Backpack Hero

Backpack Hero

Not enough ratings
Cr-8 charge/component mechanics explained
By Macaco
Hello,

Despite the Cr-8 tutorial giving you a nice overview of some of the most basic mechanics of the character, it very much feels like the more granular details of how components and in particular charge work aren't really explained to keep the tutorial down to a reasonable length, and the test button doesn't actually seem to actually trigger everything its supposed to. That said, some of the more nitty gritty mechanics the game doesn't really explain much or at all can also be some of the most useful, so here they are.

Also doubles as a handy catalog of components split into somewhat arbitrary categories.

Very much WIP as I experiment with several of the components, and at least one is still missing.
2
   
Award
Favorite
Favorited
Unfavorite
The basics, and a few universal-ish gimmicks
- Generally speaking components will act as you'd intuitively think after reading their description, from what the tutorial tells you, and what it just visually looks like it should do if you use them as intended, but they get a little less intuitive as you use them in ways the game doesn't "expect". Generally this means that if a charge hits a component from an unintended side like the side of a repeater or the closed side of a toggle nothing will really happen and the charge will go on its original course. This is useful to exploit with rotators in all their forms (except toggler maybe) if you want a charge from one direction to rotate and another charge from a different direction to continue straight, like introducing a charge into a simple loop for example.

- Although you can generate multiple charges at a time, only one will actually move at a time, with the next charge "in line" moving as soon as the charge before it in order dissipates for any reason. The priority rules for how the game decides which charge to activate next are a little murky at times, but it appears to be something like this:



1: activate all charges coming from a given source in order of activation of the source, with each charge coming from a given source taking priority until they are all destroyed. In this example we have a core down below, a repeater in the middle, and a splitter on top. When activated it works in three steps.




1a: Core activates and fires a charge of 3, it hits the repeater which destroys the charge to generate 3 weaker charges, all charges from the core are destroyed, its "turn" is over.

1b: The repeater generates 3 charges of 1, one hits the splitter and is destroyed to generate two charges, but as the repeater still has more charges the splitter effectively doesn't do anything just yet until the repeaters turn is over, after all three charges from the repeater hit the splitter the repeaters turn is over,

1c: Now that it's splitter's turn it does its thing and fires three charges total (it won't split a charge of one), all going left due to the splitters preference. if all the charges were of at least 2 strength it would have fired six, left/right/left/right/left/right since it favors the left from this orientation and because it was activated 3 separate times.


2: If two or more charges are generated by multiple sources at the same time, activate the charges from top row to bottom, then left to right if multiple are in the same row. In this example the jagged sword will activate all these cores simultaneously, at which point the one up highest on the right will activate first, then the lower left, then the last one to its right
Flow direction






Mind that this also counts as a gem when trading for a higher rarity.




































Mind that this also counts as a gem when trading for a higher rarity.



























Mind that if a charge hits a toggle from a closed side it won't toggle, from the left or top in this picture
Simple charge buffing/spamming






Probably refresh-able with coal, although if this is the only thing you're resetting you're net zero on energy.















Probably refresh-able with coal, although if this is the only thing you're resetting you're net zero on energy.
















As far as booster is concerned anything that comes out of a repeater or splitter is a new charge. Meaning its trivially easy to go infinite using one of these using a simple loop.
















refresh-able with coal
















refresh-able with coal



































refresh-able with coal











Although it does destroy charges for the purposes of charge order, the charges it generates "inherit" the distance traveled of the charge that goes into it, this means you can smack it down right next to a ray gun, defensive grid, or booster and still gain the full benefit.

The charges are new as far as the booster is concerned, so this can be easily used to go infinite.

Despite looking like it has a "front" side it doesn't, you can use either side.
Advanced charge buffing/spamming





Haven't experimented with this one much, so still not sure if its charges inherit distance travelled or count as a new charge when using booster.






As the tutorial mentions it rounds up when splitting, a 3 charge will produce 2 charges of 2 strength.

What the tutorial doesn't mention is that if it receives a charge of 1 it will only redirect that charge, not split it into 2 instances of 1 strength charges, making infinites marginally more difficult.

When the charge enters from either the left or right side it will always fire from the middle side first (or only if you only supplied a charge of 1...). If the charge enters from the middle side it will always fire the charge exiting left first.


New charges inherit distance traveled and count as new for the booster.
Other















As previously mentioned the repeater and splitter will not reset the distance traveled of charges that go into or exit out of them, so don't be afraid to put either of them next to these guys if you have to.

Probably refresh-able with coal.


















Though not technically a component, I figured this was worth mentioning as it allows you to refresh one-use-per-turn components like the reactive core. Uncertain whether it refreshes one-use-per-battle items like battery.

Mind that it consumes an energy to activate so you'll need to refresh more then one charge of energy generating components to be net positive.
Infinites?
Very possible, boring, and deadly - sometimes to you if you let autorun rip and run into thorns. Just google it. Or if you have a booster, rotators, ambition, and a few other bits you can probably figure it out. Might get patched out I think.
3 Comments
cyan10101 Feb 9 @ 5:24pm 
I came to try to help get my 1 win to be able to beat the story, but even with your guide it is so confusing. The game went from fun to "doing math homework" when playing CR-8.
XtaleGaster Oct 24, 2023 @ 9:15am 
The components have heat values, what does that change?
Shefanhow Jul 15, 2023 @ 6:47am 
Chargers produce a new charge for the purpose of boosters or other only x per charge components.