For once it's probably not my fault.
ALWAYS blame Misery.
This shoudl ba an achievment.
"Blame Misery
Die XX times"
For once it's probably not my fault.ALWAYS blame Misery.This shoudl ba an achievment.
"Blame Misery
Die XX times"
I already love this meme.
Next episode is up...
https://www.youtube.com/watch?v=O38QrmG52TQ
SPOILERS
... and the run's over! The Creator 1, WZ 0. :)
To be fair, that was actually a pretty good run from WZ considering The Creator was picked up early. It looked like he was going to make it to The Warden. I'm very interested to see how WZ does on a less crazy run. A run right through to floors 6 and 7 should be interesting, especially given some of the feedback that Atlar gave in one of the other threads, regarding the game possibly becoming easier post Warden.
One more thing: Chompers....maybe these guys need some slight tweaks? Maybe slow the chomping speed so you actually have a chance to react and run through the jaws if necessary?
I'm very interested to see how WZ does on a less crazy run. A run right through to floors 6 and 7 should be interesting, especially given some of the feedback that Atlar gave in one of the other threads, regarding the game possibly becoming easier post Warden.
I do intend on giving the Chompers a couple of tweaks, yes.
The next run is considerably more successful, and while I don't think things got super easy post-Warden, it's kinda hard to tell given the build I was running and how I was playing.
QuoteThe next run is considerably more successful, and while I don't think things got super easy post-Warden, it's kinda hard to tell given the build I was running and how I was playing.
Cool. The game shouldn't be as easy it was in the old version, but maybe floors 6 and 7 might need to be made a little harder. Although it's probably still too early to tell.
Regarding Terminus, I actually may have mislead a bit. It's the two guardians that seemed to really need the HP boost, although a bit of a boost to Terminus itself is fine, too. The first guardian, especially, hardly needed to have its attacks dodged because it went down so fast.
As for the Defender Drones, really, balancing those is probably just a matter of altering the fire rate of their bursts. The design itself seems fine. Currently the bursts are every 20 seconds. Basically, how long does the player need to fend for themselves before they get a shot clearing burst? 20 seconds seems fairly reasonable, but maybe you could push that out to 30 seconds.
Anangu Boomerangs apparently can't be destroyed, not sure if this is good or bad.I haven't seen the episode yet, but the boomerangs can definitely be destroyed if you cancel their core.
Okay, this is good to hear on all counts, thanks guys. I'm happy knowing that I'm doing something right at least, and I suppose if I encounter anything that's super jarring I'll point it out here instead of moaning about it in my videos. If it's something tiny though, welllllllll... I may just rag on it for comedic effect ;D
And ptarth, I appreciate the advice. Believe me, I've spent a lot of time researching professional gaming on youtube, and while I may not be where I want to be yet I know full well what I'm getting myself into. I'm kinda modeling what I do after Northernlion, Bisnap, and Sleepcycles (all of whom would probably love Starward Rogue, come to think of it), since their styles are based less on heavy editing and personas and more on commentary and gameplay. Ideally, I'd stream more often than I do, but since youtube has to contend with my job, I don't often find the time I'd like to devote; yt is a lot more resource management friendly, insofar as time is a resource of which I have a limited amount.
nobody likes that feeling of "What? But this appeared earlier and I didn't want it then either! That's disappointing!"
I haven't seen the episode yet, but the boomerangs can definitely be destroyed if you cancel their core.
Making boss bullets immune to stuff is a bad idea.
Only a certain special boss is going to have that ability.
The only exception is Labyrinth's chaser shot.
Perhaps boosting it by a full 50 is a bit too much with that item? Maybe 25 instead? I've found it to be maybe a bit much with some other ammo weapons as well.
As for the Tri thing, I've had that happen once before. Only once, but still, there must be a bug there somewhere.
re:tri
I'm not sure what's up. Last WZ run I noticed the main miniboss had been killed before the last assistant was. Not sure how that can happen. Possibly related to the enemy category of the assistant tris? I don't know.
