Re: Pig Spell
Cast Awakening Part 5: Revolution
How many tries did it take you to win? It took me three.
How in the duck did you get those stats? I didn't get even close to that shit.
Nor your gold. Did you just only increase luck or some shit and hope you pick up some really op stuff?
Nor your gold. Did you just only increase luck or some shit and hope you pick up some really op stuff?
Did you make sure to clear out each level thoroughly before moving on to the next one?
Wow. I anticipated most people would have stats in the 30-range. It's neat to see exploits like that
Whoa, I didn't even notice the stats at the bottom. Yeah, mine were in the 30-range.
I think I remember getting that and finding it's the same as the duck one. How is it so powerful?
The hint on one of the signs says "Examine totems; rewards if friendly creatures are near."
I need no pig exploits!
Agh, I destroy everything on each floor but I still can't reach level 32! But my guess is that I've gone to a new location as soon as I've found it.
Agh, I destroy everything on each floor but I still can't reach level 32! But my guess is that I've gone to a new location as soon as I've found it.
Redink's clue should lead you in the right direction.
Agh, I destroy everything on each floor but I still can't reach level 32! But my guess is that I've gone to a new location as soon as I've found it.
I made sure to explore every screen on every floor and kill every enemy, and still just barely got level 32. I didn't use warp zones either, if that makes a difference, because I didn't want to risk getting too far ahead and I didn't know where they would take me.
I won on my first try. I didn't discover the glory of the pig spell until level 11 out of 13 I believe. At that point my stats were only in the low 20's. I underestimated how much easier things would get from there... I think I could have beaten it without the exploit on my first try looking back, but I used it because I really didn't want to have to trek through those long last levels again if it ended up being too hard.
Ironically, if it wasn't for level 24 making me give up my magic... I probably wouldn't have even tried using the pig spell. Also, lightning sword and the club both rock (club is very fast, sword keeps you safe from most attackers). Are there other DMODs that use this weapon attack speed mechanic? I use it in my DMOD, which I thought was unique. But now I see I'm not the only one who has thought of it.
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By the way, does the game take a long time to load screens for other people? If I even move close to the edge when it's screenlocked, the game will freeze momentarily, which can be bad if I have an enemy chasing me. I figure it's probably loading the magic that makes the whole game work, but I wonder if it really needs to do it that often. Or maybe my computer is just making it take forever, I don't know. The time it takes is reminiscent of loading a midi on Dink 1.08.
Agh, I destroy everything on each floor but I still can't reach level 32! But my guess is that I've gone to a new location as soon as I've found it.
I made sure to explore every screen on every floor and kill every enemy, and still just barely got level 32. I didn't use warp zones either, if that makes a difference, because I didn't want to risk getting too far ahead and I didn't know where they would take me.
I won on my first try. I didn't discover the glory of the pig spell until level 11 out of 13 I believe. At that point my stats were only in the low 20's. I underestimated how much easier things would get from there... I think I could have beaten it without the exploit on my first try looking back, but I used it because I really didn't want to have to trek through those long last levels again if it ended up being too hard.
Ironically, if it wasn't for level 24 making me give up my magic... I probably wouldn't have even tried using the pig spell. Also, lightning sword and the club both rock (club is very fast, sword keeps you safe from most attackers). Are there other DMODs that use this weapon attack speed mechanic? I use it in my DMOD, which I thought was unique. But now I see I'm not the only one who has thought of it.
-
By the way, does the game take a long time to load screens for other people? If I even move close to the edge when it's screenlocked, the game will freeze momentarily, which can be bad if I have an enemy chasing me. I figure it's probably loading the magic that makes the whole game work, but I wonder if it really needs to do it that often. Or maybe my computer is just making it take forever, I don't know. The time it takes is reminiscent of loading a midi on Dink 1.08.
The game uses a few heavy-duty scripts when loading screens and when Dink approaches screen edges. I might be able to improve the screen edge delay; right now it checks each possible 'map' to see which screen it should transition to, which is very quick in the first maps and considerably slower in the larger maps. If I can do some sort of hard-coded binary-search algorithm, I could improve the delay significantly.
