Posted January 16, 2018
(Concerning the 0.5.12 update.)
Bugs:
Statistics - The Poison Mist/Darkness: Out of curiosity I got myself killed by... the poison mist/darkness in the Forgotten Sepulchre. My expectation was that a death to this mechanic would have expanded the statistic by an additional line. It did not. Falling to one's death is listed and that possibility only exists in one level as well. Could we get the the poison mist/darkness mechanic represented in the statistics as well?
Statistics - Equipment: The General Improvements as well as the recently added Mutations are currently missing from the statistics.
Pause Menu - Upgrades: The new upgrade from the category General Improvements is named "Stockchange" on this screen. "Stock Categories" (for instance) would seem more fitting and wouldn't lead to confusion with the already present upgrade, named "Stockchange" for players that talked about the game.
The Watcher - Wall Fixtures Glitch: More often than not the wheels of the Watcher's wall fixtures (the metal bits that remain on walls when the chains get removed) still keep spinning, even after the fight is over.
Spontaneous Invisibility: After another (unsuccessful) attempt to even participate in a Daily Run I quit the game yesterday. When I returned today, my Homunculus was but a shadow of itself. Or rather a twinkle from the eye of some alchemist handling a petri dish late one night.
I included a screenshot. See for yourself.
Obviously I played around with this for a little bit. All the common animations I tried had effect on the transparency. As expected, monsters could still perceive me as they did before and all other interactions (fighting, receiving damage, rolling, climbing, etc.) worked as well. For those who are intrigued: I can't recommend it, since being a tiny speck of light makes it harder to judge if the Homunculus is in melee range or not. The effect ended in the middle of the stair walking animation out of the Prisoner's Cell zone.
Balancing:
Mutations - ... Vampirism(?): A single digit HP gain for a kill seems a bit disproportionate. 1% HP gain would probably be too much, even at the cost of a Mutation slot. Could we maybe get the X HP per hit instead of per kill?
Suggestions and ideas:
Statistics - Equipment - Blueprint Percentage: I think I have collected all blueprints (40 Weapon Blueprints, 25 Active Skills). But without consulting third party sources, I couldn't tell. Also, Dead Cells being in development right now, those sources might be out of date. Could we get a percentage behind our blueprint counts?
Auto-Recycle On Completion: Could our gear be automatically converted into gold when we finish the game (using the formula of our current Recycling skill)? This would mainly be a quality of life improvement, so we don't have to wake up poor if the RNG hasn't been kind to our purse.
Bugs:
Statistics - The Poison Mist/Darkness: Out of curiosity I got myself killed by... the poison mist/darkness in the Forgotten Sepulchre. My expectation was that a death to this mechanic would have expanded the statistic by an additional line. It did not. Falling to one's death is listed and that possibility only exists in one level as well. Could we get the the poison mist/darkness mechanic represented in the statistics as well?
Statistics - Equipment: The General Improvements as well as the recently added Mutations are currently missing from the statistics.
Pause Menu - Upgrades: The new upgrade from the category General Improvements is named "Stockchange" on this screen. "Stock Categories" (for instance) would seem more fitting and wouldn't lead to confusion with the already present upgrade, named "Stockchange" for players that talked about the game.
The Watcher - Wall Fixtures Glitch: More often than not the wheels of the Watcher's wall fixtures (the metal bits that remain on walls when the chains get removed) still keep spinning, even after the fight is over.
Spontaneous Invisibility: After another (unsuccessful) attempt to even participate in a Daily Run I quit the game yesterday. When I returned today, my Homunculus was but a shadow of itself. Or rather a twinkle from the eye of some alchemist handling a petri dish late one night.
I included a screenshot. See for yourself.
Obviously I played around with this for a little bit. All the common animations I tried had effect on the transparency. As expected, monsters could still perceive me as they did before and all other interactions (fighting, receiving damage, rolling, climbing, etc.) worked as well. For those who are intrigued: I can't recommend it, since being a tiny speck of light makes it harder to judge if the Homunculus is in melee range or not. The effect ended in the middle of the stair walking animation out of the Prisoner's Cell zone.
Balancing:
Mutations - ... Vampirism(?): A single digit HP gain for a kill seems a bit disproportionate. 1% HP gain would probably be too much, even at the cost of a Mutation slot. Could we maybe get the X HP per hit instead of per kill?
Suggestions and ideas:
Statistics - Equipment - Blueprint Percentage: I think I have collected all blueprints (40 Weapon Blueprints, 25 Active Skills). But without consulting third party sources, I couldn't tell. Also, Dead Cells being in development right now, those sources might be out of date. Could we get a percentage behind our blueprint counts?
Auto-Recycle On Completion: Could our gear be automatically converted into gold when we finish the game (using the formula of our current Recycling skill)? This would mainly be a quality of life improvement, so we don't have to wake up poor if the RNG hasn't been kind to our purse.
Post edited January 16, 2018 by HeartsAndRainbows