The trick is making more familiars that do interesting things. Do we have any ideas for some that do things other than attack/defend? It'd be nice to have some special "utility" drones, particularly as there aren't that many utility items in the game (in comparison to other things), at least not that many that I can think of.Oh, oh! Can I list a bunch of them?
The trick is making more familiars that do interesting things. Do we have any ideas for some that do things other than attack/defend? It'd be nice to have some special "utility" drones, particularly as there aren't that many utility items in the game (in comparison to other things), at least not that many that I can think of.Oh, oh! Can I list a bunch of them?
I would say the idea of a wild pool is actually a good one; it'd prevent the screwy issues that are there now, and could be undone a bit once more drones are added to the game (maybe). I mean, a big part of the problem is that there still aren't all that many in that pool.
And there's nothing all that wrong about sometimes having an item appear that's a bit too pricey for the player. I've never seen a game of this genre avoid that one. And even in this game, every now and then, the player can get lucky and find a way to buy an expensive thing super early ANYWAY. For example, getting that item that lets you buy something in the shop for free. There's a certain satisfaction when that sort of thing happens, too.
And it's sure better than having the shops be so homogenous, and having the same items show up in every single run, which isn't supposed to happen in this genre.
The trick is making more familiars that do interesting things. Do we have any ideas for some that do things other than attack/defend? It'd be nice to have some special "utility" drones, particularly as there aren't that many utility items in the game (in comparison to other things), at least not that many that I can think of.
Absolutely! We're always looking for more interesting ideas. Either comment here or create a new familiar brainstorming thread if you want.I'll create a new thread so this one stays mostly about Wind's episodes.
Just thought I'd necro this thread in honour of the Zeph's re-return to Starward Rogue! :)
https://www.youtube.com/watch?v=1NgEIFAI0xw
Episode 52: Oxidized
SPOILERS
Humble Mech run that seemed to be going pretty well, but Zeph seems to really like sacrifice shop items, taking Battery Harvester, Grin and Bear It, and Repo Van which is really going to bring your HP down a bit. Zeph also traded 1 Shield for 6HP thinking that it was pretty much free HP given that the Humble Mech doesn't start with shields -- which apparently it isn't! I wasn't sure how this actually worked, but it looks like if you grab Shield Transfer while you have no shields, your shield count gets set to -1, so if you then try to grab an extra shield from perks then the game effectively treats that as you repaying what you owe, setting the count to 0 again. Reasonable behaviour? Given the unexpected lack of a shield, and the low health due to all those sacrifice shop purchases, survival proved difficult. A nice warm up run, though. Welcome back Zeph!
Don't remember offhand, but did we make it so the humble missile launcher doesn't do the mining effect? If so, making them debris should work out.
Shield behavior mimics Max HP behavior if you pick up the incredibilities that "drop you to 1 hp" One of them gives you -50 max hp, the other gives -25 max hp. I suppose that if you somehow managed to get enough max HP back you would have more than 1 hp after that.
SPOILERS
Not feeling confident after how the last run went, this time Zeph goes for a run on Easy to get back into the swing of things. Predictably, Zeph steamrollers this run with the Flame Tank, stacking DPS and grabbing a few good power ups along the way. Misery, you probably shouldn't watch the Terminus "fight" as it might make you sad, heh. Bit of a chill run this, with Zeph not really being tested. Note to self: remove the friendly fire from the Gravity Cannon.
SPOILERS
Not feeling confident after how the last run went, this time Zeph goes for a run on Easy to get back into the swing of things. Predictably, Zeph steamrollers this run with the Flame Tank, stacking DPS and grabbing a few good power ups along the way. Misery, you probably shouldn't watch the Terminus "fight" as it might make you sad, heh. Bit of a chill run this, with Zeph not really being tested. Note to self: remove the friendly fire from the Gravity Cannon.
