dude i was so sure i was gonna lose (4 core health left, 1300 dragon health) but the best boi showed up in my shop ^^ (LOOK AT IT D: <3333) (familiar nerf next patch will be my fault)
also also also!!! zitta tysm for the duelist and refiner portraits they're absolutely gorgeous ily so much :'D i can die in peace now...
didn't get scrrenshot of build, but build was this: vanguard flagbearer, vanguard hound, hellhound, obelisk-ed prospector, reclaimer, familiar, and growing duelist :D
ASLKDMGLKSM FAMILIAR GOT A PORTRAIT I DIDN'T EVEN NOTICE AT FIRST BECUASE I RECRUIT IT SO FAST ZITTA YOU'RE SO COOL <3333 i love the art of this game so much :D
that one is also very cool! I love seeing the Duelist bop a million times but this one has legs too!
EDIT: one optimization that comes to mind is putting the Obelisk + Reaper at the front and then making all Dragoons have the Dancer trait, that way instead of attacking with the lower attacks at the front the will all make the Familiar attack instead of them, essentially making them all the highest attack in your band.
I considered the Dancer trait as well. It'll make regular encounters go faster for sure, but it's rather vulnerable to maze. If Familiar and Ranger are placed in front there's no backup at all.
Therefore, I prefer the initial setup as it's 'maze-proof'.
When you accumulate Dancers you can start feeling the lag. Not sure if it's because everyone had the Dragoon trait or the Dancers themselves, but battles were slow. I had 2 dancers and summoned another 3, each of them with x2 attack.
Okay, so my Duelist died from a health overflow, I guess... lol
I don't know what is the maximum number it can reach, but I have 10x Dancer traits, all with 2x attack (except the 0/2 basic one), and the Duelist died in the first attack cycle. It started with 223 health and I don't think the Dancers attacks were over when it died.
I kept playing and reached depth 500. Decided to end the run there because I was essentially infinite and also the lag was quite bad.
Tried to rebuild a Duelist to see if the big health was the issue, but one with 144 base health that attacked 24 times also died due to the overflow or whatever. I noticed that when you start seeing decimals (above E+07) then the operations are not quite correct. 15 attack transforms into 20 health, then into 23 attack, 32 health... I'm guessing that is the same problem that makes the Duelist die sometimes (sometimes it dies and then the next combat it gets +2 health and then doesn't die for a while).
Hmmm...The limit should be the usual 2,147,483,647. I guess I can implement a protection against it (never thought someone will hit it!)
I'm not sure if the lag has something to do with dancer, dragoon, or just having too many traits & buffs in the game. With how the game is coded, everytime a status (including an instance of +stats) is added, it'll check all other status on that follower to see if something special is happening. So with a dancer duelist setup, the duelist will end up with A LOT of status on them and will make sbsequence attacks talking exponentially more processing power. I don't know if you are playing on browser or standalone, but I think standalone should be able to mitigate this lag way better.
I can't think of a reason for why duelist will not work as intended with large numbers or why it'll randomly die without overflow tho. I'll try the setup myself later.
Got a chance to run the same build in standalone and you were right, lag was only happening in browser version (which is understandable). I'll confirm if Duelist keeps dying in standalone when I reach that number of Dancers, but yeah, once you get it going and can clear fights without risk of dying and putting Dragoon traits on everyone, then you can make 10x Dancers that attack twice and a Duelist that attacks twice and gains double stats to reach the cap on the first attack cycle of each fight.
Getting dragoon is very frustrating in this patch imo because RNG of the market often just means you sometimes don't get any trait opportunities. I've got him at depth 30 like three times and had like 1 useful trait come up total
Lost my run on depth 241 due to an out-of-memory error (although I expected it).
Found the true infinite build (relicless, at least) and had it almost 100% complete, but I flew too close to the sun and added the Crow trait onto my Familiar which was reaching exponential numbers of attack.
Also, before that, my battles had a bit of lag and you could feel the FPS rate dropping.
For anyone interested, this was the build:
Reviver
Cycle spot
Beekeper (summon a 1/1 copy)
Helhound (summon a 1/1 copy)
Dancer (can have 4 traits, can attack twice, summon a 1/1 copy x2)
Dancer (can have 4 traits, can attack twice, gain the same stats as adjacent followers, when it receives damage deal damage equal to remaining health)
3/1 that swaps attack and health (can have 4 traits, can attack twice, gain doble stats, +1 health each combat)
Familiar (can have 4 traits, gain doble stats, revive once each fight, on attack deal random damage equal to attack)
I was also planning on improving the bee summons with Dragoon traits so I could stall attacks even more. I can't come up with improvements for the Reviver, but I hadn't reach any point where it ability would activate, maybe around depth 350 or so I could see it happening, depending on how many summons I have to stall.
