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Augus
Mar 9, 2015


MechaX posted:

but someone at Capcom decided "nah, you don't need this, just play Zero again"

they made the right decision

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Screaming Idiot
Nov 26, 2007

JUST POSTING WHILE JERKIN' MY GHERKIN SITTIN' IN A PERKINS!

BEATS SELLING MERKINS.

Augus posted:

they made the right decision

Model X looks cooler than Model ZX. :colbert:

Dabir
Nov 10, 2012

Model X can't handle all the situations ZX can, but its buster wrecks house in most of the game. If it's not something that specifically wants to be cut apart X can probably murder it.

LazyMaybe
Aug 18, 2013

oouagh

MechaX posted:

Also, gently caress this secret boss fight that is literally two rooms away from a regular story mission. The boss seems to completely break the rules and is just like "gently caress your invulnerability period after getting hit" and just combos you to death off of anything. This would be the moment I wish I could play Model X regularly, but someone at Capcom decided "nah, you don't need this, just play Zero again" because I swear the ZX buster shot just isn't as strong.
model X's buster is better because it has 3 charge levels, the third shooting 2 charged shots like the big boy buster from X2. (it's really loving OP once you do the playthroughs to unlock it permanently.)

also the reason he can hit you through invincibility is because he works the same way as he did in Zero 3, where he's able to do that because it's a mirror match and so he follows the same attack priority rules as the player(and has an EX skill that's basically Raging Demon).

also, it owns

LazyMaybe fucked around with this message at 20:07 on Mar 28, 2020

MechaX
Nov 19, 2011

"Let's be positive! Let's start a fire!"
I went back and got all the life ups I missed, then rechallenged Omega. Eventually beat him, but I feel like I can let him slide with the 5-hit combo he does, but bumping into something and then you immediately get caught in some other random thing he does might be a bit too much IMO, at least on normal mode. I wouldn't call him my personal best boss in these kind of platformer/adventure-esque games (I still think low level Hard Mode Castlevania: Order of Ecclesia bosses take the cake for me here), but there's a lot of potential here.

Other than that, Prometheus and Pandora was kind of a boring fight (with a lot of it being me thinking "hurry this poo poo up and get back down here and fight me"), the last fight had some really loving awesome music, but pretty meh final bosses all around.

Now I'm starting on ZX Advent. When I went through ZX/ZXA on their DS releases, I went Aile and Grey, and now I'm doing Vent and Ashe.

It's my first time playing Ashe and my partner noped straight out of the room when that NPC poorly, but energetically delivered that "whet for booty" line. And how it's just kind of comedic because my mind is going "okay stop saying booty" but it keeps on happening.

But anyway, Ashe seems like a fun character.

MechaX fucked around with this message at 21:37 on Mar 28, 2020

Larryb
Oct 5, 2010

Get used to that, that’s literally the only way anyone refers to treasure in that game. Advent is also a bit more linear than its predecessor but there’s also no mission select, meaning you can basically do the levels you have access to in any order you want.

Lessail
Apr 1, 2011

:cry::cry:
tell me how vgk aren't playing like shit again
:cry::cry:
p.s. help my grapes are so sour!
Thank you One Step From Eden for showing me that roguelikes are a genre/descriptor that I will never buy again.

Dabir
Nov 10, 2012

welcome to the club buddy

for me it was watching SBFP play a half decent looking Metroid clone, then some bit of text popped up that showed it was a roguelite and i involuntarily went "gently caress OFF" at my monitor

you kind of have to accept you're done with a genre when that happens

Lessail
Apr 1, 2011

:cry::cry:
tell me how vgk aren't playing like shit again
:cry::cry:
p.s. help my grapes are so sour!

