Balancing, Branching, et cetera

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Luguiru's picture
Luguiru
Breakdown of the material market

This is going to be significantly shorter than the energy one.

What are materials?

Those little colorful square things you find in the Clockworks. Materials can also be obtained through token exchanges with Sullivan and Brinks. There are some boss exclusive materials which are rewarded for defeating certain bosses, such as Seerus and the Shadow Lair bosses.

How do we use materials?

Currently we only have two material consuming sources: crafting and daily prestige deliveries. Crafting does not use a lot of materials, even at 5*. The deliveries only eat about one to ten (usually the less materials required the more valuable the materials needed) a day and not everyone does them. Materials can also be sold to NPCs, crown return based on star rating of the material.

I want to sell or use my materials for something more than just a few crowns. I want the admins to make all materials worth a lot more so I can be a selfish child and get what I want while wearing this diaper!

The reality is materials are not going to be a major resource on the market, at least the more common ones; people still sell or use more common materials to rage craft low star items in hopes of getting some decent UVs, usually for more common equipment like Wolver 2* armor and Brandishes. Prestige does nothing other than change the little badge next to your knight name. If we want materials to be worth more, we would need something which eats up materials: a material sink. Do we need a material sink? Not particularly, but if someone wants to attempt a suggestion which involves making materials worth more they could use some guidance.

What would a material sink be? Materials can already be used to craft equipment, meaning a new material sink would be cosmetic and/or non-combat; for example, some guild hall upgrades which need to be built. Nothing actually vital to the game or gives a distinct advantage, but is somewhat convenient for those who care about their guild hall.

If guild upgrades are built using materials, how does Three Rings profit off this?

Making a guild uses energy. In my guild notes, blueprints to make guild hall upgrades costs crowns as equipment recipes do. I am not saying the objects built would be solely material consuming, they can still take some energy, but the majority of the cost for building the actual objects would be heavily material consuming. Energy is still being used, but at the same time so are a lot of materials. If people want custom guild halls they would have to make their own guilds, meaning more energy is spent to make these new guilds, while some materials and crowns are being eaten up to make non-combat stuff for hanging around when your energy is spent after a couple hours of gameplay.

Do we actually need to raise the worth of materials? Nurp. Do we have to use my ideas as the only material sink possible? Nurp. Is nurp actually a word? Yurp. To me it is.

Luguiru's picture
Luguiru
Extension to the survival minigame

This is not listed as an independent minigame because it can be tied into the other minigame in this thread here.

The original thread is here.

Overview

Since Three Rings has a thing for imitating TF2, and seeing as their most recent update has been a huge success, we may as well follow suit.

Before beginning everyone is stripped down to their Proto set and chooses whether to use a sword, gun, or bomb (all Proto). Only one weapon may be taken in the beginning. Your shield is also Proto. Nothing has UVs on it. Maximum of four players in a team. The team starts in an sealed off spawn area with a party button in the center (enemies may not enter this center area). There is a five minute timer which will automatically begin the game if the party button is not activated willingly. Rounds are divided into the three tiers; there is no separation of tiers, you can only continue until everyone dies horribly. The goal is to survive and defeat wave upon wave of enemies. Unlike the first link, this part is far more limiting and time consuming; instead of starting with whatever equipment you have, you are forced to start from scratch and may only use equipment which can be found in your own recipes list. Not your arsenal, your recipes; you also must have the entire alchemy line to upgrade to it for the minigame.

Each tier mode has its own set "survival tokens" which drop from enemies, same as before, but status variant ones drop a bonus status variant version. These status versions are required to craft armor with certain status resistances, such as fire for Volcanic Demo. All enemies drop tokens but only status affiliated enemies drop status version of the tokens. Unlike the other survival concept, the tokens are used only for the current round of the minigame. Once a tier is cleared and the team moves on to the next tier, the tokens for the past tier are no longer usable.

