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I am digging this game a lot but I drat still suck rear end at assembling a good wand before I end up getting blown up.
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# ? Nov 11, 2019 04:02 |
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# ? Jun 3, 2024 12:02 |
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Okay, I think my alchemic precursor is borked as *gently caress* Seed 44933648. It appears to be water, whiskey and gold. I've turned most of the mines into gold dust and i'm vaguely scared. Sitting at $20k+ before the first holy mountain Edit: okay, maybe it's not that. but something is making draught of midas super easily.
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# ? Nov 11, 2019 04:42 |
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Ok, so not only is blindness some stupid bullshit, it's double bullshit that you can be blinded even when having the all-seeing eye effect. C'mon now.
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# ? Nov 11, 2019 13:27 |
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Post poste posted:Okay, I think my alchemic precursor is borked as *gently caress* According to cheat gui, it's soil, water, and mud. No wonder. I used that seed mod and shared in the gold fun.
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# ? Nov 11, 2019 13:36 |
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Greatest Living Man posted:Currently no way to do it in the game unfortunately, but there's a program that works quite nicely: Quoting this so I can find it easily in the future; thanks!
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# ? Nov 11, 2019 13:37 |
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Ambaire posted:According to cheat gui, it's soil, water, and mud. No wonder. I used that seed mod and shared in the gold fun. Jesus. No wonder i turned the world to gold. Thanks.
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# ? Nov 11, 2019 14:48 |
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Welp, finished the game after 40hrs and 120 deaths. Once I got hold of a homing exploding mist wand, it was only a matter of whether my processor can take all the explosions all the time.
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# ? Nov 11, 2019 14:57 |
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Well this is a stroke of luck. Toxic sludge + water + dirt/mud? I am immediately going to gently caress this up
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# ? Nov 11, 2019 15:06 |
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How do you get mud, anyway? It is actually just something that happens when water touches dirt? I can't really figure where to get Swamp, either.
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# ? Nov 11, 2019 15:29 |
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No idea. The first enemy I saw ws the flying toxic assholes and they left a pool. I shot some water into it to dilute it and it turned into alchemic precursor then it started turning into midas draught.
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# ? Nov 11, 2019 15:36 |
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Anyone made a mod for this game to zoom the view out? It would be great if I could see about twice as far in every direction.
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# ? Nov 11, 2019 16:29 |
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Cardiovorax posted:How do you get mud, anyway? It is actually just something that happens when water touches dirt? I can't really figure where to get Swamp, either. Mud is soil dropped into water. Swamp is moss + water
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# ? Nov 11, 2019 17:03 |
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Thank you, I've been puzzling about that for a while now.
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# ? Nov 11, 2019 17:09 |
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Ambaire posted:Anyone made a mod for this game to zoom the view out? It would be great if I could see about twice as far in every direction. But really the biggest drawback is that the amount of visible screenspace drastically increases the area the physics engine has to take care of at high precision or generate&populate with spawns when you move around, which means that it will absolutely ruin your framerate, like from a steady 60fps in vanilla to 3-8 fps on using a holy mountain teleport with 4x screenspace area. So that's probably one of the reasons the game is usually that "zoomed in". It looks loving sharp tho.
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# ? Nov 11, 2019 20:26 |
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I finally had a real good run, #1 was a real strong sniper shot that did gobs of damage and cut through terrain, #2 was an experiment but turned out to be great for flooding an area with AOE damage that followed around whatever I hit with it while I plinked away with #1. I also got the perk lottery perk and was able to pick up every perk I saw after that. Game's real goddamn good when everything works in your favor.
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# ? Nov 12, 2019 02:50 |
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So apparently luminous drill plus a wand with the extend time for projectiles results in blades of light being thrown across the screen! They cut through all terrain like butter, and can kill stuff across the screen through any ground. Hamelekim fucked around with this message at 06:51 on Nov 12, 2019 |
# ? Nov 12, 2019 06:48 |
Either I'm dumb and I missed it or this game could benefit from some rouge-lite progression stuff. I feel like games like Dead cells have spoiled me on how it can make the game more engaging.
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# ? Nov 12, 2019 07:54 |
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I guess it is something that a lot of people have gotten used to these days, but from a gameplay perspective, I don't think the game really needs it. Every individual run is rewarding enough on its own due to so much of the enjoyment coming from the spectacle of blowing things up in creative ways. Plus, I kind of appreciate a game where I can just access everything right from the start instead of tediously grinding my way through unlockables so I can actually get to all the stuff I'm interesting in trying. That's the downside of metaprogression right there.
