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That's definitely a bug then, as when I did that one, it functioned normally, and just did one damage, and the barriers take a certain number of shots from the ship gun, they do not have HP. Have you quit out completely and then started the game again? Or maybe uninstall and reinstall with the saves backed up somewhere?
I did quit and restart. I'll have to try uninstalling/reinstalling.
Our reasoning for not including MG+ was because we wanted NG+ to be the main thing that players kept going back to and having an MG+ would have detracted from that. We also wanted the rewards to be earned on an even playing field where the difficulty was the same for every player.
That being said, we're constantly monitoring feedback from you guys, and if it seems that MG+ is a commonly requested thing, we might think of a way to include it back without breaking the current balance. :D
Give us some time to also look into some of the things mentioned!
- By right the Oinker spin attacks should not cause more or less stun locks than the base game because we're simply increasing the time scale. There is less reaction time from players though, which could account for that... but let us look into this to see if there is a bug.
- Sounds like a bug for the Gentlebros wand! Could you let us know what your full equipment set is so we can investigate the issue?
- Noted on Furggy Island! The intention was always to make this area surprise the player and turn it into a 'run for your life' situation, but let us see if we can tune the balance a bit more so it is more manageable.
- As for the Friendly Ship meowdifier, it was always the intention to have certain boss fights/quests not possible because of it. If those boss fights were impossible, then it would also not be possible to earn the rewards from them so planning your route around these limitations would be the game in itself. Remember, the goal of Mew Game is to just reach the end as doing anything extra would not increase the rewards you get!
As for this issue, it sounds like you're trying to use the Super Cannonpaws attack rather than the regular cannon fire. To shoot regular cannonballs, you can press the Attack button. Hope this helps!
Surely I was not going to max two separate saves; please never allow this to be a thing : /
1) It feels like it gives me less time to react, I've been 'stunlocked' by the pigs in the maze only once since I said this, and even then, it wasn't to death. However that was because I was being aggressive and instantly killing the three at the bottom 2 controls. Still, it is just a timing issue, and it might just be me.
2) I have been able to replicate this with several clothing items, wands, and swords, as well as accessories equipped. It seems to be something to do with the 'Pure Magic' meowdefier. While you can equip things, it doesn't allow them to act, but when you die, or something(it seems random honestly) it causes them to register as unequipped without going back in to do it, even when the model SHOWS them on it.
3) My only suggestion would be to slow them down, and maybe remove a spawn or two, especially directly in front of interactibles(and maybe a few around the fish). Or just add an environmental hazard we can trick them into running into to the island. It's an interesting idea, as I said, but there's just a few too many, and if they're RIGHT in front of what you want, like a chest or the gate, they force you to do a lot more work than I think was intended.
4) Good to know, it's why I mentioned the Fire Pi-rats, since that one is also unable to be completed with Bare Paws on. And I can see it, it just didn't happen in the prior two games where everything was possible with all Meowdifiers. This is a different take, and one with a more action bent as there are fewer puzzles, so it makes sense(note I LIKE that it's more actiony, with the only lengthy puzzles being attached to the Purrlove quest line)
5) I'm me, and I made this suggestion before, but hey, if you read this, I might as well make it again just because. I would still like an addition to the shops where you can buy stats, specifically Magic from Bonny in the Magic Shop with magic stones, and attack from Kidd in the Smithy with gold, both once you have maxed out spells and equipment upgrades specifically. This would give a point to those once you've maxed your stuff...especially the stones which I have a bundle sitting around in my inventory. Mind, I get that this is a balance issue, and you might still have more content planned you are trying to keep from outmodding right now, but it's something to keep in mind for this great pi-rat filled adventure.
Oh, and for the bug, to be clear, I'm playing on PS5, software version 1.3.0.
Thank you for the added information!
We're investigating this but have not been able to reproduce this issue no matter how hard we've tried.
If this happens again, could we trouble you to record a video of the issue and send it to contact@thegentlebros.com
Thank you so much!