Why sit through constant streams of enemies? Your reward is based on enemies defeated and time survived, but victory is only possible when a set amount of "survival tokens" are collected by the party (these tokens are party based, not individual; if one person picks up one it counts as everyone having picked up one) based on the tier. Crowns, heat, materials, and equipment do not drop from any of these enemies as the other minigame. They still drop hearts, Vitapods, vials (status vials, remedies, pills), upgrades (see here); this entire extension is basically a more limiting difficulty of the original with a different reward system (see here), rewarding based on the end result rather than handing out tokens during the game then bonus tokens at the end.

Equipment

You still start with only Proto, right? How do you get that armor you always like using? You have to use the tokens you picked up during the round to trade in for equipment. Using the tokens does not affect whether your party wins, since getting those tokens is part of the game, but there is no means to refund them and they can be exchanged for upper tier tokens if kept. The problem is getting there.

Each tier lasts ten minutes and has an infinite stock of enemies to throw at you. Every enemy drops two tokens, status affiliated enemies one token and one status ticket (used specifically in crafting status resistant equipment) for that tier (if a T1 enemy drops two T1 tokens, those tokens may not be used to build a T2 item; same goes for the status tickets). These tokens are used to "build" temporary equipment for the minigame, but what do you build with? The tokens? Yes. What exactly are you building? Your list of recipes is your cookbook, and you can only go by the book; these temporary items only consume tokens (and tickets if it has status resistance) but are only for the minigame. They may not be taken out of the minigame to use in the Clockworks or other minigames as the Blast Network bombs and Lockdown classes may not. All these temporary items (each individual weapon, shield, helmet, or torso) are made under the following costs if they do not have status resistance:

    Star rating
  • 10 T1 tokens
  • 5 T2 tokens
  • 10 T2 tokens
  • 5 T3 tokens
  • 10 T3 tokens

For armors with status resistance, every resistance (if multiple status resistances apply) costs the following:

    Star rating
  • 5 T1 tickets
  • 5 T2 tickets
  • 10 T2 tickets
  • 5 T3 tickets
  • 10 T3 tickets

Two T1 tokens/tickets may be exchanged for one T2 token/ticket, two T2 tokens/tickets may be exchanged for one T3 token/ticket, and vice versa. Loadout may be changed in the center spawn room from your temporary arsenal.

Building temporary equipment is done in the center spawn room. There is no additional expense for negative resistances (vulnerabilities) nor compensation. If you have weapon and/or trinket slots active you will need to find unlocking upgrades for those slots as described here, but since there are no recipes for trinkets which can actually be bound to our knights currently there is no option to use them in this mode. Your weapon slots are still usable, but you have to find them; if someone does not have a third or fourth weapon slot upgrade active they will not pick up the unlocking upgrade in the minigame. Weapon slot unlocking upgrades are individual and only whoever picks it up may use it, but they can drop it if they want. They may not hold more than the amount of weapon slot upgrades active (one or two) on their knight.

There are no UVs in this mode. The round automatically ends if all participants are defeated. Energy revivals scale to the tier currently active and reset at the end of every tier. The only means of regaining health is through health vials, energy reviving, and having someone in your team give you some of their health; there is no respawning from a timer. This makes defensive armor more appealing to survive rather than fighting until you drop, dwindling the health pool your party has, without directly bashing Wolver/Gunslinger/SDemo users. They can still use the weapon specialist sets, but ought to know the risk.

Before the ten minutes every tier takes to complete ends the party has to defeat a preset amount of two hundred enemies and survive the ten minute duration, each of which are based on the tier the round is currently in. After the two hundred are defeated the party does not have to kill any more enemies, though they will still receive tokens to use for better equipment.

The spawn room only holds its barrier for the brief few minutes before the round actually begins. Once the round starts that barrier is gone. Enemies can walk up to the arsenal station and camp out if they want. They can also block the building station (not crafting; energy is not consumed here).

More may be added later.

Softhead's picture
Softhead
=(
Luguiru's picture
Luguiru

I refuse to support using two weapons at once. I do, however, support using a sword which also acts as your shield and gives up having them separate and status resistances to have a superior sword mechanic by either nerfing the other mechanics or buffing heavy swords.

Having two weapons at once would cause issues with bombs and make guns significantly overpowered.