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# ? Nov 12, 2019 07:58 |
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Flannelette posted:Either I'm dumb and I missed it or this game could benefit from some rouge-lite progression stuff. I feel like games like Dead cells have spoiled me on how it can make the game more engaging. Depending how active the modding stays you might be able to pick your preferred "roguelike (pure isolated runs) vs roguelight (meta progression rewards)" flavor eventually.
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# ? Nov 12, 2019 08:44 |
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I settle for grinding to start with a choice of terrain digging.
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# ? Nov 12, 2019 10:22 |
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The simplest way to have metaprogression would be to do the Spelunky shortcut thing. Once you reach a given Holy Mountain in a run, you can start future runs from that mountain with some pre-set boosts. Like, 800GP per zone skipped, get a collection of four random leveled wands. You'd still have to play the game from the start to get the "true" experience but this would let you experience later zones more reliably.
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# ? Nov 12, 2019 14:07 |
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Did anyone actually use the shortcuts in Spelunky other than to scout for what kind of enemies that zone had?
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# ? Nov 12, 2019 14:09 |
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I don't really think there is a point to that, anyway. It's too easy to power-dive through entire zones in seconds if you really want to and happen to chance on the right tool. All that would really get you would be to grant people an incentive for starting as deep as possible and then making their way back up to do it all the slow way for even more gold and spell drops - and I really do not want the game to stop being a single contiguous world just to prevent something as silly as that. Honestly, the game needs no metaprogression in its current state and trying to shoehorn something in just because that's what everyone else does can only hurt it. Maybe it'll make sense to start including it at a later stage in the game's development, but not as things stand.
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# ? Nov 12, 2019 14:14 |
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Feature request: something that displays how much damage you took from different sources over the course of the game. It could be structured like the cause-of-death text, just with summations from all sources. Shortly after entering the Hisili base I was down like 150 health and I have no idea why. Brushed too close to a freezing gas cloud? Proximity crystal with homing and personal repulsion field is pretty amazing, incidentally. Until you fire one and someone shoots at you immediately afterwards, causing it to blow up in your face.
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# ? Nov 12, 2019 18:00 |
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I think there's quite a big gap between players who are Noita masterminds who master the wand editing and synergy and people who can maybe make it to Hiisi base and then get killed every time. Some kind of progression options for the latter group would probably not break the game in a major way (I may or may not be part of them).
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# ? Nov 12, 2019 19:38 |
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TeaJay posted:I think there's quite a big gap between players who are Noita masterminds who master the wand editing and synergy and people who can maybe make it to Hiisi base and then get killed every time. Some kind of progression options for the latter group would probably not break the game in a major way (I may or may not be part of them). For learning the game, I recommend the respawn mod. When your witch would have died (doesn't work while polymorphed), you get teleported back to spawn instead, at full health and with all spell charges restored. You'll need explosives for getting past the caved in perk area of each HM, of course.
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# ? Nov 12, 2019 20:15 |
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TeaJay posted:I think there's quite a big gap between players who are Noita masterminds who master the wand editing and synergy and people who can maybe make it to Hiisi base and then get killed every time. Some kind of progression options for the latter group would probably not break the game in a major way (I may or may not be part of them). I agree with this, I appreciate that mods can make this easier but it would be nice to have an in-game option for something. My best run in ~6 hours of gameplay came the other night and I died in the Hiisi base so I have no idea how far along I actually was. That was also the only run that I managed to put together an actually useful wand that I was able to pick and choose upgrades for without just slamming what I had in a randomized wand for maximum effect. The game is definitely way more fun when everything clicks, although I do understand that having those bad runs make the good ones feel that much more rewarding.
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# ? Nov 12, 2019 22:17 |
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I'm playing with two mods: Always Edit Wands Anywhere and No Gold Despawn, and IMO that hits a nice level of "easier but not trivial". It's still perfectly possible to die to a dumb fuckup, and you still have to rely on actually getting given stuff that's good, but it makes it consistently possible to actually use the good stuff when you do find it.
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# ? Nov 12, 2019 22:24 |
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explosivo posted:I agree with this, I appreciate that mods can make this easier but it would be nice to have an in-game option for something. My best run in ~6 hours of gameplay came the other night and I died in the Hiisi base so I have no idea how far along I actually was. That was also the only run that I managed to put together an actually useful wand that I was able to pick and choose upgrades for without just slamming what I had in a randomized wand for maximum effect. The game is definitely way more fun when everything clicks, although I do understand that having those bad runs make the good ones feel that much more rewarding. I found mods to be a fair way. There is no good balance, too much rng and a lot of easy mistakes to make that will kill you fast. Even with restricted health regen you can die off easily or just don't have the proper power to deal with lower floors, but at least you have a chance to try.