Dabir posted:

welcome to the club buddy

for me it was watching SBFP play a half decent looking Metroid clone, then some bit of text popped up that showed it was a roguelite and i involuntarily went "gently caress OFF" at my monitor

you kind of have to accept you're done with a genre when that happens

I like that I don't get to unlock anything other than new cards because making something a roguelike means the developer no longer gets to spend time with a difficulty curve, or in fact take such matters into consideration at all. It's the luck of the draw after all

Beamed
Nov 26, 2010

Then you have a responsibility that no man has ever faced. You have your fear which could become reality, and you have Godzilla, which is reality.


Do you not know what a roguelike is?

Screaming Idiot
Nov 26, 2007

JUST POSTING WHILE JERKIN' MY GHERKIN SITTIN' IN A PERKINS!

BEATS SELLING MERKINS.
It seems like "roguelike" is shorthand for "we designed half a game." It reminds me of "mobile game" or "mobage," which is short for "old Newgrounds game with smoother graphics and infinite microtransactions, but minus the porn bits (that you were playing for)."

Lessail
Apr 1, 2011

:cry::cry:
tell me how vgk aren't playing like shit again
:cry::cry:
p.s. help my grapes are so sour!

Beamed posted:

Do you not know what a roguelike is?

Yeah, I've encountered games in the genre before. But it turns out that not every type of game needs a roguelike version.

Beamed
Nov 26, 2010

Then you have a responsibility that no man has ever faced. You have your fear which could become reality, and you have Godzilla, which is reality.


Sure, I agree with that. But roguelikes aren't exclusively randomization nor do they not have well defined difficulty curves. One of OSFE's inspirations, Slay the Spire, has an incredibly tight and (subjectively) satisfying curve, for example.

Lessail
Apr 1, 2011

:cry::cry:
tell me how vgk aren't playing like shit again
:cry::cry:
p.s. help my grapes are so sour!

Beamed posted:

Sure, I agree with that. But roguelikes aren't exclusively randomization nor do they not have well defined difficulty curves. One of OSFE's inspirations, Slay the Spire, has an incredibly tight and (subjectively) satisfying curve, for example.

Maybe someone should sit these indie devs down and tell them this

LazyMaybe
Aug 18, 2013

oouagh
what games specifically are you talking about? because as far as I'm concerned roguelikes as a genre contain by far some of the best games to come out in the past decade or so like Spelunky and FTL and Nuclear Throne and Enter the Gungeon and there being bad examples as well is something that is true of all genres, especially if you are sorting through the endless garbage heap that is steam's unculled releases

chumbler
Mar 28, 2010

Yeah the idea that roguelikes/roguelites don't have difficulty curves is also kind of out there, because they absolutely do and it's necessary for the style of game.

Augus
Mar 9, 2015


there are lots of criticisms that could be thrown at the roguelike trend but like the entire point is that the difficulty curve is internal to each run and resets when you die so I don't know what you went in expecting lol

I think a battle simulator like One Step From Eden works a helluva lot better as a roguelike than a fuckin randomly generated metroidvania or platformer with bland samey rooms everywhere

Augus fucked around with this message at 16:35 on Mar 30, 2020

Lessail
Apr 1, 2011

:cry::cry:
tell me how vgk aren't playing like shit again
:cry::cry:
p.s. help my grapes are so sour!
There's the difficulty curve of a run and one of the game. Each run should hopefully bring a little more understanding of the overall game. But when the base difficulty of the game is too high, you end up with frustratingly short runs where it feels you didn't learn anything. And since the devs solution to this is for the player to keep doing these short runs until they reach level 5 and unlock the deck that has an on demand time stop, seems to me that they didn't think the difficulty through.

ImpAtom
May 24, 2007

Lessail posted:

There's the difficulty curve of a run and one of the game. Each run should hopefully bring a little more understanding of the overall game. But when the base difficulty of the game is too high, you end up with frustratingly short runs where it feels you didn't learn anything. And since the devs solution to this is for the player to keep doing these short runs until they reach level 5 and unlock the deck that has an on demand time stop, seems to me that they didn't think the difficulty through.