Having a sword-shield would still have the ability to shield, but risk disabling the weapon if you are not careful with its health. It would make users more cautious of how they shield and attack instead of vomiting on everything they see.

Luguiru's picture
Luguiru
Some kind of flare gun [Branching]

This was in another thread somewhere but it seems to be missing from the index and my bookmarks. I probably have it listed under the wrong section or with an irrelevant link name, but if neither are the case I would appreciate if someone had the link for it or to clarify that it exists somewhere and I simply forgot about it.

The original idea was to have a gun which fires a single projectile akin to the original shard bomb mechanic; long range, fast, but not particularly powerful. It also inflicts a random status (among fire, shock, freeze, stun, and poison; no curse). I remember the original poster rejecting the idea of having weak damage from the bullets to balance its long range, so this is not a complete ripoff of the original.

The gun itself would be a bulky flare gun, with a chamber wide enough to house the pellet/shard. The firing mechanic is essentially the same as Valiance line with one major difference: firing is delayed briefly before the bullet is fired similar to the delay Antiguas have before firing. That delay allows dodging enemies such as Devilites and Wolvers to dodge, and lack thereof is part of what makes Valiance a great sidearm. Unlike Blaster line, the flare gun only has a two shot clip and allows strafing. The bullet itself travels ten spaces before dissipating at significant speed (Valiance and the old shard bomb projectiles have relatively similar speeds) but has a low damage rate which will be addressed shortly.

To stay consistent with the original thread, wherever it may be, each basic bullet inflicts a random status (among fire, shock, freeze, stun, and poison). The firing chamber on the flare glows to indicate the status inflicted by the next bullet you fire (orange for fire, light green for shock, blue for freeze, yellow for stun, dark green for poison). Each status has a 3/3 rate of affliction (moderate chance of moderate). The chamber color changes one second following the reload animation, meaning if you hold to charge after firing the color will stay; using the charge attack locks the flare gun to that color/status for ten seconds (very short charge time; ~2 seconds base). The charge attack does not damage in any way. The charge attack does not repel nearby enemies, create a status cloud, or juggle flaming chainsaws; it only locks the basic bullets to a certain status for ten seconds. The status inflicted does not have its duration or probability to inflict increased. It already has sniping and statuses, what more do you want?

Now we need some damage for this sucker. First of all, what damage type does it have? Is it pure normal like Valiance line? Obviously no pierce, that would be silly. Shadow feels unfitting for this kind of gun. What about element or normal, seeing as those are our only remaining options? We already have a lot of element guns and with normal its damage would have to be cut down a little. Alright, stick with normal; this gun practically has no charge attack to kill with, throw it a bone. How much normal damage should it have? It only has a two shot clip, though its statuses and normal damage means it has to have pretty low overall damage in spite of its reliance on basic attacks to prevent abuse. Since it branches from the 3* Blaster, we may as well compare it to Valiance line:

{D29, H1, neutral target, no damage buffs}

    Valiance (5*)
  • 108 per basic bullet
  • Three shot clip
  • Eight space bullet path distance
  • No delay between attacking and firing
  • Basic bullets interrupt and push back slightly
  • Charge bullet fires large projectile which blasts enemies away
  • Pure normal damage
    Flare (5*)
  • X per basic bullet
  • Two shot clip
  • Twelve space bullet path distance
  • Delay between attacking and firing
  • May inflict one of various basic statuses at a 3/3 (moderate chance of moderate) rate
  • Charge attack does not damage
  • Pure normal damage

Without having damage rates on either, which would you rather use going by mechanics alone? Realistically, Valiance; but the flare is more reliant on keeping your distance and interference than front line offense. In terms of basic bullet damage, the most commonly noticed tradeoff is the lack of a whole shot in the flare clip in exchange for more range and status. The lack of offense in the flare charge more than compensates for its statuses on the basic shots (which only includes the basic statuses) and its range proportionately means their damage per bullet can be the same. Then again, Valiance is not used for its charge for damage; its knockback even at close ranges is what makes it unique. Does the status affliction on the flare balance against the lack of a third bullet in its clip? The flare still has no charge damagewise whereas many weapons get most of their damage from the charge attack. Then we have the range on the flare, its twelve space range over the eight Valiance has. Two shot clip instead of three, twelve space range instead of eight. Valiance has the bigger clip while the flare has more range. It still lacks in damage but the statuses compensate its usefulness as a long range utility whereas Valiance is more of a close range utility gun.

