-Deep Blue: Description, inrcease -> increase
Got it, thanks!
Warhog: Description, sentry turrent -> sentry turret (Ok that one isn't from playing, but I could not not mention it )
Got it. For a second I thought we'd accidentally pushed that code or something, heh. I forgot that Misery posted screenshots.
TinyDamageBoost: Typo in the game files, "MissileShotDamage = 0..02"
Got it, thanks!
-AllInTheWrist: Icon in pause menu disappeared after a few rooms.
Good spot! This was caused by me setting those systems to be destroyed rather than simply having them run out of ammo. I fixed a few other perks that were set up wrongly like this too.
-Viper Strike (secondary): Friendly fire
Abmoog Shooter: Is their movement pattern kaput? I'm sure they used to do more than just running into a wall and wait for death.
Not sure. Something doesn't look, right, yeah. I'll get Ptarth to take a look at them seeing as he designed them. I tested them quickly and they seem to be immobile for some reason.
Crystal Mother: Last phase green arrow incomplete on Normal?
The big arrow thing? Seems to be fine on my computer. The fire rate on this pattern is maybe too high, which perhaps can cause problems on other setups. I'll get Misery to take a look.
-CMP_CrazyTest3 and CMP_CrazyTest4: Secret rooms with only a single item. I think they need 2, so there can be some agonizing choices between the different options.
I'll add this and the other room stuff to Misery's list, since he kind of takes charge of rooms.
-RocketMan: Upperscreen message, add "for current floor" for clarity.
-Autobot: Is it just me or could that drone really use a buff? More range maybe?
I upped it's range a little for now. I might need to take a longer look at the bot some time, though.
-Temporary Orbital (consumable): Too much HP? Seems extremely durable for a cheap one-time item. Does it regen between rooms?
Not sure. I'll need to test a bit more in game proper. I never seem to take this one myself usually. I'll have to make a note to take it on my next runs.
-Lorentz Factor (sac): 10 -> 8 sec. Just like pre-nerfed Phasing Grace, 10 seconds is a looong time in battle and this one makes Condemned rooms a joke. But since it doesn't make you invincible, the duration still needs to be a fair bit above Phasing Grace.
Seems good, thanks.
-Harmony (secret room item): After several test runs with this one, I think it should be limited to 1 floor only just like RocketMan. Energy is just too easily exploitable and the effect coming back at the start of each floor just felt weird.
Yeah, seems good, cheers!
-Disruptor (secondary): Damage is too high. Its debuff is already extremely good, I don't think it needs the high dps on top of that.
What makes me slightly hesitant to nerf this one is that the weapon seems to be not the most desirable due to its short range. I'm going to need to do a few more runs with this, first, I think.
-Saving Interests (perk): 20% -> 30%. Contrary to the competing perks of that level, you actually need to save up money (and not buy power ups) to benefit from the effect. I think the interest rate should reflect that and make it worth your while.
I'm not sure on the numbers of this one. It may be that major coinage is too powerful in comparison. Any maths people got any thoughts on these numbers? Major coinage gives 20% chance to receive double credits, Savings Interest gives a 20% bonus on your current credits at the start of a new floor. Major coinage might perhaps need a nerf?
-Missile Salvager (perk): 5% -> 10%. If Rex taught me anything, it's that anything below 15% missile regain on kills is barely noticeable. I don't think players should have to stack three perks like this before they begin getting a noticeable effect on their gameplay. It would be nice if there was another good option for the incoming Warhog too, instead of just making a beeline for the sac item. (You know that's going to happen. )
As the creator of Rex, I bow to your knowledge on this one. 10% it is!
Holy Fire (secondary): Very cool late game weapon, but has as much punch as a sick kitten. Please give it some love...ideally in the form of added damage or fire duration.
Interesting. This was set way too low actually. The numbers were set correctly by Ptarth way back, but the system also had max_damage_per_entity_per_salvo set to 50, which probably wasn't taken into account. I've removed the max damage per salvo, and also buffed the DPS a bit, so this should be a lot better in the next build. Thanks!
-Bloody Rage (perk): Visual cue? I never know if it's working or not.
Yeah, I'm not sure if I even like this perk. I might just remove or replace it.
-Second Chance (module): While watching InkEyes play, I didn't even notice when he used his second chance (I rewinded the video to find the moment). I think it needs a special effect and/or sfx when you get rez. It's not the kind of thing you wanna see go unnoticed during battle.
I've added a quick screen flash for now which seems to do the trick. Maybe I can look into an SFX too some time.
Rush Hour (challenge): "Make it to the next floor in 3min" -> 10min (so it's usable until overhaul) or deactivate till then.
-No Pain No Gain (challenge): Pick up 3 sac items -> 1 item (again, so it's usable until overhaul) or deactivate till then.
I've just deactivated these until the probations gets overhauled.
Tutorial level: Make players go down stairs at the end to avoid the current confusion of newbies when they first reach the end of the tutorial and introducing them to the fabled yellow stairs of level-ending.
I'll look into this some time in the future, thanks.
-Secret rooms are too easy to find at the moment, since they auto-open if there's no health shard block in the room. Could it be changed that at least throwing a missile at the wall is required to open the entrance if there's no shard block? (Spawn an invisible bombable activation block on the would-be entrance so you can missile your way in regardless of the room?)
Yeah. I don't know what's going on with these secret rooms. They are quite poor in comparison to the ones in Isaac, for example. Finding the rooms in Isaac seemed interesting and fun. Finding them in SR is a bit...bloik, heh. We need to look into them a bit more.
Woo, that might have been a bit more than "a few things" after all...
Awesome feedback, thanks!