You unlock new characters by beating them once you get past a certain point and if you can't get past that point time stop isn't going to help you. In fact the time stop will probably be less useful to you than the constant DPS of your plinkgun, especailly if you find the artifact that boosts your basic attack damage super high.

They probably could have done a better tutorial for people not familiar with Battle Network but like the first 2-3 levels are absurdly easy as long as you remotely consider your build so making it even easier at the start would kind of suck.

Lessail
Apr 1, 2011

:cry::cry:
tell me how vgk aren't playing like shit again
:cry::cry:
p.s. help my grapes are so sour!

ImpAtom posted:

You unlock new characters by beating them once you get past a certain point and if you can't get past that point time stop isn't going to help you. In fact the time stop will probably be less useful to you than the constant DPS of your plinkgun, especailly if you find the artifact that boosts your basic attack damage super high.

They probably could have done a better tutorial for people not familiar with Battle Network but like the first 2-3 levels are absurdly easy as long as you remotely consider your build so making it even easier at the start would kind of suck.

That was the devs stated solution on the steam forums so if it is an ineffectual bandaid :v:

Shadow Ninja 64
May 21, 2007

"I stood there, wondering why the puck was getting bigger...

and then it hit me."


There are a couple changes in the patch notes for 1.1 that sort of address your complaints. Chrono Saffron will now unlock at unlock level 2 instead of 4, and Reva will unlock at level 6. Those two characters feel like the safest bets for slow, steady, reactionary wins, but they won't win the game all by themselves (otherwise I'd have an actual win by now).

I am enjoying OSFE despite not having a win yet, but I can also see how that sort of experience would be unsatisfying and frustrating for other people.

Stink Terios
Oct 17, 2012


You know what's cooler than roguelikes? Games that end so you can move on to something else, as opposed to moving on bacause you're bored and there's still a bunch of content you haven't even seen.

chumbler
Mar 28, 2010

The One Step from Eden soundtrack is great across the board and definitely worth a listen, but this one really stands out.

https://www.youtube.com/watch?v=EdViXOPB-P8

ImpAtom
May 24, 2007

Stink Terios posted:

You know what's cooler than roguelikes? Games that end so you can move on to something else, as opposed to moving on bacause you're bored and there's still a bunch of content you haven't even seen.

Isn't that... every game?

Most people play video games until they're bored of them. In fact a good number of people play video games *after* they're bored of them because they want to see the ending or whatever. A game having an ending doesn't preclude replaying it/it having extra modes or content/etc and most roguelikes have an actual ending to aim for.

gandlethorpe
Aug 16, 2008

:gowron::m10:

Stink Terios posted:

You know what's cooler than roguelikes? Games that end so you can move on to something else, as opposed to moving on bacause you're bored and there's still a bunch of content you haven't even seen.

Lol in the thread for Mega Man, a series pretty famous for being formulaic and yet people don't get tired of playing even the same particular game over and over again

Augus
Mar 9, 2015


Stink Terios posted:

You know what's cooler than roguelikes? Games that end so you can move on to something else, as opposed to moving on bacause you're bored and there's still a bunch of content you haven't even seen.

you can stop playing after beating the final boss if you really want to, nobody’s holding you at gunpoint

Screaming Idiot
Nov 26, 2007

JUST POSTING WHILE JERKIN' MY GHERKIN SITTIN' IN A PERKINS!

BEATS SELLING MERKINS.

Augus posted:

you can stop playing after beating the final boss if you really want to, nobody’s holding you at gunpoint

That's right, keep telling them that, and smile -- smile, dammit! -- we're all friends here. Nod your head -- that's right, nod and loving smile -- and I don't have to pull the trigger.

Now roll another character, Augus. We're doing an Ipecac build next.

Workaday Wizard
Oct 23, 2009

by Pragmatica

Screaming Idiot posted:

That's right, keep telling them that, and smile -- smile, dammit! -- we're all friends here. Nod your head -- that's right, nod and loving smile -- and I don't have to pull the trigger.