Anyway, probably should have a way of disabling battle animations to avoid huge amounts of random damage to crash the game. Oh, I was playing on browser, sorry I can't provide the crash logs.
A lot of fun stuff results from the fact that Duelist's stat swap counts as a buff and debuff. Very cool follower.
This is one of the tamer examples but I just learned that the Stability relic modifier ("Attack damage can't be changed") makes them a 3/3 upon attacking.
A little hint on how to get really high numbers. One of my creatures, however, died after a while. May they die after exceeding a specific number. Or it has to do with subtraction/addition.
Use the ability to get double attribute on the follower which changes life with attack. In case you'd like to optimize it.
Place the ability: "Take the ability of the next follower recruited" and use it on the follower which changes the attack with the life every time he is attacking.
Then recruit the knight which can get 4 abilities. After that, you can place the double attributes ability, attacks two times and either add one life this follower each round or get the attack damage of the follower with the highest attack damage. Don't use both, since the gap is important!
artificer is very confusing, a lot of units I think will work on won't work on. artificer also doesn't buff artificer. maybe add a preview of stats gain at store?
had an interaction with artificer bought back to back, then an injector that is gaining light seeker(+1/+1 for start of combat), Hyuntress deal 3 damage/ stat gain and seeker (each attack gain 1 faith). not a single thing is buffed XD.
no sure if intended but 2 dragoon passive don't work together, with the current text I would think it will let you have 7 additonal traits. the text should be "This follower can have up to 4 additional traits (Max 5 traits)" to clear any confusion. Also, when replacing an aspect with 4 trait follower, it deletes all 4 traits and add the new trait.
It's intended since "additional trait" is a single keyword referring to the type of traits that comes from aspects, rather than meaning "all other traits except the first one", however I can see that it might be a bit unintuitive.
Removing all traits when you esceed the limit is also intended
[Bug report] I had a very silly build (no reliquary) with
Beekeeper (summon 2x 1/2s on death)
Beekeeper (same +summon 1/1 clone of self at begin)
Hound (summon clone of self at begin +Beekeeper ability)
Sentinel(?) (on death, copy all dead on-death effects + 1/battle, revive self to end)
Reincarnator(?) (1/battle, when all followers are dead, revive all at 1 hp)
and three base 1/3s (Wanderer, +2 faith on death, +1 faith on start) dudes [I accidentally replaced the +2/+2 on summon [random ability] guy instead of the Wanderer near the end]) with some extra stats
killing the 5 beekeepers/hounds spawn 10 bees, killing the sentinel twice summons 20 more bees, then the big reincarnator gate revives everybody including all 30 bees. It got the dragon down to 46hp, getting increasingly sluggish between turns, before crashing with I believe an ArgumentOutOfRangeException error? If you can read wasm stacktraces you're way cooler than me:
Appreciate the report! Yeah other people also reported summoning a lot of followers causing an argumentOutOfRange before but I never managed to find the cause; hopefully these logs can give me another chance!
This challenge was very fun, only lost a core health because fisherman scammed me and didnt turn the dragon into a fish. Also, something here made the game very laggy on webgl. This is the most incoherent build ive ever made.
seriously dragoon is too OP. It could be done so it could have 3 or 4 additional traits. You could still have multiple aspects by implementing the dragoon trait multiple times, but it would take a lot more effort. in exchange for that, you could allow aspects with double stats or triple damage to stack
Yeah they are indeed too OP, but I'm thinking about making them not being able to get the same aspect twice, so that you can't infinitely stack damaging aspects like vampiric and can only fracture one trait.
If that's still too OP I'll probably make it a fixed number of aspects; the main problem with that is to figure out what's the rule of replacing old aspects.
I love the game, I finally got past depth 70 and almost depth 90, I'm fairly new so this feels like a big accomplishment to me, but the main issue for me is that bee keeper never seems to appear, just wondering if this is a bug or intentional, also, thanks for all the effort you've put into the game.