Thrillhaus's picture
Thrillhaus
Great idea Lugiuru

If I could make a suggestion.

Have a section for Lockdown/PvP suggestions.

Also, if you could please rename my "Toggling and spectating in Lockdown" thread to something that more accurately describes it, such as "competitive play options for custom lockdown matches". I also have a thread on balancing the recon class that you may want to add if you feel it is well thought out.

Cheers.

Luguiru's picture
Luguiru

Changed it.

The reason there is no Lockdown/Blast Network section is because those are very specific topics and I do not have particular competence in either. Therefore someone who does have that competence needs to clarify whether the thread is acceptable, though anyone could claim to be great at everything just to get it listed.

I can set up Lockdown and Blast Network lists for others to check out.

Softhead's picture
Softhead
It doesn't use existing weapons.

It's like in the same group with the heavy weapons, normal and fast. Heck, example, a Katana.

This fits into the normal speed, with four swings. As it's it's it's own seperate line from all other weapons, it would have a different dmg output.

So lets say it's 1*. And we would put it slightly less than a hot burst and it deals normal dmg.

If you still disagree, it's alright. I just wanted to say this.

EDIT: Dual Wielding.

Luguiru's picture
Luguiru
What weapon

The dual wielding stuff or something in here?

Luguiru's picture
Luguiru
Do we even need dual wielding

Realistically, do we?

Even if there were completely new weapons, would it be worth the effort? What do people want from dual wielding other than the novelty? We already do a lot of damage and we already have weapons designed for rapid attacks. We already have weapons that cover larger areas of effect. We already have weapons that attack faster than other weapons.

Just because some new players ooze in here and vomit whatever they had in games they used to play does not mean we have to give in to their nonsense. I used to play Vindictus and they have a dual wielding class, sometimes I get on to check how things are going. It works there because Vindictus is a hack and slash style game. You can get through it without defending. In fact, only one of the existing classes in that game of five right now can even defend from attacks. One of the classes can regenerate a little when they get hit and another has some little armor effect, but the focus is to slaughter everything and dodge attacks with an actual dodge ability. In spite of what people may believe Spiral Knights is not a hack and slash style game. I still support the thread linked earlier to make sword use more diverse but I simply refuse to support using two weapons at once for this game as I refuse to support having more healing stuff in the game.

Ramboguy's picture
Ramboguy
yes

Luguiru +1

i just don't agree with the lower payout of clockworks runs / missions or w/e you are saying but the rest yes its quite right and u deserve credit for it.
recently I've seen a video of a guy that had 16,000,000 crowns (a "few" more) posted on the forums recently, what the hell is that? what he needs it for?
this is going all the way like the crisis thing at Europe... their sinking every player and we cannot afford one more single crown!

Luguiru's picture
Luguiru

I am against lowering Clockworks payouts myself, but if push comes to shove and we absolutely need to lower the amount of crowns our economy has we might have to.

Whoever has all those crowns, as long as they do not use them to buy from other players, is actually helping keep energy prices down. The reason crown sinks help lower energy prices is by taking crowns from the giant basin our economy has its stuff sitting in. If someone comes in with a bucket and takes away a chunk of those crowns, the basin itself being player held items (crowns, materials, etc.) and keeps them out of that basin it essentially behaves as a crown sink. If you get crowns from other players or the Clockworks and avoid using those crowns to pay other players you are acting as a crown sink. Crown sinks lower energy prices. The hard part is finding something to trade to those players which either uses crowns and/or does not use energy.

Fortunately the guild hall update has been finally announced and it may bring some crown sinks; if Three Rings cares about player happiness there had better be crown sinks.

Somewhere, I think it was in another thread, someone said I should be a game developer or something. Since then I have had several ideas for classes, enemies, skills, et cetera; some are too mature/violent for Spiral Knights so I will keep them to myself for the time being.