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# ? Nov 12, 2019 22:51 |
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haldolium posted:I found mods to be a fair way. There is no good balance, too much rng and a lot of easy mistakes to make that will kill you fast. Yeah I can see the aforementioned gold doesn't despawn mod at the very least allowing me to take my time and not rush into an unknown situation to try and grab all the gold chunks before they disappear being super helpful while not feeling too cheaty.
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# ? Nov 12, 2019 22:54 |
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explosivo posted:Yeah I can see the aforementioned gold doesn't despawn mod at the very least allowing me to take my time and not rush into an unknown situation to try and grab all the gold chunks before they disappear being super helpful while not feeling too cheaty. The game dev feels that having gold despawn after x time adds dynamic tension to the game and an extra element of risk-reward. You feel that it adds too much tension and have chosen a more leisurely option. No cheating has been involved here.
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# ? Nov 12, 2019 23:19 |
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Personally I enjoy the risk/reward calculation that comes with gold despawning. I can see how someone wouldn't though so it's good the game is moddable enough to provide options.
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# ? Nov 12, 2019 23:28 |
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I'm still in the early stages of understanding how wands work. The wand in the screenshot (with the green orbs) fired in a near-constant stream, like a machine gun. What characteristic makes it do this? I tried comparing it to the starting wand, but none of the numbers seemed that far off.
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# ? Nov 12, 2019 23:33 |
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Ghost of Babyhead posted:I'm still in the early stages of understanding how wands work. The wand in the screenshot (with the green orbs) fired in a near-constant stream, like a machine gun. What characteristic makes it do this? I tried comparing it to the starting wand, but none of the numbers seemed that far off. It has a recharge time of .07s which is a lot shorter than the starting wand. Also, the green orbs spell has a "reduced cast time" modifier on it, causing it to fire even faster than the stats on the wand say.
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# ? Nov 12, 2019 23:37 |
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Ghost of Babyhead posted:I'm still in the early stages of understanding how wands work. The wand in the screenshot (with the green orbs) fired in a near-constant stream, like a machine gun. What characteristic makes it do this? I tried comparing it to the starting wand, but none of the numbers seemed that far off. The 0.10s cast delay fron the wand + the - 0.03s cast delay from the bouncing burst projectile means that it has a cast delay of 0.07s, or really really fast. However, once a wand has fired all its shots (the three attached spells), it needs to "recharge." luckily, this wand has a recharge time of 0.07s, which is the same as the cast delay, so you don't notice it. Finally, there's the mana. Sometimes a spell fires more slowly than you'd expect from the delay because you're running out of mana. The bouncing burst is very cheap at 5 mana, but you're firing 14 a second, so it costs around 70 mana to sustain fire for a second. The wand regenerates 52 mana per second, so you actually only drain around 20 mana per sustained second of fire out of a pool of 250. I'd say that mana is not a bottleneck here, so you end up with a very good wand. Dr. Stab fucked around with this message at 23:54 on Nov 12, 2019 |
# ? Nov 12, 2019 23:50 |
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Aha, thanks guys! That wand helped me get way further than I'd managed previously. Unfortunately I'd angered the gods.
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# ? Nov 12, 2019 23:52 |
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One basic wand-building lesson it took me a while to learn is that more spells doesn't always make a wand better. If a wand has a lower recharge time than cast delay, or if you're adding spells that add to cast delay, having less copies of a spell can be better. Also putting either spare chainsaw spells or some multicasts at the end of a generic dps wand often makes it better. Chainsaws because they have a negative cast delay modifier, multicasts because of magic or something.
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# ? Nov 12, 2019 23:58 |
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That bouncing ball wand is probably not that bad for killing the shield skeleton You'll pierce through the shield almost instantly and then kick up a huge pile of bone dust, which will eventually get it stuck and probably drown it in place.
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# ? Nov 13, 2019 00:44 |
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1. I hope the game absolutely never changes the fact that you can create lakes and rivers of blood from just a handful of bodies that cannot by any sane means contain THAT much blood 2. I demand a Bloody Mess perk where the amount of blood each creature expulses increases by 999% percent, such that one corpse and one chainsaw can flood half a level 3. Psycho Killer witch class that starts with this please
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# ? Nov 13, 2019 01:59 |
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# ? Jun 3, 2024 12:02 |
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Does cast delay apply if a wand has only a single spell in it? My guess is that it does but I'm curious if wands like that one with a higher cast delay than recharge rate might not literally become better with fewer spells.
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# ? Nov 13, 2019 02:07 |