Likely not a problem on our end. Grey screen is usually before the game file is properly loaded in the browser, so it's probably something wrong with the site, your connection, or your browser
Could be interesting, and they will only be revealed after their effects are activated once. One problem might be that right now so many relic modifiers will be revealed instantly or right after the first combat, but it could work once there are enough modifiers with delayed effects
I created an account just to say what I think about this game. It is good, very good. It's replayable, the idea that the cards are people/monsters instead of just powers is wonderfull. Love the Cthulu/Sci-fi aspect. Love the gameplay and how the abilities can combo and just one miscaculation can lead you to death. And the art is so cool, make me wants to have one in my room. The relics are great additions, make the gameplay more fun and some really messes you up if you forget them for a second. I saw some slowing down, but it's probably mon PC doing some shit
Some ideas from me: -Maybe to go a bit deeper into the roguelike style and give stronger boss after a run or new cards to gain to make it a bit more fresh for the long time player (if doable) -Add more events. Some good (the stats gains are cool), some bad (oops, you need to choose wich follower will lose stat), some wich reaquires decisions (either the monsters are more tanky or you deal less damage situations). The parentheses are exemples at the top of my head. -Add more personnality to the follower by giving events that triggers if you have enough of a family of followers or supports (like the decisions to declare your expedition as a crusade if you have enough templar and paladin). -That would be for people avid of lore like myself, but giving events that give you some lore on the past or the present could be great. Your universe is unique and I think we would be many to want to know more on how the dragon came, how are the nations, what faith is, who are the people that comes with you etc -Just for fun, but maybe having the ability to name a follower (or an event give you that) with different effects. Maybe you can't change this follower, but it give them more power? What would happen if you name the first wanderer you recruit etc
All in all, I can't wait to see where you are going to take us with your game! Love from a non native speaker wich wishes you good luck!
The roguelite systems will definitely be there for the final release; the only reason it's not in the game right now is because doing save files on webGL is pretty cursed. Narrative content is what we plan to do next! There'll be tons of lore coming with the Codex, and (very likely) a main storyline!
Having unique events based on follower composition is a really interesting idea I never thought of; it definitely has potential, and maybe it can also be based on those build defining followers like helhound.
Naming your first wanderer and making them a "hero" is actually my plan for the first faction! But it'll be a while before I can start to work on factions so we will have to wait...
I am more than happy to learn all of that (can't wait for the codex^^) and happy to help if my ideas can inspire you. Good luck with the saves files too The factions seems fun, I wish you luck for the future and I will continue to see how you make this incredible game even better^^
Locked faith and shorter run definitely can work, and starting with a permanently scaling effect could be cool if balanced right. Don't know if you encountered it yet, but each follower starting with a random aspect is in the game right now!
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dude i was so sure i was gonna lose (4 core health left, 1300 dragon health) but the best boi showed up in my shop ^^ (LOOK AT IT D: <3333) (familiar nerf next patch will be my fault)
also also also!!! zitta tysm for the duelist and refiner portraits they're absolutely gorgeous ily so much :'D i can die in peace now...
(beat it with three core health to spare)
didn't get scrrenshot of build, but build was this: vanguard flagbearer, vanguard hound, hellhound, obelisk-ed prospector, reclaimer, familiar, and growing duelist :D
ASLKDMGLKSM FAMILIAR GOT A PORTRAIT I DIDN'T EVEN NOTICE AT FIRST BECUASE I RECRUIT IT SO FAST ZITTA YOU'RE SO COOL <3333 i love the art of this game so much :D
I've also taken a shot at a 'true' infinite build and the following is the best I can come up with. (No Duelist or Crow required!)
- Dragoon (Fractured:Prospector/Aspire/Mirroring x2)
- Dragoon (Fractured:Prospector/Aspire/Mirroring x2)
- Obelisk
- Reaper (Adaptive)
- Familiar (Adaptive)
- Ranger (Fractured:Dragoon/Aspire/Charging x2)
Two free slots at your choice.
Artificer can be used to enhance Reaper and Dragoon further, but it's not mandatory.
In practice it will look like this:
that one is also very cool! I love seeing the Duelist bop a million times but this one has legs too!
EDIT: one optimization that comes to mind is putting the Obelisk + Reaper at the front and then making all Dragoons have the Dancer trait, that way instead of attacking with the lower attacks at the front the will all make the Familiar attack instead of them, essentially making them all the highest attack in your band.
I considered the Dancer trait as well. It'll make regular encounters go faster for sure, but it's rather vulnerable to maze. If Familiar and Ranger are placed in front there's no backup at all.
Therefore, I prefer the initial setup as it's 'maze-proof'.
:D I got my suggestion as a relic!
\o/
When you accumulate Dancers you can start feeling the lag. Not sure if it's because everyone had the Dragoon trait or the Dancers themselves, but battles were slow.
