Steam installeren
inloggen
|
taal
简体中文 (Chinees, vereenvoudigd)
繁體中文 (Chinees, traditioneel)
日本語 (Japans)
한국어 (Koreaans)
ไทย (Thai)
Български (Bulgaars)
Čeština (Tsjechisch)
Dansk (Deens)
Deutsch (Duits)
English (Engels)
Español-España (Spaans - Spanje)
Español - Latinoamérica (Spaans - Latijns-Amerika)
Ελληνικά (Grieks)
Français (Frans)
Italiano (Italiaans)
Bahasa Indonesia (Indonesisch)
Magyar (Hongaars)
Norsk (Noors)
Polski (Pools)
Português (Portugees - Portugal)
Português - Brasil (Braziliaans-Portugees)
Română (Roemeens)
Русский (Russisch)
Suomi (Fins)
Svenska (Zweeds)
Türkçe (Turks)
Tiếng Việt (Vietnamees)
Українська (Oekraïens)
Een vertaalprobleem melden
Bats and blobs already have specialized multipliers (50% hp), as do a few other enemies.
The final arena is "early game" of Ng+1 for scaling. If Sodden spawns there he will have 3150 hp, normally 3030 in Ng+1. If nameless spawns there 3600 hp, normally 2000 in Ng or 5800ish in Ng+1.
but the dragon is giving me hassles. i hear it doesn't like lightning, and one of the npcs sells weapon oil for that... might work...
But makes no sense facing just the first boss on the last area and killing him with 2 hits. Sorry, this needs adjustments. Maybe the Nameless God should always be the last boss. BUT with more randomized bosses with him. If you enjoy steamrolling the game, in that case, you can just use the item randomizer.
The last arena has health similar to early game NG+1, a minimum of 3000 hp.
My guess is you're playing the release build and not the preview patch, as scaling has a bug in release where it turns off.
1.0.2.1 should release tomorrow to fix many issues but is available in steam betas until then.
Ok. I didn't know there was a new patch already. I'm gonna try this out tomorrow.
The Watching Woods were an absolute nightmare since the slimes were replaced with Saltfin Beasts (those giant spherical flightless bat-things in the Salt Alkymancery), who are ridiculously tanky, massive, and capable of knocking me clear across the area. Their high vertical hitbox also made them hard to jump over, which was a big problem in such a vertical area, but their crazy spinning attack often had them leaping to their doom.
I also had a really funny moment where the Sodden Knight was fought in the Tree of Men's arena, and when he did his leap attack he jumped right off the edge and died.
Gotta push your build to the limits. All in. Iron Rampart and ♥♥♥♥. Meme builds will not gonna fly.
Just wait for the Witch of the Lake to join the party.
1) The way the game randomizes the monsters (by swaping one for other) works well (in most of cases) in the early areas, sometimes giving you hell (which is fun). On the other hand, it sucks for the later areas, as you will probably get like two bats or zombies for the entire Crypt of the Dead Gods, for example (which is boring and pointess).
2) The ideia of getting more than one Boss at the same time is very nice. This gives the game some extra challenge. But I think it needs some kind of formula to be more consistent. For example, you may get an impossible fight by the Dome of the Forgotten, like The Disemboweled Husk + That Stench Most Foul + The Third Lamb at the same time, or other nightmarish combinations, but for the most time, you get just one, let's say, tier 1 boss. Even The Forgotten King, they always come just one of them (which is pretty easy, even if you get them at the beginning). My last fights were all pathetic, like just the Sodden Knight or something. I think The Nameless God should always be the last boss (but with randon companions).
3) In NG+ the game generates the same seed, which means you will get the same monsters, bosses and itens. This is boring.
4)Maybe (not sure) the items from Merchants should be randon too, as the way it is you can confortably plan the basics of your build as you do on the normal game.
TLDR: The ideia is great and i had fun with a game that I enjoyed but I was done with it. So thanks for that. But I think this mod needs some work to be great. It needs some kind of formula setting how many bosses/monster the game will throw at you, scaling with how far you go, so you have to push your build, farm and explore. The way it is, doesn't make much sense, as it starts great but soon it gets too easy and boring, and you can just rush to the end (by taking the Pitch Woods shortcut) after getting the Dart Brand and forget about the rest.
While I'm looking to polish some rough edges of the randomizer, I'm not planning for drastic changes.
In the base game only 6 out of 23 bosses are required for completion as there are either intentional or unintentional skips for the rest. You can rush through a lot of bosses intentionally, but the quickest path requires unintentional skips.
Drop grab from Banquet ledge =>
Dagger flip into castle =>
Wyrm
Exit/Reload (gives vertigo) =>
Drop (50% life) onto elevator in the Dome =>
Third Lamb
Climb over Ziggurat =>
Dagger flip into Pitchwoods =>
Witch of the Lake
Unskinned / Architect
Skourzh
Nameless God