系統研究 · 進階

更新版系統導覽:地下探索、災厄收益與終局門檻

不是逐條補丁日誌,而是解釋更新後的系統關係:地下單位如何改變經濟、災厄何時能轉化為收益,以及終局收集應如何提前規劃。

中後期 · 更新版本 8 個章節 約 3 分鐘閱讀 更新於 2026年8月1日
實戰來源

This article reorganizes the observed update content by player decision, not patch-note order. Exact values can change between builds; use the relationships below to understand what the newer systems add to a run.

1. The strategic change: a second economy underground

Spelunkers and Treasure Hunters create value on independent expedition timers. Unlike the visible mining pipeline, their output is delayed and uncertain: they may return with gold, Mithril, Prestige resources, or artifacts, and risk injury or loss depending on upgrades.

That changes the central question from “how fast can I destroy the next mountain?” to “how much delayed value do I lose by advancing now?” A slower mountain phase can be profitable when several expeditions are near completion.

Underground units add a second progression clock

2. Scale expedition capacity only after protecting it

More underground units mean more independent rolls, but also more housing and replacement risk. Build the system in this order:

  1. unlock a small expedition team;
  2. reduce downtime and improve return speed;
  3. obtain survival or death-prevention support where available;
  4. expand the team only when its returns pay for the housing;
  5. deepen Underground Mapping once it feeds a chosen late-game multiplier.

An unprotected large team can erase its own gains through losses.

3. Scientists compound a long run

Scientists are most valuable when the run contains many future purchases. Their research benefits, Laser synergies, and access to system breakpoints accumulate over time. In an underground-focused run, expedition income creates more opportunities to buy upgrades, which makes cost reduction and research depth more useful.

Do not hire Scientists without a target. Add them when the next Scientist unlocks a named upgrade, improves the primary engine, or meaningfully reduces the cost of a long shopping list.

4. Calamities can change from pure hazard to resource event

Later artifacts and upgrades may turn hits, falling objects, or calamity triggers into gems, gold, Dens, or damage bonuses. At that point, maximum avoidance is no longer automatically optimal.

Use three states:

  • survival state: calamities disable logistics; prioritize protection;
  • neutral state: the line survives but gains little; avoid over-investing either way;
  • harvest state: triggers reliably create more value than the disruption costs; allow controlled exposure.

The important word is controlled. A profitable trigger is still bad if it causes expedition losses or stops all deliveries.

A later build can turn calamity pressure into resources

5. Plan artifacts and keys as a route

Endgame access depends on items obtained from different systems: bosses, expeditions, forging, research, and special drops. Waiting until the final mountain to start collecting them creates a hard stop.

Keep a simple ledger during the run:

SourceWhat to trackWhen to act
BossesUnique rewardsPrepare before each checkpoint
UndergroundArtifacts and mappingStart early; returns are time-gated
ForgePool-limited itemsReserve Mithril and other inputs
Keys / special dropsSet completionTake missing pieces over duplicate short-term rewards

Collection is now part of routing, not cleanup after the build is complete.

6. Choose an endgame scaling engine

The update adds several long-run vectors: Underground Mapping conversions, expedition-return bonuses, enhanced Laser support, Faith interactions, and Den-based scaling. You do not need to maximize all of them.

Pick one engine with three properties:

  • you can feed it continuously;
  • its supporting units also help the economy;
  • it remains useful at the next boss or endgame gate.

Then use the other systems to cover weaknesses. For example, underground returns can fund a Laser engine, while Ballistas insure Den rewards.

7. What to change in an older route

  • Start underground expeditions earlier if the run will be long.
  • Value survival support before mass-hiring expedition units.
  • Re-evaluate blanket calamity avoidance after obtaining trigger rewards.
  • Track keys and unique artifacts from the beginning.
  • Treat artifact retention and collection upgrades as route accelerators.
  • Preserve one focused damage plan; new systems do not justify buying everything.

Version note

This synthesis is based on the build shown in the linked source material and the data set dated August 1, 2026. Names, values, and access requirements should be rechecked after a game update; the page emphasizes system relationships that are less likely to become obsolete than a copied list of numbers.