I had 2 dancers and summoned another 3, each of them with x2 attack.
Okay, so my Duelist died from a health overflow, I guess... lol
I don't know what is the maximum number it can reach, but I have 10x Dancer traits, all with 2x attack (except the 0/2 basic one), and the Duelist died in the first attack cycle. It started with 223 health and I don't think the Dancers attacks were over when it died.
I kept playing and reached depth 500. Decided to end the run there because I was essentially infinite and also the lag was quite bad.
Tried to rebuild a Duelist to see if the big health was the issue, but one with 144 base health that attacked 24 times also died due to the overflow or whatever. I noticed that when you start seeing decimals (above E+07) then the operations are not quite correct. 15 attack transforms into 20 health, then into 23 attack, 32 health... I'm guessing that is the same problem that makes the Duelist die sometimes (sometimes it dies and then the next combat it gets +2 health and then doesn't die for a while).
Hmmm...The limit should be the usual 2,147,483,647. I guess I can implement a protection against it (never thought someone will hit it!)
I'm not sure if the lag has something to do with dancer, dragoon, or just having too many traits & buffs in the game. With how the game is coded, everytime a status (including an instance of +stats) is added, it'll check all other status on that follower to see if something special is happening. So with a dancer duelist setup, the duelist will end up with A LOT of status on them and will make sbsequence attacks talking exponentially more processing power. I don't know if you are playing on browser or standalone, but I think standalone should be able to mitigate this lag way better.
I can't think of a reason for why duelist will not work as intended with large numbers or why it'll randomly die without overflow tho. I'll try the setup myself later.
Got a chance to run the same build in standalone and you were right, lag was only happening in browser version (which is understandable).
I'll confirm if Duelist keeps dying in standalone when I reach that number of Dancers, but yeah, once you get it going and can clear fights without risk of dying and putting Dragoon traits on everyone, then you can make 10x Dancers that attack twice and a Duelist that attacks twice and gains double stats to reach the cap on the first attack cycle of each fight.
Getting dragoon is very frustrating in this patch imo because RNG of the market often just means you sometimes don't get any trait opportunities. I've got him at depth 30 like three times and had like 1 useful trait come up total
The relique is so brutal. Best so far
1195662Finally beat him with 1 core hp to spare jeez
Hmmm...It's kinda balanced around having rerolls, but probably reroll is still not as accessible as it should be
I'm curious what's causing the end end-game lag- if it wasn't there I'd find the endless mode a lot more appealing
Lost my run on depth 241 due to an out-of-memory error (although I expected it).
Found the true infinite build (relicless, at least) and had it almost 100% complete, but I flew too close to the sun and added the Crow trait onto my Familiar which was reaching exponential numbers of attack.
Also, before that, my battles had a bit of lag and you could feel the FPS rate dropping.
For anyone interested, this was the build:
I was also planning on improving the bee summons with Dragoon traits so I could stall attacks even more. I can't come up with improvements for the Reviver, but I hadn't reach any point where it ability would activate, maybe around depth 350 or so I could see it happening, depending on how many summons I have to stall.
Anyway, probably should have a way of disabling battle animations to avoid huge amounts of random damage to crash the game. Oh, I was playing on browser, sorry I can't provide the crash logs.
Bug, on chromium and firefox, no bar of loading the game is showing.
They shouldn't be a bar. The screen should be black/grey until the game is loaded.
ok then. but it is something confusing if the game is loading or not
'Relic of the visage' was quite interesting.
It ain't random if everybody get kills killed
Loving this game. This is the results of my first run, gonna go again. Amazing work on this project!
A lot of fun stuff results from the fact that Duelist's stat swap counts as a buff and debuff. Very cool follower.
This is one of the tamer examples but I just learned that the Stability relic modifier ("Attack damage can't be changed") makes them a 3/3 upon attacking.
Yep! And they will keep resetting to 3 health even after taking damage, that interaction surprised me the first time it happened
me when i have a 50 damage duelist just taking all the damage and afterwards just healing it all:
didn't think I'll see balatro numbers

how to get this lol
Spoiler:
Use the ability to get double attribute on the follower which changes life with attack. In case you'd like to optimize it.
Place the ability: "Take the ability of the next follower recruited" and use it on the follower which changes the attack with the life every time he is attacking.