Zeddy's picture
Zeddy

Ooh, that was me! I'm actually writing a design document for a videogame I'll probably never get around to creating, too. The document elaborates on a damage system, various enemies, classes and equipment. It doesn't breathe a word about basic mechanics.

Luguiru's picture
Luguiru
I knew it had something to do with Fehzor

If you want to discuss it we can share some drinks down the hall.

Try to find Fez so we can have some order to prevent some of the nonsense I sputter. I might roll on about flying toasters or something.

Mamashimono's picture
Mamashimono
We got a nerd.

Sweet mother of god. Someone takes this game entirely too seriously.

Luguiru's picture
Luguiru

Thanks for the bump, chump.

Now I need to do link for posting.

Honk.

Dagunner's picture
Dagunner
+1

that sounds cool. coz we need better guild halls

and add a fire polaris and ice catalyzer: http://forums.spiralknights.com/en/node/39211

Luguiru's picture
Luguiru

I already rejected the first and the second is already in there.

Stop spamvertising everywhere.

Mentlegen's picture
Mentlegen
The idea with armor giving

The idea with armor giving bonuses to the whole party is GENIUS.

Klipik's picture
Klipik
It's not advertising, it's strategically placed marketing.

Hey Luguiru, could you check out these threads please?

http://forums.spiralknights.com/en/node/64687 - Cosmetic rewards for danger missions

http://forums.spiralknights.com/en/node/64547 - PvP Improvement suggestions

Luguiru's picture
Luguiru

Maybe after I get my entry done for this contest.

First one needs models or reference colors, second seems too dry for me. Find some Lockdown and Blast Network junkies to help you there.

Klipik's picture
Klipik
Recolorizations

I have the recolorizations for most of the items done already. and by "done", I mean they're already in the game. The only one i don't have is the Recon Drake Set, but I think you could get the idea. I've just updated my thread with the pictures.

Luguiru's picture
Luguiru
"T4+"

October 12, 2012

Before beginning and my computer crashes again, here are the bricks to our wall:

  1. This is not meant to replace or assimilate with an existing feature of the game
  2. This is not meant to be an alternative to maximize profit (grinding crowns)
  3. "T4+" is not a continuation from T3
  4. No 6*+ equipment or items
  5. No assimilation of existing bosses (Shadow Lairs already do this)
  6. Player health and damage scales to the sixth stratum (T3S6) throughout
  7. "T4+" is meant to reinforce teamwork and team diversity
  8. "T4+" floors do not have mini maps; you can only see what is around you
  9. "T4+" does not have a tier/stratum layout to check (you have no idea what the next floor is going to be)
  10. "T4+" contains variations of existing enemies, some variations on those existing enemies, and new enemies
  11. "T4+" floors end with a "boss fight" which may contain either a miniboss or a group of "T4+" enemies
  12. "T4+" enemies drop very little money and materials, but give normal amounts of heat (scaled to T3S6)
  13. The majority of monetary loot (crowns, materials; no equipment drops in here) comes from various optional halls which have treasure at the end, though getting there involves traps which rely on using certain weapons to pass; completing these halls is not required to continue through the floor to the exit but are the main source of crowns and materials
  14. {More may be added later)

For general combat here are the basic ideas of some effects granted to the six families with a few teasers of enemy concepts:

  • Beast
    • More resistant to knockback from guns
    • Gains attack speed and damage bonuses the less there are together; "lone wolf" effect
    • "Vengeance" transfers half its defense into attack when health goes below half its total
    • "Chromeleon" can disguise as a knight in the party
  • Construct
    • More resistant to attack interruption and knockback from bombs
    • Gain a movement speed bonus when near their own kind (same type of enemy [Lumbers with Lumbers, Retrodes with Retrodes, etc.], does not affect turrets/Gun Puppies)
    • Becomes a pile of scrap metal when defeated which can be picked up and placed by knights (each enemy becomes one pile, each pile can be picked up individually; functions similarly to statues and can be used to activate pressure pads)
  • Fiend
    • More resistant to attack interruption from swords
    • Defeated fiends create a "black hole" where they died which pulls knights into its single space radius; black holes do not damage or detonate and last ten seconds after the fiend was killed before dissipating
    • "Hunger" consume black holes to gain a defense bonus
    • "Thirst" consume black holes to gain an attack bonus
    • "Haste" consume black holes to gain a movement speed bonus
  • Gremlin
    • More resistant to damage from bombs
    • "Gremgineer" can use scrap metal from defeated machines to rebuild; see more detailed notes {to be completed}
    • All variations can build barricades (different kinds have different rates; "Gremgineer" has the fastest building rate, second fastest are Knockers, third are Scorchers, fourth are Thwackers, fifth are Mortafires, sixth are Demos, seventh are Mender, eighth are Ghostmanes) in preset choke points to disrupt the team
  • Slime/Jelly
    • More resistant to sword damage and knockback
    • More resistant to knockback in general
    • "Coagulant" variant has a chance to absorb projectiles and explosives, then release them upon defeat; release damages both knights and enemies
  • Undead
    • More resistant to gun damage and attack interruption
    • When a knight is downed enemies of this family can "feed" on them to restore health
    • Spawn with a defense bonus which wears off over time
    • "Relentless" are highly resistant to all forms of knockback but move slower
    • "Singed" leave a short trail of flame and inflict fire on contact to players; does not damage other enemies
    • "Frigid" can set ice slicks to trip up passing knights and place icicle stalagmites which act as spike surfaces

This is just an overview of the common enemies in "T4+". Each family will have its own post to go over the differences and additions compared to other families. There will also be a separate post for puzzle designs to house all these abominations.

Computer crashes while trying to make this post: 3

November 25, 2012

I decided to poot a little index for the rest of the 'T4+' stuff right here:

The same links are in the original post under "T4+".

Zeddy's picture
Zeddy
Ouch

Sorry about your computer problems.

T4+ seems like it'd be fun.

Vanillateddy's picture
Vanillateddy
T4

Sounds like it would give those vana walkers a challenge something that could make there skill rise without having to pay for SL.

Although the insentive is to still get crowns taking out the crowns by even half would make people not do it as much.

Luguiru's picture
Luguiru

I think I may have found what was crashing my computer. After the third time I switched to a laptop. The farthest I got on the desktop was brick eleven.

Stupid chunks of dust having parties in there. Go home, all of you! Spend time with your families!

I plan to go over how the rewards work after making stuff for all six families, the puzzles, and possibly some minibosses or I could just link some existing miniboss threads to add new stuff to the new stuff so you get new stuff while you have new stuff. There will definitely be something at the end of the rainbow, just not necessarily derpbillion crowns. Also, if the team can complete at least most of the optional hallways, they still get a decent payout; just not high enough to make it the new grind.

I want to start the families now but I have something else I should be working on first. I am not going to delay until that story is complete because that would probably take over a year from now. I plan to alternate updates: a family, then a part, then another family, then another part; until all the families, puzzles, and rewards are set on the table and someone calls the kids in for dinner. Then I can continue writing for the other thing while I think of more stuff. This thread may not stay on the front for long, bumped down by whatever nonsense people can sputter and what not, but at least we have bookmarks.

Luguiru's picture
Luguiru
Beast family in "T4+"

What do we know about our scaled and/or fur covered little boogers that roll around in mud and grass all day? Not including the whole "herp wolves are so amazing at everything because derp walrus laser cannons" obsession people have. I will never understand that. Is it a furry thing, a trend in anime, or something I would absolutely despise to the point of beating children with sporks until they bleed cheese? Does it have anything to do with what is inside a Wonder Ball? Does anyone even know what those are anymore?

They attack "fast", their damage is goo- alri- dece- they can attack, and swords are supposed to be especially useful against them against their hyperactive mobility. Lizards are still stupid, but the common face of this family is the fluffy little boogers we know as Wolvers. What about them, other than being fluffy little boogers? They are stupidly easy to fight compared to other enemies. Not just the normal ones, Alphas get pretty predictable, too. Before we can get new enemies to bash heads with for "T4+" we need to throw these dogs a few bones.

