I've mentioned that bug before. It's not game crashing if it's an inland sea. It appears to make your character keep moving in the same direction as before until it hits a valid tile. Annoying, but not fatal if you're careful. I thought that it would be pretty important on the todo list though.
Edit: I must be the master of getting bad slices. This is like 5 minutes into the game, so there's absolutely no way to get out except poison pill/death. >_>
I remember hearing whips are supposed to be for shooting down incoming projectiles. Ice whip (and maybe others?) can't even destroy the swamp monster's projectile...
These changes sound interesting to try out. The limited resistance movement mechanic is going to take a lot of getting used to, but I intend to figure it out and see if it plays well. Can they move through warps?
Edit: I must be the master of getting bad slices. This is like 5 minutes into the game, so there's absolutely no way to get out except poison pill/death. >_>
Yes, that is an intentional death pit. Those slices with death pits are designed so that you have to go through the building to continue right.
These changes sound interesting to try out. The limited resistance movement mechanic is going to take a lot of getting used to, but I intend to figure it out and see if it plays well. Can they move through warps?
There doesnt seem to be an option to do this. That's one thing that should probably get added with this new system. Makes the warps have an actual point other than just allowing Daemonica to jump around the map!
From what I've seen of the new mechanic, well, the game just got even better. I'd wondered why such a mechanic WASNT there originally.
On another note, them dang crawlers..... I think they actually got EVEN MORE GLITCHY. Oh, the previous glitches are gone.... to be replaced with a blob of new ones.
And Ocean Spray definitely is in need of a nerf. It can do nearly 8000 damage point blank in less than a second!
I don't recall doing 8000!
Maybe like uhh, 1000.
I do like the idea of some classes with strong (okay not 8000 strong maybe) ammo shots to compensate for weaker normal attacks. And the class wasn't unusably weak.
Also I've noticed with some spells that enemies don't drop health/ammo with slain. The richochet shot on that class for instance (the other one I noticed it on was the rockets spell on the tier 2 class - forgot the name). Is that a bug or feature?
I just tested it on the targeting tree and got 1600 with all hits connecting. That's with a +100% ammo attack strength perk on. I guess I could see it hitting 8000 if you had a critical hit and all +ammo shots.
And yeah, I -never- saw any drop with those spells. At first I thought it might have been something related to using special spells. But then saw other special spells resulting in drops.
Keep in mind both comments are based on 0.702, I haven't updated just yet.
Can you send me a world file with that boss fight please? I'd love to see that.
We should probably do a better job of explaining it in-game, but, pretty much any building with a pit after it is meant to be gone through.
That said, over the long term it makes sense to me that there might want to be some kind of penalty for death, at least on higher strategic difficulties.
I definitely support cave quick-exits taking you back to the bottom of the first chunk; it makes a nice balance between the interesting challenge of scaling your way back out of a cave you dove into and not having to do a ridiculous amount of backtracking. I don't especially mind there being a poison pill option; I want to try climbing out anyway.
That said, over the long term it makes sense to me that there might want to be some kind of penalty for death, at least on higher strategic difficulties.
I definitely support cave quick-exits taking you back to the bottom of the first chunk; it makes a nice balance between the interesting challenge of scaling your way back out of a cave you dove into and not having to do a ridiculous amount of backtracking. I don't especially mind there being a poison pill option; I want to try climbing out anyway.
That said, over the long term it makes sense to me that there might want to be some kind of penalty for death, at least on higher strategic difficulties.
The main point is that climbing out isn't always possible. And with the death bug, it is literally impossible for me to get out of that cave.
We should probably do a better job of explaining it in-game, but, pretty much any building with a pit after it is meant to be gone through.
I think I'd prefer just having a straight wall in that case; it bugs me to have a fake branching path. Ideally I'd prefer to have a choice of routes, or a dead end with an interesting reward, but if not I resent what feels like kind of a cheap trick --- that is, the game suggests that I can ignore the building and keep moving forward, but I know that if I do so I will be wasting time or jumping into a death pit.
I just tested it on the targeting tree and got 1600 with all hits connecting. That's with a +100% ammo attack strength perk on. I guess I could see it hitting 8000 if you had a critical hit and all +ammo shots.
And yeah, I -never- saw any drop with those spells. At first I thought it might have been something related to using special spells. But then saw other special spells resulting in drops.
Keep in mind both comments are based on 0.702, I haven't updated just yet.
When I've tried it on the tree..... or against bosses..... right around 8000 damage total is what I'm getting, if I start at 30 ammo, and just hold the button down and launch it all at once (I didn't mean just with a single quick burst). End up with about 8000 damage in the space of one second. Granted, this takes ALL of the ammo, but..... that's still way, way too strong even for that cost.
It does this every time I try it, too, no criticals or special perks needed.
Quick screenshot of this:
(http://i.imgur.com/4d7oH.jpg)
All ammo-related perks as well as Risktaker turned off, there.Can you send me a world file with that boss fight please? I'd love to see that.
Yup, I'll attach the world file to this message. It also has the screwed up research area (which is the northern one), if that helps.
EDIT: Forgot to mention: Actually had that boss spawn IN the lava a couple of times as well.
Looking forward to .704! I assume it will be out this evening, I will give it a go, maybe Gemzo will join me and we shall wreak some havoc.I was going to call you out to play with as well, but I decided to be anti social and just keep my post to the bare minimum. Anyone else looking for a long-term multiplayer game should totally look into joining us, though. Once .704 is out, anyway.
Entropy Explosion causes an error.
Oh, and why don't the ammo abilities display how much they use?
Also some ennmys are still firing projectiles long after they are dead in MP.