Now roll another character, Augus. We're doing an Ipecac build next.

gently caress you just reminded me i have binding of isaac installed. *sigh* here goes another 400hrs.

Stink Terios
Oct 17, 2012


Augus posted:

you can stop playing after beating the final boss if you really want to, nobody’s holding you at gunpoint

My brain is holding me at gunpoint! What's the point of even starting a game if I don't 100% it!?



yahaha

Larryb
Oct 5, 2010

So out of curiosity, any word on when/if Mega Man X Dive is coming out in the US? I’d heard March 31st but that doesn’t seem to be the case (unless it’s Android exclusive, I’m on IOS).

Argue
Sep 29, 2005

I represent the Philippines
So how's the Eden game? The criticism on this page seems to be against the Roguelite genre rather than the game itself. Does it scratch the MMBN itch? Is the loop satisfying enough to keep you playing for hours, like Dead Cells and Slay the Spire?

PaletteSwappedNinja
Jun 3, 2008

One Nation, Under God.
Inti Creates put out another announcement video:
https://www.youtube.com/watch?v=tQ3ZNpiR_a4


Dragon Marked for Death is coming to Steam on April 21, the same day as the big 3.0 update on other platforms, and it'll launch with all the new content

Blaster Master Zero 2's getting another DLC character, Empress from Dragon MFD, she'll also be out on April 21 for $2

Gunvolt Striker Pack PS4 physical version is delayed due to virus bullshit but it is coming, the digital release is still coming on April 23

Dragon MFD has sold over 120k copies, Blaster Master Zero series is over 250k copies sold

Srice
Sep 11, 2011

Argue posted:

So how's the Eden game? The criticism on this page seems to be against the Roguelite genre rather than the game itself. Does it scratch the MMBN itch? Is the loop satisfying enough to keep you playing for hours, like Dead Cells and Slay the Spire?

It's a lot faster-paced than MMBN (not just because there's no pausing to choose cards but also the game speed in general) but I think it's a fine game in its own right. My main beef with it at this point is that the Switch version has some technical issues (it's pretty easy to do a build that causes serious performance issues, sometimes outright freezing for half a second) but it sounds like the dev is working on getting that fixed. At this point I wouldn't say it's as good as either of those games but I think it has room to grow. The sheer number of characters alone has kept the game fresh for me, especially since there are different loadouts to start with.

chumbler
Mar 28, 2010

Srice posted:

It's a lot faster-paced than MMBN (not just because there's no pausing to choose cards but also the game speed in general) but I think it's a fine game in its own right. My main beef with it at this point is that the Switch version has some technical issues (it's pretty easy to do a build that causes serious performance issues, sometimes outright freezing for half a second) but it sounds like the dev is working on getting that fixed. At this point I wouldn't say it's as good as either of those games but I think it has room to grow. The sheer number of characters alone has kept the game fresh for me, especially since there are different loadouts to start with.

On top of that, for the steam version at least the dev is listening to feedback and actively updating it and fixing a lot of the struggles people have had with getting used to the game or things that feel weak or are bused good. Obviously switch updates will be slower, though. It's definitely a hard game to get up to speed with and there's a lot of stuff that isn't explained (for example picking a focus or two to tilt your odds on new cards and using removes on pacts and relics), so I think there has been a lot of adaptation pain in the reactions.

PaletteSwappedNinja posted:

Inti Creates put out another announcement video:
https://www.youtube.com/watch?v=tQ3ZNpiR_a4


Dragon Marked for Death is coming to Steam on April 21, the same day as the big 3.0 update on other platforms, and it'll launch with all the new content

Blaster Master Zero 2's getting another DLC character, Empress from Dragon MFD, she'll also be out on April 21 for $2

Gunvolt Striker Pack PS4 physical version is delayed due to virus bullshit but it is coming, the digital release is still coming on April 23

Dragon MFD has sold over 120k copies, Blaster Master Zero series is over 250k copies sold

This is cool and I hope DMFD does better on pc where online groups might actually be easier to get. It was fine after the first patch or two and has gotten good updates since.

chumbler fucked around with this message at 16:22 on Apr 7, 2020

Larryb
Oct 5, 2010

So out of curiosity, have they said anything about when/if Mega Man X Dive is coming out in the US? I don’t see it on the App Store at any rate (though then again I’m on IOS).

