Korax

Phaedrus' Street Crew
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Everything posted by Korax

  1. Maximum Axiom Verge Urge

    Oh, and to hopefully prevent the stumbling block I ran into: I initially thought that the drone could only deploy when the capsule that you shoot hit a surface, but if you press the deploy button again at any time in its flight, the drone will pop out, and you have normal control of it.
  2. Maximum Axiom Verge Urge

    Quitting the game will save your progress and also puts you back at the last save point you used, so if nothing else works, there's that.
  3. [RELEASE] The Wizard

    Missile hits and alternating turns! And the first serve is determined randomly! Also blood! I need to put a delay between getting hit and serving the next missile. I'm already keeping track of current server and score, so indicating those will be something I can easily indicate. I also want to implement better movement; what I have right now is simple and has the problem of being faster on diagonals. I'm not familiar enough with Game Maker's systems and I'm not good at figuring out whatever math is needed to do it properly.
  4. [RELEASE] The Wizard

    Did some brief work yesterday and set the missile reflection to be triggered manually, limited by distance from the player. Putting in missile collision shouldn't take too long, and then I'll see if I can figure out how to make turns alternate between players.
  5. Maximum Axiom Verge Urge

    I finished this yesterday, and I think it's really good! Except for the last boss, which is a pile of garbage! Not because it's hard, but because it's incredibly dependent on getting good RNG. It summons extra helpers whose attacks are almost impossible to avoid and do a decent amount of damage. Using the Super Bomb equivalent weakens them, but then you're waiting for one to drop ammo in order to kill the things fast enough to not die, and you also need them to drop health to refill your HP so you can survive more of them and hurt the boss itself. I had to redo the fight a few times not because it was hard, but because 2-3 waves of helpers passed without any drops and I just lost through attrition. I feel like I might as well have just walked into a room where a guy says, "I'm going to flip this coin. If it's heads, you get to see the ending. If it's tails, you get sent to the save point two rooms back! TAILS! BETTER LUCK NEXT TIME!"
  6. For Chalice Dungeons, I think you still need to be in the same dungeon. When you generate one, you have to then set it to be publicly available, and then someone can either try to find it with a search menu or generate with a "Glyph," which is the generation seed of that dungeon. I don't think having a password in that case will matter much, because there will presumably only be one or two other people even eligible for co-op.
  7. They drop a badge that lets you buy their equipment in the Dream, but you don't get the covenant Oath Rune unless you finish their story.
  8. Started a fresh game, partially with the intention of recording boss fights. I guess they're intended to be slightly edifying/instructional? Anyway, got through Cleric Beast and Father Gascoigne: I'm at Old Yharnam now, so BSB is hopefully upcoming.
  9. Beat NG+ Cleric Beast on my first try. Better knowledge of the combat mechanics is definitely making a difference.
  10. Under the settings menu there's a save data management option that lets you copy saves to an external drive. I would have loaded a backup to get the other ending, but I had already jumped the gun on the secret ending, so I'll have to start a new game to do that. Which is fine, because I still haven't killed that one boss because of the elevator glitch, so I want to get around to that. Despite thinking that I would take a break, I immediately started into NG+, and made the Central Yharnam loop without any problems. Even though the enemies are rebalanced to be just as tough to a NG+ character as they were to a new character, having the combat skills and experience from a full playthrough made it pretty easy. I'd compare it to taking hours to get through the Undead Burg or Sen's Fortress for the first time in Dark Souls and then tearing them up on subsequent games. Knowing what's there and how to deal with it makes a huge difference.
  11. BEAT IT Got the easy ending, then used a backup save to get the secret ending. The last (non-secret) boss fight really made me get better at parry timing, because I don't know if I would have been able to brute force my way through like I did with Gwyn in Dark Souls. I'll probably start another game in a few days, but I definitely want to chew on the story for a while, and read whatever lore and theories get pieced together over the next few weeks/months.
  12. http://bloodborne.wikidot.com/stats Looks like stats have two progressive caps, initially 25-40 depending on stat, and then further diminishing returns at 50 for everything. Insight at 40 or hitting a certain story point changes what you see, having the stone makes it so that it teleports you to another location instead of just killing you. Didn't play much last night, but decided to try to recover my echoes. Loaded my game, went to the area where I lost them, and they just weren't there. Nothing on the ground, no nearby enemies with glowing eyes. Just gone. Kind of a bummer.
  13. Yeah, it got me the first time I saw it. It will become clear with Insight/story progression.
  14. Bug fix went up yesterday, mainly to address the progression break caused by Forbidden Woods multiplayer. It didn't fix my elevator. So I went ahead and played through the next story area (Mensis). It does a great job of waiting just a little too long to give you a shortcut, and then unwinding that tension with a trip back to the lantern. The boss, Micolash, isn't too hard, but got a bit tedious because he just isn't a challenge until his final phase, when he can kill you in a careless heartbeat and you have to go through the motions of the fight over a few more times. I explored a bit further, and then, heavy with around 90000 echoes, I decided that, hey, I've dealt with this type of tough enemy before, I'll kill this one and make my way back to the lant- WHAT IT HAS A GRAB ATTACK OH NO WHY DID I DO THIS?!? I saved and quit, so next time I play I'll see if I can recover those echoes. The grab itself was much more of a gentle gnawing, but the thing has a frenzy aura, and it held on just long enough to make it a bad time.