In the overview, these were the listed bonuses for this family:

  • More resistant to knockback from guns
  • Gains attack speed and damage bonuses the less there are together; "lone wolf" effect

First, resistance to knockback from guns. What does that mean? Guns that push things away. That pushing force, from guns, is reduced when used against enemies of this family. Wolvers (and Devilites) have the passive ability to automatically dodge projectiles from certain weapons; there are projectile firing weapons which can hit before they dodge (Valiance, Magnuses). For guns, even if the bullets would be dodged anyway, their knockback is halved against all members of the beast family for T4+. Halved. Why is it gun knockback instead of sword? Beasts are not known for being particularly burly or sturdy, but swords slice through them like butter. Flesh butter on toast. That sounds disgusting and interesting at the same time.

What does it mean to be a lone wolf? You stand alone, you fight alone, and you die alone. What does this have to do with actual wolves? Considering wolves are a pack based species, probably nothing; but when a wolf is cornered and healthy enough to fight back it will. Not that everything else is cowardly. Have you seen a zebra almost succeed to drown a lioness? All the amazing. All of it. Anyway, for T4+ beasts they benefit when their buddies drop but they stay standing. The effect starts kicking in when any beast (lizard/Chromalisk or wolf/Wolver) has less than five other beast family enemies within a fifteen space radius. If a lizard is derping off screen somewhere but still out of range, the wolf in front of you still gets the bonus. How much does the bonus give? First of all, this applies to both lizards and wolves; not just wolves. Lizards can benefit from being lone wolves. Stop being discriminatory against lizards. Every beast family enemy gets that invisible fifteen space radius around itself. The lone wolf effect may not happen if more than four other beast family enemies are within that range, not including themself. That means by having five beasts together no one gets the bonus. What happens if you take your Flourish and make one of those happy fluffballs into a kabob? Now there are only four beasts in their range. Once that pack of five (I was going to make it six but people would think I condone alcohol consumption) cuts down to four, all four of those beasts gain a 10% increase to damage and attack speed. At the same time. If another is dropped and there are only three, another +10% attack speed and damage. When only one is left unprepared for the picnic barbecue, they would have gained +40% attack speed and damage. Attack speed affects their attack preparation and animation speed. Damage affects damage, you derp. Wolvers are usually stunted by their attack delay stopping them from biting you in the buttocks when they teleport behind you in T3, but now they can do more than just bite you back there. They can pretend to be Diglett all they want, then pop out to be obnoxious for only a few seconds before digging around again. For lizards they can give you a wet surprise (no mature implications intended) with their tongue after dropping their transparency cloak, then recloak and run off. Silly lizards. Keep your tongues out of there. Note that movement speed is not increased through the lone wolf effect.

Enough with what we already have, onto the fun stuff already!

Unless something else flies in and leaves its calling card on my lap, I have two new enemies to add to the fluffy and scaled derps that make the beast family.

The first is named "Vengeance" and is a Wolver style enemy. How does it work? Imagine an Alpha; not just any Alpha, but it can change its attack direction on every one of those three bites. However, it will never attack in the same direction consecutively. See below for an example.

O = open space
X = you
V = Vengeance
T = trail points in its pattern

Before attacking
O O O O O O
V O O O O X
O O O O O O

First attack
O O O O O O
T V O O O X
O O O O O O

Second attack
O O O O O O
T T O O O X
O O V O O O

Third attack

O O O O O O
T T O V O X
O O T O O O

Each of its three bites can either make it lunge forward, diagonally to its left, or diagonally to its right and may not repeat the same direction (forward, forward, diagonal left; diagonal left, diagonal right, diagonal right). It can still attack in the same direction twice in a single combo (forward, diagonal right, forward) so long as the repeat is not immediately after it already went the same direction. That means if you stand right in front of where it just attacked and let it bite again, that second bite will not be able to repeat toward you; but it can still use that third bite to get you.