Lurdiak
Feb 26, 2006

I believe in a universe that doesn't care, and people that do.


I found this old tweet by the art director of Cadence of Hyrule. What a great little mega man!

https://twitter.com/pietepiet/status/834432185293762561

ImpAtom
May 24, 2007

Argue posted:

So how's the Eden game? The criticism on this page seems to be against the Roguelite genre rather than the game itself. Does it scratch the MMBN itch? Is the loop satisfying enough to keep you playing for hours, like Dead Cells and Slay the Spire?

It's honestly a really fun game. I would say the biggest problem it has is that it probably needed some QA members who were a bit more casual so they could rebalance around that. Once you get the feel for it though it feels extremely good.

The fact that it has a huge amount of playable characters, each of whom has at least two potential starting builds, and then customization throughout gives it a ton of replay value. That said it does have some overturned stuff. (A small-deck poison/shield build on Gunner for example can trivially carry you through the game just by mashing the use button.)

chumbler
Mar 28, 2010

ImpAtom posted:

It's honestly a really fun game. I would say the biggest problem it has is that it probably needed some QA members who were a bit more casual so they could rebalance around that. Once you get the feel for it though it feels extremely good.

The fact that it has a huge amount of playable characters, each of whom has at least two potential starting builds, and then customization throughout gives it a ton of replay value. That said it does have some overturned stuff. (A small-deck poison/shield build on Gunner for example can trivially carry you through the game just by mashing the use button.)

The dev has really toned it down in recent patches and done some good rebalancing. It's still tough at later levels, but the curve getting there is much more gradual now, and the difficulty gives a good feeling of accomplishment. Of course you can also still pull some real bonehead moves like the run I lost last night by casting whirlwind on Reva while she had her reflect up.

PaletteSwappedNinja
Jun 3, 2008

One Nation, Under God.
Gunvolt Striker Pack's out digitally on PS4:

https://store.playstation.com/en-us/product/UP1104-CUSA18839_00-GVSPPS4APPUS0000



Dragon MFD's out on Steam, and the 3.0 update's available on Switch:

https://store.steampowered.com/app/1149440/Dragon_Marked_For_Death/

https://www.youtube.com/watch?v=lutBS6MAtQo

Change log:

quote:

[System Changes]
A 3rd save slot has been added.
→ Select either NEW GAME or LOAD GAME from the title screen, then choose an empty CONTRACT to start a new save.
Explanations for each character have been added to the character select screen that appears after selecting a save slot.
Tips have been added to the loading screen.
The ability to upgrade weapons has been added to shops in the upper city.
Options to buy multiple items at a time have been made uniform across the weapon shops, item shops, and Black Market.
A control help menu has been added to the Inn.
A guide has been added to clearly discern the direction of Quick Commands set in the Inn.
The order of items in the control help menu has been adjusted, and many items have been added.
Text explaining the difference between contracts when selecting a contract has been added.
The quest selection menu in the Bar has been updated.
→ Quest rewards can be viewed by changing tabs.
→ The ability to check possible quest drops has been added.
→ Quest descriptions have been changed.
→ Available quest difficulty levels can be viewed without needing to select a difficulty.
→ When repeating a quest, the cursor will start at the last played difficulty level.
When failing to match with a guest in the inn, another search will occur automatically.
Once member recruitment is finished at the Bar, party recruitment will not reopen.
Chat options have been added to the Bar lobby chat.
A control guide has been added to the mini-map window (- button).
A Tips option has been added to the + Menu and the Inn menu.
Quest details can be confirmed in the + Menu during a quest.
An option to reduce effects that may impact visibility has been added in the options menu.
Display priority of the marker denoting the player character has been increased so that it appears over effects created by allies.
Enemy buff and debuff icons are now left-aligned.
Upon failing a quest, any items used on that quest will be returned.
When finishing off an enemy, the UI will display the change of targets.
Upon clearing a quest by defeating a boss, 1 minute will be added to the quest timer and status ailments will be cured.
Upon clearing a quest by defeating an enemy rush, 1 minute will be added to the quest timer when the clear gate appears and status ailments will be cured.
Actions performed by far away allies will not shake the player's screen.
The results screen has been updated.
→ Appraisal procedure has changed.
→ An effect has been added when appraising items.
→ An effect has been added when earning experience and gold.
→ A rare effect changing the color of item names has been added.
A training dummy has been added to the Medius slums.
Non-interactable townspeople have been added to the Medius slums.
[Character Changes]
Character level cap has been increased to 100.
New playable character, the Oracle, has been added and can be unlocked by meeting certain requirements in the main story.
New playable character, the Bandit, has been added and can be unlocked by meeting certain requirements in the Dragonblood Bandit DLC scenario.
New weapon categories and actions for existing characters have been added.
The Empress has been adjusted.
→ When the Ice Empress activates the Dragon Cannon with the ↓+A command, pressing up quickly will allow the cannon to aim upwards more easily.
The Warrior has been adjusted.
→ The power of the Wind Warrior's Dragon Tackle has been slightly increased.
→ The tornado created by the Wind Warrior's Dragon Smash has been made larger.
→ The tornado created by the Wind Warrior's Dragon Smash will now move forward slightly.
→ Start up on the Poison Warrior's Dragon Tackle has been made slightly longer.
The Shinobi has been adjusted.
→ The 3-stage ground combo has been made slightly faster.
→ The Poison and Ice Shinobi's Dragon Kick during the lock-on combo can be performed sooner.
→ A knockback effect has been added to the ground combo hit 1, and air combo hits 1 and 2.
→ When locked on, enemies other than the target can be knocked back with ground combo hits 1 and 3.
→ When pressing the attack button repeatedly in mid-air, the 2-step slash attack can be continued without interruption.
→ Hitboxes for kunai combos without lock-on have been made larger.
→ The attack power of the Thunder Shinobi's Dragon Kick has been reduced.
→ The attack power of the Poison Shinobi's Dragon Kick has been increased.
→ The attack power of the Fire Shinobi's homing shuriken has been increased.
→ The attack power of the Ice Shinobi's homing shuriken has been increased.
→ The attack power of the Thunder Shinobi's homing shuriken has been reduced.
→ The attack power of the Poison Shinobi's homing shuriken has been increased.
→ The Fire Shinobi's lock-on time has been increased.
→ The Ice Shinobi's lock-on time has been increased.
→ The Wind Shinobi's lock-on time has been increased.
→ The Poison Shinobi's lock-on time has been increased.