  15. It's one of those things that just doesn't have a lot of concrete info because there hasn't been a lot of time to test it. The most obvious change is the gravekeepers in the Cathedral Ward area. Lantern guys get a wreath of eyeballs on the lantern and start shooting magic instead of just swinging at you. Scythe guy gets blue fire on his scythe. There are one or two other types. There are some anecdotal accounts of later enemies using extra attack sets that they didn't seem to have at lower Insight, but lack of testing makes that hard to be sure about. There are also some non-combat effects. Some things can only be seen or heard with high enough insight, though 40 is the highest threshold for known effects. Lore-wise, it would make more sense as "insanity." It's caused by attacks or auras projected by some of the more monstrous enemies. Insight lowers resistance to frenzy buildup, and might increase the damage dealt when the meter pops.
  16. I'd have to spend some decent time thinking about where it all came from. I've lost about 20 to the asshole mind flayers, but I've topped up using items, too. You get 1-2 for meeting NPC's. Bosses start at 1 for a first encounter, and 2 for killing them, but get to at least 2 and 2-3 later on. Killing a boss as a co-op partner gets you 1. Actually, a lot of it probably came from Chalice Dungeons. Three floors, 1 boss per floor. Even assuming dungeon bosses only give you 2 Insight, that's 6 per, and I've finished 4 or 5. I've also done a lot of helping with bosses. Even if I kill a boss by myself, I'll hang out and co-op for a little while.
  17. I keep forgetting that Insight has some nebulous effect on difficulty. I should buy some stuff and knock mine down, because I've been rocking around 50 for a good long while.
  18. You get them from Oath-related NPC's. I'm going to be vague with descriptions, but I'll tag them in case anyone wants to avoid them. Hunter of Hunters: Vileblood: Executioners:
  19. I was just thinking about something that I don't believe anyone has mentioned here yet: Oaths. They're roughly equivalent to Covenants in Dark Souls, but instead of being an organization that you join, they are special Rune that you equip in the fourth blue-tinted Rune slot. They do have passive benefits, but as long as you have a particular Oath equipped, you are considered to be working under it. There are 3 known Oaths (and a few speculated ones): Hunter of Hunters - Tracks down and kills "blood-addled" Hunters. Not quite sure what that means in mechanical terms. If you've encountered the NPC in Oedon's Tomb after defeating Gascoigne, that's what's going on there. Vilebloods - PVP Oath. Kills other Hunters for sport, gets an item that allows them to rank up with an NPC and possibly get gear rewards. Executioners - Consider Vilebloods to be heretics, and hunt them down. What's neat is that if you are looking for co-op and happen to summon/be summoned by a Hunter that opposes your Oath, the players are considered adversaries and the session becomes PVP rather than co-op. I've been running around as a Hunter of Hunters and got pulled into a game with a blood-addled player, but there was a bug with a collision volume and we were separated just enough that we couldn't actually fight, so I eventually left.
  20. Fixed and procedurally-generated catacombs that can be explored for fun/profit. There's a row of gravestones to the left of the Messenger Shop that allow you to perform Chalice rituals and unlock a dungeon. You can also search through dungeons that have been made public, or enter the RNG seed manually (as long as you have the correct Chalice & ritual materials). The first few Dungeons aren't all that hard, but they contain ritual materials and more Chalices, as well as different bosses from the main game. There are four different environments (Pthumera, Hintertombs, Ailing Loran, and a fourth I haven't found yet). There are variants of each of those, too (Central or Lower Pthumera), and there are "Root" versions that are randomized each time you perform a new ritual. There are also a few weapons and armor sets that you can only find/unlock for purchase in dungeons. Also, additional bug warning! Not quite sure what causes it, but I think it happened to me when I had my Resonant Bell looking for co-op hosts and got summoned right as I was coming to a stop at the bottom of an elevator. When I got back to my world, the pressure plate that activates the elevator was locked in position, and the elevator won't respond to stepping on it or using the lever. What's even better is that this elevator is the only way to get to a (fortunately optional) boss, and is easily four or five times lethal falling distance, so there's no way to kill the boss in my game without it being fixed. Searching online shows that others have had the same problem on a couple different elevators, so be careful!
  21. If you follow that NPC's story, it leads to some cool stuff.
  22. I've done five or six dungeons. I think the final boss is always the same, but the floors leading up to that have a small pool to choose from. I haven't really had a problem with any dungeon bosses yet. And yeah, echo payout isn't great at first, but you find chalices to deeper(?) dungeons as you explore, and I think those have been decent for me. You get the item you need for runes just past another optional boss. Look for Hemwick Charnel Lane. There's apparently a hidden way into that area, but the easiest way would be to buy the Hunter Chief Emblem and find the gate that it unlocks.
  23. And 30 STR to wield! There are a couple examples of a weaker version in Yharnam, which makes the sudden bastard-ness of the full-strength version that much more of a panicked surprise. Their main grab attack deals massive amounts of damage if you don't manage to parry it (somewhere around 500HP), and drains Insight. It doesn't take much to interrupt them, though, so if you have a quick weapon you can stun-lock them until you run out of Stamina and get grabbed while trying to dodge away from them.
  24. I can't wait to see what you think of the mind flayer things that are in Bergenwyrth and the Upper Cathedral Ward. Those are my new favorite thing to hate. I haven't really bothered with the Beast Blood Pellets, but it looks like they require rapid weapon attacks to build up whatever effect they provide, and most weapons just aren't fast enough. I've had similar periods of inactivity that have usually been solved by exiting and fully closing the game from the dashboard, and then starting it up again. It seems like there might just be an occasional network communication error that doesn't fix itself without a complete refresh.
  25. HOLY SHIT, THE BOSS FIGHT WITH Another "patience and caution" fight. It took me a couple tries, but when I did it I felt SO GOOD I haven't mentioned one of my favorite things about fights with giant/monstrous bosses: when they die, they explode into a shower of blood that lasts a few seconds after the victory pop-ups. Love that so much. That will become more clear with higher Insight/story progression past the boss Rom. I've got a few of those. Their stat requirements are all kind of high, so I don't know if I'll be experimenting much with them.