Then recruit the knight which can get 4 abilities. After that, you can place the double attributes ability, attacks two times and either add one life this follower each round or get the attack damage of the follower with the highest attack damage. Don't use both, since the gap is important!
artificer is very confusing, a lot of units I think will work on won't work on. artificer also doesn't buff artificer. maybe add a preview of stats gain at store?
had an interaction with artificer bought back to back, then an injector that is gaining light seeker(+1/+1 for start of combat), Hyuntress deal 3 damage/ stat gain and seeker (each attack gain 1 faith). not a single thing is buffed XD.
I can't proceed....
It glitched on a GODLY run ;(
I love this game sm but cmon man (I may be a little heated)
Huh that's an interesting bug I haven't seen that before
Bruh. You were talking like you had found gold this is just a bug.
this is so good, it is a nearly perfect game
no sure if intended but 2 dragoon passive don't work together, with the current text I would think it will let you have 7 additonal traits. the text should be "This follower can have up to 4 additional traits (Max 5 traits)" to clear any confusion. Also, when replacing an aspect with 4 trait follower, it deletes all 4 traits and add the new trait.
It's intended since "additional trait" is a single keyword referring to the type of traits that comes from aspects, rather than meaning "all other traits except the first one", however I can see that it might be a bit unintuitive.
Removing all traits when you esceed the limit is also intended
Really enjoying the game!
Show post...
oops
awesome game!
[Bug report] I had a very silly build (no reliquary) with
Beekeeper (summon 2x 1/2s on death)
Beekeeper (same +summon 1/1 clone of self at begin)
Hound (summon clone of self at begin +Beekeeper ability)
Sentinel(?) (on death, copy all dead on-death effects + 1/battle, revive self to end)
Reincarnator(?) (1/battle, when all followers are dead, revive all at 1 hp)
and three base 1/3s (Wanderer, +2 faith on death, +1 faith on start) dudes [I accidentally replaced the +2/+2 on summon [random ability] guy instead of the Wanderer near the end]) with some extra stats
killing the 5 beekeepers/hounds spawn 10 bees, killing the sentinel twice summons 20 more bees, then the big reincarnator gate revives everybody including all 30 bees. It got the dragon down to 46hp, getting increasingly sluggish between turns, before crashing with I believe an ArgumentOutOfRangeException error? If you can read wasm stacktraces you're way cooler than me:
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index V15.02.framework.js:9:35019 _JS_Log_Dump https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.framework.js:9
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:23148671
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:36635030
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:36640035
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:36639684
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:36636782
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:35856176
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:35859726
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:35563270
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:35521629
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:35519919
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:36055430
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:36690010
invoke_iiii https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.framework.js:9
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:21297568
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:21296777
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:21296618
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:21935409
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:21624178
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:21648098
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:21280595
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:22995692
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:23068004
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:36690010
invoke_iiii https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.framework.js:9
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:23063870
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:1156133
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:35859623
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:35563270
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:35563068
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:32763565
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:34436485
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:33827560
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:33827677
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:36500509
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:36690103
_JS_CallAsLongAsNoExceptionsSeen https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.framework.js:9
_JS_CallAsLongAsNoExceptionsSeen https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.framework.js:9
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:36482772
https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.wasm:36690103
browserIterationFunc https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.framework.js:9
callUserCallback https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.framework.js:9
runIter https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.framework.js:9
Browser_mainLoop_runner https://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.framework.js:9
Firefox 134.0 on Manjaro Linux.
Appreciate the report! Yeah other people also reported summoning a lot of followers causing an argumentOutOfRange before but I never managed to find the cause; hopefully these logs can give me another chance!
game starts lagging at 290
Hmmm...
do you guys pretend to make a discord for the community??
We'll probably do that after the next update!
This is the furthest ive ever gotten
3.98 is actually the same combination as one of the 3.92 before the patch!
This game is so good word cant describe how much i love it
"let's go gamblinggg" ahh reliquary
LET'S GO GAMBLINGGGGG
aw dang it :(
edit: used a classic aspiring/familiar build btw but i couldn't find an aspiring crow in time :(
wait...how
Let's do this again. Flawless relic clear, but with the actual highest corruption this time.
(Though the modifiers are the same as the 3.92 ?)
Yeah I changed the value for some of the modofiers, but I tried to preserve this specific combination because it works!
Also idk howi managed to find a 3.92 relic, been rolling for a while to get a higher level one, but cant find anything above 3.9
wow impressive!