You know there is a spoilers tag right? :P
SPOILERS
Not feeling confident after how the last run went, this time Zeph goes for a run on Easy to get back into the swing of things. Predictably, Zeph steamrollers this run with the Flame Tank, stacking DPS and grabbing a few good power ups along the way. Misery, you probably shouldn't watch the Terminus "fight" as it might make you sad, heh. Bit of a chill run this, with Zeph not really being tested. Note to self: remove the friendly fire from the Gravity Cannon.
You know there is a spoilers tag right? :P
On a side note: Boss health bar glitch. If you watch during the test-mode practicing, the health bar starts off not filled all the way. As best I can tell the amount of HP the thing actually has isn't different, it looks like it's just the bar itself acting up.
There's an item that causes the player to spawn a ram when hit... how about giving that thing a big damage boost? The player isn't going to be dropping those at a rapid rate, after all, and they become a good defensive item if their damage is pretty darn high. That's a sacrifice item, too, so giving it lots of power isn't a bad move, I think.
Oh. It's not the rams doing the lag, it's the spawners. Right, I knew that....
Props to Pepisolo for the Ram upgrade btw. I hadn't seen the new effect and its nice.
I would counter suggest that you balance on number that exist at one time. The current limit is max number spawned across all time, which does curtail the eventual production, but not the concurrent production. So if 20 on screen is the max, and each lives for 10 seconds, then 2 spawns per second should be the limit. Which translates as the reload time of 0.5.
The fix has nothing to do with the type of room, it is a low level Unity change, so it should apply.
https://www.youtube.com/watch?v=eK_WFiUQ-dQHe does get +75% base damage and then +20% base damage right at the end. I'd like to see how that affects his damage with his x50% multiplier. It should effectively be +47.5% with a high fire rate.
Episode 65: Trod
SPOILERS
Zeph is running a pretty defensive build in this -- which was kind of needed since it is a pretty low DPS run so far. Super fast fire rate + Fusion Drone + Interceptor Drone seems pretty strong. Fire rates in the next build won't be so easy to get up to insane levels, though. In the current build they're a bit too easy to raise to the cap (well, effective cap meaning so fast that the engine struggles to keep up).
https://www.youtube.com/watch?v=LUMTJ55wIes
He does get +75% base damage and then +20% base damage right at the end. I'd like to see how that affects his damage with his x50% multiplier. It should effectively be +47.5% with a high fire rate.
It was good to see Zeph play on the latest build, though. Thanks, Zeph! :)Indeed. It was a nice surprise and, as always, quite entertaining.
The real question: What killed him at the end? I watched those last few seconds multiple times and I cant quite tell what happened.Looking at it frame by frame, it looks like one of the purple star-shaped bullets teleported behind me somehow. Can't say how though, it appeared there over the course of one frame evidently.
Looking at it frame by frame, it looks like one of the purple star-shaped bullets teleported behind me somehow. Can't say how though, it appeared there over the course of one frame evidently.I rewatched that part at 0.25 speed and I understand what happened. The gravity effect of your cannon's shot could barely contain the purple stars, so when you used a second gravity shot it provoked some sort of violent slingshot effect between the two gravity wells. You were unfortunately right in the line of fire of this newly created star ballista. Even the built-in safety measure of the gravity cannon didn't save you (it does explain why the shot was sent behind you instead of directly in your face though).
Had a look. I don't think I can stop it from doing that. Or at least, I don't know how. The bullets themselves would need to be resistant to gravity effects. It's actually quite a bit of a problem that they aren't since they can get stuck in that shield like that.
Ah, yeah, the gravity effects in the game can be a little weird. Use with great caution, they can be so violent that they shove a bullet up your nose.
So many golden floors, I love it.
One thing though: Zephyr, I think you should take a peek at the tutorial added for the expansion. It's pretty short but it will get you up to speed with all the new special tiles of Augmented.