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(16 edits) (+1)

Oh no. I gave Brill brain freeze.

Something about the Blessing 50 doesn't subtract Defensive 300 right. If you have less than 300 and try to add Blessing 50, it works, but then interact with something that needs Brill to recalculate Defensive again, Brill freezes.



Nevermind. I didn't realize that Second Element + Second Status would mean the "Second Status that matches the already chosen Second Element" and would give 2 modifier icons.

But should the ingredients for Ice then Fire, be different from Fire, then Ice? I guess it makes it slightly better that you can have basically substitutions. Makes sense logistichemically.

Heh. Wind too powerful. Needs 2 Feathers and 2 Sun Shards instead of 1 of stuff like the other elements.

Weird. 25% 35% Wind 0 Damage is 2 Feathers and 1 Shard.

Reduced Materials cost: 25% 35% Wind 0 Damage, Guardbreak, Bless 10, Flashy, Trigger... Seems like Gleam Sand for Flashy removes the Strange Material requirement. huh. ... Yep, some 4 Ingredient limit. Huh.

(+1)

I don't know HOW that event ended up checking Matter rather than Defensive, but it did. Thankfully an easy fix.

There is basically a limit of two ingredient "types" that can be added by Modifiers.

(23 edits) (+1)

Going to try and refine replication. This order might be the shortest one that works.

BUG: Somehow got Windup changes to cost involve ~9999 Research just for 10% change, and removing the modifiers after doing it doesn't cause prices to revert.

1. [Fire / Wind] 100

2. Split Strike

3. MultiTarget

4. Trigger

5. 50 or 10 Bless

6. Check Formula Ingredients

7. 5 Status

[Windup Speed Changes should involve crazy amounts of research]

Ooh, so Research counts beyond 4 digits, it just doesn't show.

----

Ok! ... So, a faster Wind Potion actually costing less ingredients to mix, compared to the cheapest one to research, is intended / a fun math effect? Sorry if I wasn't clear on this:

0 Damage Wind 35% 35% needs 2 Feathers and 2 Sun Shards

0 Damage Wind 25% 35% needs 2 Feathers and 1 Sun Shard.
...

EDIT: Ingredients don't add right: 100 Damage Wind 35% 25% Fire, Multi-Target, Guard Break, Flashy has two Wonder Cell entries, at the beginning and at the end, in its Ingredient Summary during Mix Finalization and final recipe list. At least the ingredients subtract right when crafting. But it can be made with just 2 even though otherwise it eats 3 cells. mmm.

Same with Earth + Ice and Steelfrost. Cool link of the elements! Goodnight-ish! good luck!

...

30 Damage [Element] has a 2x Primary Ingredient duplication in the requirements?

...

Gosh, Guardbreak + Split Strike is so much more expensive in Strange Material. They cost 1 SM when alone, but together they cost 4. Adding Unavoidable's interesting. It's always 1 SM. Never costs more to add.

(1 edit) (+1)

Oh boy, looks like something's setting game variable 239 way too high. That's be the Windup multiplier, which is used to calculate the amount that certain Modifiers affect Windup. It should not be in the 100s. I'll look through and figure out where it's being set.

EDIT: Found it! Should have a fix out in a bit.

I specifically made Guardbreak + Split Strike more expensive because of how strong their synergy is. It's the same trick Hedge Knights have, but a Split Strike Mix can have 50 damage per hit and an element attached to it.

(+1)

Good luck!

Yeah, I see now. Breaking the guard to let the second strike from Split get more damage in. Which is good against Thunder Immune things since you can't use Block Buster to replace Guard Break in that case.

Tons of things to think about if I were a heavy Mixer / Potion thrower. *Do I Bust the Block or Break the Block... Decisions, decisions* (ᗒ ᗨᗕ)