins (OLS).

  • The first OLS happens randomly within the first 5 spins after the first deadline.
  • The next OLS spin number is calculated from the current spin: (Current Spin #) + 4 + (# of Completed Deadlines) + (a 50% chance to add 1).
  • You can usually figure out two spins where an OLS will happen.
  • When an OLS is triggered, sparks appear and Luck increases in steps:
    1. If the spin number is a multiple of 7 $\rightarrow$ +7 to +9 Luck.
    2. If the new Luck amount (after step 1) is a multiple of 3 (including 0) $\rightarrow$ +5 to +7 Luck.
    3. Otherwise $\rightarrow$ +3 to +5 Luck.

Rubber-Banding

If you lose multiple spins in a row, the game boosts your Luck to help you out.

  • After 4 straight losses $\rightarrow$ +5 Luck.
  • Each loss after that $\rightarrow$ +1 more than the previous boost (e.g., +6, then +7, etc.).
  • Sparks appear when this happens. This happens after ILS/OLS boosts.

Base Luck Bonuses

If your Base Luck (only from Charms) is low, you might get small extra boosts after the other boosts.

  • 1-4 Luck $\rightarrow$ 1 out of 2 chance to gain +1 or +2 Luck.
  • 5-6 Luck $\rightarrow$ 1 out of 4 chance to gain +1 Luck.
  • 7 Luck $\rightarrow$ 1 out of 6 chance to gain +1 Luck.
  • No sparks appear for these.

Depression Charm

The Depression Charm turns off ALL Random Slot Machine Luck boosts.

  • If Depression is on, ILS events are simply skipped when they would normally happen.
  • Any OLS scheduled to happen while Depression is on will instead happen on the very first spin after you turn Depression off. The next OLS will be scheduled based on this spin.
  • Spins without wins still count for Rubber-Banding, but the boost itself won’t trigger until Depression is turned off.

666

The chances for rolling a six are fixed like this:

  • Triple Six (666): The chance shown is the chance you get, but it can’t go higher than 30%.
  • Double Six (66): The chance is always 6%.
  • Single Six (6): The chance is always 7.5%.

The chances for Double Six and Single Six never change.

The rolls happen in this order:

  1. First, the game tries to roll for 666.
  2. If the 666 roll fails, the game tries to roll for 66.
  3. If the 66 roll also fails, the game tries to roll for a 6.

Example (with a 1.5% 666 chance)

  • 666: 1.5% chance.
  • 66: Has a 6% chance, but since the 1.5% 666 roll already happened, the real chance of getting only a 66 is lower (it works out to be 5.91%).
  • 6: Has a 7.5% chance, but with the other rolls happening first, the real chance of getting only a 6 is lower (6.94%).

The total chance of getting any kind of six roll is 14.4%.

Important Note

Sixes are rolled at the end of everything else. You can’t stop them from rolling. They are not affected by your Luck stat at all.

Evil Calls

The game calls that are red are called “Evil Calls.” These calls aren’t random. They start when you have unlocked the $666$ item, or when you have unlocked the Super $666$ item. Also, they will start if the slot machine showed a $666$ on the final round of the previous deadline (you can ignore any rounds you skipped).

Charm Rarity

Charm Drop Likelihood

  • COMMON Charms (Empty pepper) are the standard, most likely drop.
  • UNCOMMON Charms (Crowbar, Hamsa, Calendar, Super Capacitor, Property Certificate, Demon’s Horn, Necronomicon, Gabihbb’h, Clover Picture, Bell Picture, Sheep, Wheat) are 10% less likely than COMMON.
  • MILDLY RARE Charms (White pepper, but not the ones listed in UNCOMMON) are 20% less likely than COMMON.
  • RARE Charms (Yellow pepper, but not the ones listed in VERY RARE) are 35% less likely than COMMON.
  • VERY RARE Charms (Pareidolia, Number One, Chastity Belt, AA Batteries, Vorago, Barathrum) are 50% less likely than COMMON.
  • LEGENDARY Charms (Red pepper, but not the ones listed in ULTRA LEGENDARY) are 65% less likely than COMMON.
  • ULTRA LEGENDARY Charms (Electricity Meter, Music Tape, Dark Lotus, Swole Cat, Megaphone) are 80% less likely than COMMON.

Important Details

  • The percentages are based on individual charms, not the whole rarity group.
  • The system works by picking an item, then having a chance to reroll that item based on its rarity (COMMON never rerolls, UNCOMMON has a $10\%$ chance to reroll, etc.).
  • You can mostly ignore this reroll mechanic.
  • There’s a $\mathbf{100}$ reroll limit, but hitting it is rare. If it is hit, the first item picked is kept.
  • The shop always starts with four basic charms so it never has an empty stock.

Memory Card Rarity

  • COMMON Cards (empty pepper) drop most often.
  • UNCOMMON Cards (white pepper) drop 15% less often than COMMON.
  • RARE Cards (yellow pepper) drop 35% less often than COMMON.
  • EPIC Cards (red pepper) drop 50% less often than COMMON.

Getting these cards works like getting Charms. If you fail 100 times, the card you get will be Cold Affection.

Probabilities For Secret Content

999 works the same way as 666. Good phone calls are like the Evil ones; just swap out 666 for 999. When you unlock 999, you are forced to take one Good call.

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