→ The Thunder Shinobi's multi-lock-on distance has been slightly decreased.
→ Damage scaling on the Thunder Shinobi's multi-Dragon Kick has been adjusted.
→ DP consumption of the Wind Shinobi's Dragon Dash has been decreased.
→ DP consumption of the Poison Shinobi's Dragon Dash has been decreased.
→ DP consumption of the Ice Shinobi's Dragon Dash has been decreased.
→ DP consumption of the non-homing shuriken has been made the same as the homing shuriken for all contracts.
→ The Fire Shinobi now throws more non-homing shuriken.
→ The Wind Shinobi now throws more non-homing shuriken.
→ The Thunder Shinobi now throws fewer non-homing shuriken.
→ The Ice Shinobi now throws more non-homing shuriken.
→ The homing shuriken now reduces aggro for other players.
The Witch has been adjusted.
→ Acquisition level for all elemental magic has been reduced.
→ Incantations no longer fail when attempting to level up max-level spells.
→ Unrelated spells will now be overwritten when chanting new spells.
(Example:Chanting an elemental spell with levitation stored will store the elemental spell instead)
→ All spell effects have been made more subtle.
→ Screen shake has been reduced on all spells.
→ Effects from spells cast during Dragon Surge have been made slightly more subtle.
Player hitboxes have been adjusted.
Players can now fall through thin floors when inputting the command immediately after landing.
Player skills that leave afterimages have had their effects adjusted.
Player sprites will be set to standing when speaking with an NPC in town or in a cutscene.
[Equipment Changes]
New weapon categories have been added: small-sword, greatsword, and magic focus.
Due to the addition of new weapon categories and player characters, all existing equipment has been rebalanced.
In accordance with the new level cap, new weapons and accessories of levels 91-100 have been added.
New weapons and accessories levels 91-100 can be upgraded in shops.
New weapons and accessories levels 91-100 have been added to the Black Market.
Categories for kunai and shuriken have been added for trade in the Black Market.
Sorting for the item Fastidious Badge has been adjusted.
Effects of all consumable items have been adjusted.
Exchange rates for some items in the Black Market have been adjusted.
[Enemy Adjustments]
HP for the boss Rivalis has been reduced for high level quests.
Behavior for the boss Amica has been adjusted.
Fireballs launched by the boss Atruum have had their positions raised.
For Deva Slime enemies appearing outside the Cavern of Torment quest, their behaviors have been adjusted to no longer counter-attack after receiving damage and will pursue targets further.
Smaller slimes spawned by the Deva Slime enemy now have a unique name and icon.
Behavior for the Gold Beetle enemy when attacked by a Dragon Dash has been adjusted.
A variety of the skeleton enemy that dies when defeated has been added.
The Thundertoad enemy will no longer be blown back by wind magic at certain timings.
When confused, the Hermit King enemy will now only use its poison bubble attack.
Enemies will now drop Old Marlayus Coins, Old Pagnas Coins, and weapon upgrade materials.
[Enemy Adjustments]
HP for the boss Rivalis has been reduced for high level quests.
Behavior for the boss Amica has been adjusted.
Fireballs launched by the boss Atruum have had their positions raised.
For Deva Slime enemies appearing outside the Cavern of Torment quest, their behaviors have been adjusted to no longer counter-attack after receiving damage and will pursue targets further.
Smaller slimes spawned by the Deva Slime enemy now have a unique name and icon.
Behavior for the Gold Beetle enemy when attacked by a Dragon Dash has been adjusted.
A variety of the skeleton enemy that dies when defeated has been added.
The Thundertoad enemy will no longer be blown back by wind magic at certain timings.
When confused, the Hermit King enemy will now only use its poison bubble attack.
[Quest Adjustments]
Additional rewards have been added to high level quests.
The quest "Training Grounds" (single boss battle) has been added.
New levels have been added to the following quests:
The Ogre FortLv110Sea of TumultLv110Werewolf HuntingLv110The Bell TollsLv110Undying DragonLv110Twin Dragon's EndLv110Unearthed RoyaltyLv110The Castle BurnsLv110Eastern TreasuresLv110Invisible AngerLv110Calamity's PortentLv110They Come from HellLv110Dragons' StruggleLv110Infernal LabyrinthLv110Resurging FlamesLv110Hidden HellLv110Truth in HeavenLv110Soul VesselLv110Marked For DeathLv110The Dragon's HoardLv110
Talking to the NPC Medica on the quest The Ogre Fort will no longer change the character's facing direction.
NPC dialog on the quest Cruise Escort will now advance automatically.
NPC dialog during the beginning of the quest Undying Dragon will now advance automatically.
