Genome Guardian

Genome Guardian

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Problem: One shoting the Abyss at depth 5 wave 100 freezes the game.
I was using an FPS obliterating build and had to set the graphics as low as they would go to not destroy my GPU. It used Helios with lots of area damage and abused amber + freezer + Spamming fire to create nuclear fallout. The Microbes could not even get on screen thanks to Subwoofer making the area size so big that each area covered about twice the game area. Let's just say it worked a little too well and when the Abyss was Uninstalled from reality (Aka taken down in approximately single frame) the game didn't know how to handle it and got stuck on a white screen after the ending text.

https://steamcommunity.com/profiles/76561198884412175/screenshot/%p1%/

Edit: added screenshot of just before the game died
Edit 2: The game was able to run again after I closed it with task manager. It seems to be working normally but I think I missed an ending cutscene.
Last edited by 0tt0Jeff; Feb 1 @ 3:52pm
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Alpherior  [developer] Feb 1 @ 6:08pm 
Oh lord... Yeah, a cluster of areas from Helios certainly would do it 😅 There is an ending blurb of text - you can see what it is in the Discord if you check #story-spoilers-chat and just search "unlocked the Gamemode" for dusksteel's post.
The game practicality crashed from this so the abyss might need a buff to deal with Area shenanigans. The same strategy that killed the game evaporates the Ghost of the abyss as well (although those cases in particular do not kill the game). Maybe the abyss (and ghost of the abyss) could release an energy pulse that deletes all projectiles in the game area upon reaching half health and Absorbing damage (healing at a rate of 0.2 times the damage it is taking, or something like that. That ratio might not be the most balanced.) if it still gets hit immediately after that. Although, It's your game so if you want to keep this Abyss obliteration cheese strategy, that's cool too.

Edit: fixed typo
Last edited by 0tt0Jeff; Feb 1 @ 7:39pm
Alpherior  [developer] Feb 1 @ 8:40pm 
Originally posted by 0tt0Jeff:
The game practicality crashed from this so the abyss might need a buff to deal with Area shenanigans. The same strategy that killed the game evaporates the Ghost of the abyss as well (although those cases in particular do not kill the game). Maybe the abyss (and ghost of the abyss) could release an energy pulse that deletes all projectiles in the game area upon reaching half health and Absorbing damage (healing at a rate of 0.2 times the damage it is taking, or something like that. That ratio might not be the most balanced.) if it still gets hit immediately after that. Although, It's your game so if you want to keep this Abyss obliteration cheese strategy, that's cool too.

Edit: fixed typo

honestly that's a decent idea actually. Boss has 3 checkpoints on its healthbar and I can just clear projectiles at those points, will do that. Won't change too much balance-wise but will prevent this instant death.
Last edited by Alpherior; Feb 1 @ 8:40pm
That sounds like it would work but the build that killed the game was buillt around abusing amber, going crazy with the +projectile upgrades (whenever possible at least. I had bad luck with the RNG), and firing as much as possible to not hit 100% charge, so that might only reduce the Obliteration speed to 4 shots that either go to each checkpoint in less than a frame, or lag the game out so much that it just blows past the checkpoints and triggers several at once.

Maybe when a checkpoint is triggered, the abyss could also gain a projectile absorbing Sheild for 2 seconds that heals the abyss by around 1% of damage that is absorbed by the Sheild, and reset Sheild duration whenever it is hit. This probably won’t heal the abyss past a checkpoint that was already passed, but if it hits the point where that would happen, or several checkpoints trigger at the same time, then the player is clearly attempting a cheese strategy and maybe the abyss could call them out on that with the Text popups that it does and prevent the player from firing for a few seconds so the Sheild can disappear without getting reset.

Sorry if I’m going on a rant again. I’m just trying to figure out a way to prevent that build from uninstalling the abyss from reality again.
After further testing (and recreating the build a few times), I figured out that area weapons also go beyond 100% range if sufficiently huge, which can result in microbe spawning being rendered meaningless as the microbes will die the on frame that they are spawned in.
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