這篇文章不按補丁條目順序羅列內容,而是按玩家決策重新組織更新版系統。具體數值可能隨構築改變;下面重點解釋新系統如何改變一局運行的結構。

1. 核心變化:地下出現第二套經濟

探險家與尋寶獵人按各自獨立計時進行探索。與畫面上的採礦流水線不同,它們的收益延遲且不確定:可能帶回金幣、秘銀、聲望點或神器,也可能根據升級狀態受傷或損失。

因此問題不再只是“多快摧毀下一座山”,還要問“現在推進會放棄多少即將結算的地下收益”。當多個探索即將返回時,故意放慢當前山體也可能更賺錢。

地下單位加入了第二個成長時鐘

2. 先保護,再擴張探索規模

更多地下單位意味著更多獨立收益判定,但也消耗更多住房,並提高替換損失。建議順序是:

  1. 先解鎖一支小型探索隊;
  2. 縮短休整與返回時間;
  3. 在可用時取得生存或防死亡支持;
  4. 只有當回報能覆蓋住房成本時再擴張;
  5. 當地層測繪能接入主成長倍率後再深入投資。

缺乏保護的大規模隊伍,可能因為損失抵消全部收益。

3. 科學家在長局中產生複利

當一局還有大量未來購買時,科學家價值最高。研究收益、激光炮協同和系統節點會隨時間積累。地下經濟提供更多購買機會,也讓成本下降與研究深度更有價值。

不要在沒有目標時盲目招募。只有當下一名科學家能解鎖明確升級、強化主引擎,或顯著降低一長串未來支出時再增加。

4. 災厄可以從純風險變成資源事件

後期神器與升級可能把受擊、落石或災厄觸發轉化為寶石、金幣、巢穴或傷害加成。此時,最大化躲避不再自動等於最優。

可以把當前狀態分為三類:

  • 生存態: 災厄會切斷物流,優先保護;
  • 中性態: 運輸能撐住,但觸發收益很低,不必向任一方向過度投資;
  • 收割態: 觸發收益穩定高於幹擾成本,可以受控承受。

關鍵是“受控”。如果會導致探索單位損失或運輸全停,再高的觸發獎勵也不划算。

後期構築可以把災厄壓力轉化成資源

5. 把神器與鑰匙規劃成路線

終局入口依賴來自不同系統的物品:首領、地下探索、鍛造、研究及特殊掉落。等到最後一座山再開始收集,必然形成硬性卡點。

運行中可以維護一張簡單清單:

來源追蹤內容行動時機
首領獨特獎勵每個節點前提前準備
地下神器與地層測繪儘早開始,收益受時間限制
偉大熔爐限定池物品預留秘銀與其他材料
鑰匙 / 特殊掉落套裝完成度缺失部件優先於重複短期獎勵

收集已經是路線的一部分,而不是構築成型後的收尾工作。

6. 選擇一個終局成長引擎

更新版提供了多種長線倍率:地層測繪轉化、探索返回增益、增強後的激光炮支援、信仰互動與拆巢成長。你不需要把它們全部拉滿。

主引擎最好滿足三點:

  • 能持續投入資源;
  • 支援單位同時改善經濟;
  • 到下一個首領或終局門檻仍有價值。

其他系統只負責補齊短板。例如地下收益可以供養激光炮主引擎,而魚叉弩炮負責確保巢穴獎勵。

7. 舊路線需要改變什麼

  • 如果計劃打長局,更早啟動地下探索。
  • 大量招募探索單位前,先取得生存支持。
  • 獲得觸發型獎勵後,重新評估是否還要全面迴避災厄。
  • 從開局就追蹤鑰匙與獨特神器。
  • 把神器保留與收集升級視為路線加速器。
  • 仍然保持一個集中傷害方案;新系統不是全買一遍的理由。

版本說明

本文基於來源視頻展示的構築,以及 2026 年 8 月 1 日的遊戲版本。遊戲更新後,應重新確認名稱、數值與入口條件;文章優先保留不易因一次數值調整而失效的系統關係,而不是照搬一張數字表。