Regarding the spike balls on Furgy Island, most of them are reasonably behaved, albeit a bit too speedy, but the one by Bonehead seems to play by its own rules. When I was trying to get things on the island, I'd gather up a bunch of them, lead them to the south of the island, then make a break for the fence by the Pi-rat King. Invariably, a single spike ball would follow me all the way there, while the others would return to their spawn point and disappear. By using the ship to get far enough away for the remaining spike ball to also disengage and return to its spawn point, I was able to identify it as the one by Bonehead. This happened multiple times, despite it not even being the closest enemy to the gate. When I started making sure not to catch its attention, I had a pretty easy time opening the gate. (I never was successful at getting the treasure guarded by two spike balls, though, so my Ruffer Enemies/Fast Furwards file is at 179/180 treasures.)
(This isn't really related to anything in the thread, but since I mentioned playing with my nephew: co-op with a 5-year-old makes the ship battles the worst part of the game, because one player just has to sit and do nothing, since trying to control the ship in tandem does not go well. Some of that comes with playing with a small child—I get to watch him sail in circles as he "dodges" cannonballs that he usually ends up then sailing into, so battles take a lot longer—but it would have been nice if one player steered and the other aimed the cannon, or something like that which kept both players engaged.)
I feel like this is better than I could have put it, but I'd like to add that this dungeon kicked my butt even without Fast Furwards. The proportional damage is understandable if you want to guarantee the player has to care about the hazards, but there's zero indication that it's going to be a quarter of your health (or however much it is, I've never been able to get a good look due to the double-tap issue mentioned in the quote), especially if you're using a higher HP/Defense setup. You go from being able to tank pretty much anything to dead in four hits, which just feels bad; on the same note, if you screw up in that dungeon without going back to save, you have to watch the cutscenes and be given the ice wand again, which is a mild annoyance, but I thought I'd point it out. Same goes for the fire mage hat chest; if you forget to go back and save, and then mess up a fireball dodge on the way to the boss, you have to do the fire mage hat chest again. (Side note, I'm usually good at timing-based games, but that chest is BRUTAL. Either I'm missing something, or the window to not get hit is really small, even on normal speed.)
I can at least say I've gotten this one with those modifiers, so it's POSSIBLE, but it took a very precise kiting maneuver to get them far enough away that they would deaggro right as I got to the chest. I agree that there could stand to be an obstacle or something, though, because as it stands I was only able to get the fish by being really high level so I had a ton of ship HP. That or don't have the enemies on the Furggy Island spiral section be the spikeballs; it doesn't make the fish feel like a fun kind of hard to me, it feels like a mean kind of hard.
On the subject of speed, though, I would greatly appreciate if the Dragon Boar cutscene was fast-forwardable, or better still, if it had a flag to make it only play the first time. That enemy is inherently supposed to be really hard, so it's going to require multiple attempts, and early on when learning its attacks you're spending more time listening to the "you died" jingle and then watching the slow fade out/in, before finally hopping up... to watch the dialogue and the ten-second enemy cutscene again. It's about a minute of waiting every time, all told, and it's INCREDIBLY frustrating to make a small mistake and die and then just have to WAIT, rather then go right back in for another try. I have no idea if this would be doable at this stage, but I think that fight would really benefit from having the dialogue and stuff play right outside the gate that pops up; that way the player can go back and save after the cutscene, and on subsequent attempts they can just run straight in and the fight starts. I have the same issue with the Twin Manors boss, but that one at least fast-forwards, and having to do it repeatedly is more of a me problem for going in underleveled. You have to fight the Dragon Boar underleveled, though, even if it's only by 1 in a normal file. (With Ruffer Enemies, though, it's a lot underlevel, which is why I feel like this is a necessary suggestion to make; I just got too frustrated to keep trying when it's possible to get nearly-oneshot, and a lot of its attacks can hit multiple times. I don't have an issue with it being hard, it's obviously supposed to be, but making the player wait between attempts doesn't add anything to the experience, imo.)