Edit: also, I'm glad it's even possible to reach Level 32. In my only playthrough without cheats, I was really close (Level 31), so I doubled the experience of all enemies on Stage 12 and figured that would be good enough
Also, Warp Zones don't actually let you skip any stages; they still move forward a single stage, but it opens up a new location (if you haven't previously visited it).
As I mentioned in the dmod.diz, it really needed more time for playtesting. If you want to see how close to the deadline various features were added, check out the journal.txt file.
Edit: also, I'm glad it's even possible to reach Level 32. In my only playthrough without cheats, I was really close (Level 31), so I doubled the experience of all enemies on Stage 12 and figured that would be good enough
Also, Warp Zones don't actually let you skip any stages; they still move forward a single stage, but it opens up a new location (if you haven't previously visited it).
As I mentioned in the dmod.diz, it really needed more time for playtesting. If you want to see how close to the deadline various features were added, check out the journal.txt file.
It's definitely still a top notch DMOD, I've tried the whole randomized dungeon thing outside of the Dink Engine and I still couldn't get it to work well, so seeing it working so well in the Dink Engine is very awesome.
I would definitely love to see an update with things that got cut, though. That would be cool.
I would definitely love to see an update with things that got cut, though. That would be cool.
Yeah, it is a fun DMOD! Now all that is left is that the expensive sword and a well is on the same level... Or if I'm really rich when the sword shows up in a shop.
How is it that wells work? Do they accumulate gold as time passes?
You can put all of your gold into one, and it'll be inside future wells you encounter, whether on the same run or a different run.
OHH... I didn't even think that it might pass on to another run. That's nice. Thanks!
Got it. 100%! You really can't lose if you get your hands on the Compensator!
Nice! You might be the first to 100% the game. I'm no where closer than I was on the screenshot at the beginning of this thread.
Congrats!
If you don't mind, would you be interested in sending me your save-game file? I'd like to take a peek at some of the attributes from someone who completed it 100%.
It's also nice to see that it's possible to reach 100%; I didn't think there were any progress-breaking bugs, but you can never be too sure...
Anyway, I hope to release a patch in about a week or two that fixes the issue Paul report, includes complete Compensator graphics and a re-skinned inventory screen, adds a few new weapons and secrets, etc.
If you don't mind, would you be interested in sending me your save-game file? I'd like to take a peek at some of the attributes from someone who completed it 100%.
It's also nice to see that it's possible to reach 100%; I didn't think there were any progress-breaking bugs, but you can never be too sure...
Anyway, I hope to release a patch in about a week or two that fixes the issue Paul report, includes complete Compensator graphics and a re-skinned inventory screen, adds a few new weapons and secrets, etc.
Make it harder. It's too easy.
Oh, I managed to get stuck in a wall once, though I could probably have exited and reloaded to fix it (I used the debug script to move me back in bounds because I hadn't completely realized the game autosaves at that point). I don't know if it happened because of the collision bounds in the location I was in (which sadly, I've forgotten at this point) or because of the game slowing down due to the calculations and allowing me to enter the wall, but I could only go from one screen to the other but never back into bounds. It only happened to me once though, so it might not be very common. I should have taken a screenshot.
Thanks guys! I've sent you the save along with some remarks and feedback.
Since I love the Binding of Isaac games, it is only natural I love this one.
Since I love the Binding of Isaac games, it is only natural I love this one.
Sweet score man, these roguelikes man, can't stop playing them man.
redink1, make an endless mode. It sucks balls to get really powerful and then win and then be really weak again. :c
EDIT: Also, take THAT, newguy.
EDIT: Also, take THAT, newguy.
Someone's compensating for something with that sword. Also who's the guy in black robes, isn't he from Ms.Dink's graphic packs?
I do hope to come back and add more things... I've been absurdly busy lately, though.
@Redink, I promise to play it more than Thenewguy if you update it with a good deal of new things.
What is going on there? Chopping down a tree that is already chopped down?