The cutscene for the boss Jinryu on the quest The Castle Burns has been adjusted.
The cutscene after defeating the Asura Goblin on the quest Calamity's Portent can now be skipped.
Following behavior in multiplayer of the NPC Princess Miya on the quest The Castle Burn has been adjusted.
[Bug Fixes]
An issue where the player could still dash when paralyzed while using the Continuous 2 setting has been fixed.
An issue where the Warrior would stop dashing when inputting diagonal down while using the Continuous 2 setting has been fixed.
An issue where quest levels yet to be unlocked could be selected when recruiting a party has been fixed.
An issue where a connection error while recruiting an internet party would cause unintended behavior has been fixed.
An issue causing the game to hang when a connection error occured during a Dragon Combo has been fixed.
An issue that would cause the mini-map to display during certain boss fights in multiplayer has been fixed.
An issue where party members would appear on the mini-map while it was enlarged even while outside its bounds has been fixed.
An issue where the item effect P.Atk.xx% during Drg Sphere was not properly applied to some weapons has been fixed.
An issue where the Warrior's tackle and Dragon Tackle would improperly cancel an enemy's invincibility status has been fixed.
An issue where the Dragon Guard could cause treasure chests to appear in an improper position has been fixed.
An issue where the Shinobi would appear to be walking while dashing has been fixed.
An issue where the Shinobi would appear backward while dashing has been fixed.
A rare issue where the Shinobi would get stuck to a wall has been fixed.
An issue causing the Shine spell to last for an unintended amount of time after being recast has been fixed.
An issue where the camera position would return to default after defeating the boss on the quest Twin Dragon's End has been fixed.
An issue where unintended behavior would occur when defeating the second dragon in the quest Twin Dragon's End in multiplayer has been fixed.
An issue where the enemy Flygolin that drops a key in the quests Unearthed Royalty and Tomb Rescue would get stuck in terrain has been fixed.
An issue where the spear on the quest The Castle Burns would not function properly in multiplayer has been fixed.
An issue where the NPC Princess Miya would not move on the quest The Castle Burns has been fixed.
An issue where the boss Jinryu would fail to appear on the quest The Castle Burns has been fixed.
An issue where the camera would become unable to show the floor when zoomed in inside the boss fight on the quest Invisible Anger has been fixed.
An issue where an attack performed by the boss Rivalis on the quest Dragons' Struggle would be impossible to avoid has been fixed.
An issue where the camera would be returned to the default position after a cutscene during the quest Dragons' Struggle has been fixed.
An issue where the clear gate could appear on the quest Cavern of Torment before all enemies are defeated has been fixed.
An issue where enemies would appear in an incorrect position when attempting to spawn where the Dragon Guard was deployed on the quest Cavern of Torment has been fixed.
An issue where a gimmick on the quest Soul Vessel would trigger repeatedly has been fixed.
An issue where falling lanterns on the quest The Castle Burns could fall repeatedly has been fixed.
An issue where the boss Rivalis's attacks could remain on screen after being defeated has been fixed.
An issue where the boss Rivalis (berserk) would not correctly use an attack has been fixed.
An issue where the boss The Sea Lord's Executioner would not leave its shell has been fixed.
An issue where the Dragon Tackle would pass through the boss Cthuhu while in zombie form has been fixed.
An issue where the appearance effect for the boss The Ancient Primal Lord would occur twice has been fixed.
An issue where the enemy Asura Bat would attack during cutscenes has been fixed.
An issue where certain behaviors of the Knight enemy would cause it to avoid the Shinobi's lock-on attacks has been fixed.
An issue where the Thundertoad enemy would exhibit unintended behavior after being knocked back by an attack has been fixed.
[Known Issues]
The equipment effect "Magic attacks always hit" activates at levels below the equipment level.
The Witch can cast Condense and LV3 spells while equipped with a magic focus.
A patch to address these issues is in development. A date for this update will be announced as soon as possible.
We sincerely apologize for the inconvenience.

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Lurdiak
Feb 26, 2006

I believe in a universe that doesn't care, and people that do.


PaletteSwappedNinja posted:

This cartoon will suck but I fully expect it'll be better than the upcoming Castlevania Netflix series.

drat this post aged well.

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