Currently I think there's only 2 combinations that can reach >3.9
seriously dragoon is too OP. It could be done so it could have 3 or 4 additional traits. You could still have multiple aspects by implementing the dragoon trait multiple times, but it would take a lot more effort. in exchange for that, you could allow aspects with double stats or triple damage to stack
Yeah they are indeed too OP, but I'm thinking about making them not being able to get the same aspect twice, so that you can't infinitely stack damaging aspects like vampiric and can only fracture one trait.
If that's still too OP I'll probably make it a fixed number of aspects; the main problem with that is to figure out what's the rule of replacing old aspects.
reliquary update dragoon is not broken guys what do you mean
yea hound is probably the problem here
help i also died to 1.2k company palisade because i was hesitant to put fractured crow on it in case it crashed XD
also that hound has a fractured dragoon slapped on it so it's still mostly dragoon's fault lmao
I love the game, I finally got past depth 70 and almost depth 90, I'm fairly new so this feels like a big accomplishment to me, but the main issue for me is that bee keeper never seems to appear, just wondering if this is a bug or intentional, also, thanks for all the effort you've put into the game.
game won't load, bug?
Likely not a problem on our end. Grey screen is usually before the game file is properly loaded in the browser, so it's probably something wrong with the site, your connection, or your browser
all enemy attack first is way harder than the 3.9 relic.
3.9 took me 2 tries, this took atleast 30 tries
Hmmm I found the enemy attack first mod by itself easier than 3.9 much stronger mod...but yeah maybe its corruption level is a bit low rn
this just an ideia that i have for an relic
???´s relic:
give a random modifier that you dont know,you have to discover
??? corruption level
Could be interesting, and they will only be revealed after their effects are activated once. One problem might be that right now so many relic modifiers will be revealed instantly or right after the first combat, but it could work once there are enough modifiers with delayed effects
I created an account just to say what I think about this game.
It is good, very good. It's replayable, the idea that the cards are people/monsters instead of just powers is wonderfull. Love the Cthulu/Sci-fi aspect. Love the gameplay and how the abilities can combo and just one miscaculation can lead you to death. And the art is so cool, make me wants to have one in my room.
The relics are great additions, make the gameplay more fun and some really messes you up if you forget them for a second.
I saw some slowing down, but it's probably mon PC doing some shit
Some ideas from me:
-Maybe to go a bit deeper into the roguelike style and give stronger boss after a run or new cards to gain to make it a bit more fresh for the long time player (if doable)
-Add more events. Some good (the stats gains are cool), some bad (oops, you need to choose wich follower will lose stat), some wich reaquires decisions (either the monsters are more tanky or you deal less damage situations). The parentheses are exemples at the top of my head.
-Add more personnality to the follower by giving events that triggers if you have enough of a family of followers or supports (like the decisions to declare your expedition as a crusade if you have enough templar and paladin).
-That would be for people avid of lore like myself, but giving events that give you some lore on the past or the present could be great. Your universe is unique and I think we would be many to want to know more on how the dragon came, how are the nations, what faith is, who are the people that comes with you etc
-Just for fun, but maybe having the ability to name a follower (or an event give you that) with different effects. Maybe you can't change this follower, but it give them more power? What would happen if you name the first wanderer you recruit etc
All in all, I can't wait to see where you are going to take us with your game!
Love from a non native speaker wich wishes you good luck!
Glad you like it!
The roguelite systems will definitely be there for the final release; the only reason it's not in the game right now is because doing save files on webGL is pretty cursed. Narrative content is what we plan to do next! There'll be tons of lore coming with the Codex, and (very likely) a main storyline!
Having unique events based on follower composition is a really interesting idea I never thought of; it definitely has potential, and maybe it can also be based on those build defining followers like helhound.
Naming your first wanderer and making them a "hero" is actually my plan for the first faction! But it'll be a while before I can start to work on factions so we will have to wait...
I am more than happy to learn all of that (can't wait for the codex^^) and happy to help if my ideas can inspire you. Good luck with the saves files too
The factions seems fun, I wish you luck for the future and I will continue to see how you make this incredible game even better^^
few relic ideas:
- you have only 2 or 3 option to choose in receuit events.
- faith is always equal 13
- additional traits dont apear in the shop
- you must fight bosses but u dont get any reward, also theres no curio events
- many rounds are skipped, but recruit events too( so you fight dragon in around depth 30)
- as a benefit from another relic:
Start with sanctuary ( or with samctuary efect)
- its preety craZy idea, but:
Every follower has randomized combat trait
Locked faith and shorter run definitely can work, and starting with a permanently scaling effect could be cool if balanced right. Don't know if you encountered it yet, but each follower starting with a random aspect is in the game right now!