Vengeance has another feature outside being cross eyed: when its health reaches half its maximum amount, its defense is cut in half and the difference is eaten by its attack. Since all T4+ enemies are supposed to have high health while knight damage stays the same as in T3, here is an example of how the transfer would work:

  • 3000/3000 health
  • Resists 600 damage from element
  • Resists 300 damage from normal
  • Resists 300 damage from shadow
  • Resists 0 damage from pierce
  • 500 damage per bite

Vengeance loses 1500 health

  • 1500/3000 health
  • Resists 300 damage from element
  • Resists 150 damage from normal
  • Resists 150 damage from shadow
  • Resists 0 damage from pierce
    • 300 + 150 + 150 + 0 = 600
  • 500 + 600 damage per bite; 1100 damage per bite

If defense is percentage based it would simply take 50% from defense and buff the damage by 50%. Considering defense for knights is additive based, why not have the same for enemies when they could just use the same system? Not that they would hand out their secrets like snacks.

The second enemy, "Chromeleon" is going to be very familiar for many. This freak is basically a Chromalisk, but with one major difference: instead of turning "invisible", it can make itself visually identical to someone in your party. What if no one else is in your party? You probably have no idea, but later on will be so much party reliant stuff for this pit of hell that you will want to have parties of six. And you will wet yourself. Change your pants. Anyway, Chromeleon can appear to be a member of your party; and attack, but if it attacks the disguise falls off. What kind of attack? The basic tongue skewering, but with significantly more damage than the average derped lizard. Once it attacks it returns to its normal form, a completely gray scaled Chromalisk with no significant features or decoration; just a plain, boring, not-rainbow-color lizard. It disguises, finds prey, attacks, then runs away; for ten seconds after this process, at the point where it runs away, its movement speed increases by 75% to make a quick getaway. This thing is meant to be annoying. Worried that your buddy is just standing behind you? Try swinging your GFaust through their head. Nothing happens if they are just being cowardly, but if that was actually a Chromeleon you just interrupted their sneak attack. Unlike other Chromalisks, Chromeleon does not inflict a status, but has more raw damage and can be far more of a nuisance to knights.

Vengeance and Chromeleon are not meant to be a replacement for common enemies nor rare; mini-minibosses. They appear somewhat often, a few times every beast floor, but not alongside the common lizards and wolves. More enemy concepts may be added later on.

Luguiru's picture
Luguiru
Construct family in "T4+"

Beep boop, son. Beep boop.

Constructs are relentless. They will chase you down, follow you home, and watch you when you sleep. Forever. Unlike those stupid lizards and doggies, robots have no sense of fear or any emotions at all. Emotion does not compute. They have great variety in their family from turrets to frontline knights to giant robotic trees; they also like lasers. Deadly lasers.

This is what the overview said for these robot menaces:

  • More resistant to attack interruption and knockback from bombs
  • Gain a movement speed bonus when near their own kind (same type of enemy [Lumbers with Lumbers, Retrodes with Retrodes, etc.], does not affect turrets/Gun Puppies)
  • Becomes a pile of scrap metal when defeated which can be picked up and placed by knights (each enemy becomes one pile, each pile can be picked up individually; functions similarly to statues and can be used to activate pressure pads)

First, resistance to attack interruption and knockback from bombs. What do bombs do? Explode. What are they exploding on? Big chunks of walking metal. They can take the blast but not necessarily the damage; bomb damage is unaffected, only knockback and attack interruption are reduced. Does it really matter that your Nitronome/Big Angry/Irontech throws everything everywhere, or Graviton flings metal around? Actually, yes; but usually you want the knockback to be toned down so you can keep using bombs to fight. Does that mean this is more of a reward than penalty? No, knockback is still supposed to be an advantage. Loss of knockback only helps you in close proximity to the point where even Flash would pat you on the back; the back of your big, clunky blast suit. Interruption tends to not be a problem with bombs on machines but is still a factor in battle when you take a Barrage to the factory; not that it would interrupt them anyway. Constructs for T4+, as the beasts, only take half the attack interruption and knockback dealt from bombs; this does not affect swords or guns in any way nor bomb damage.

Anyone who has played around with robotic toys can tell you they can be linked under a single transmission to command. What are we going to do with this? A similar bonus that beasts get, but instead of the bonus getting higher the less there are in an area constructs only gain. What kind of gain? Movement speed (does not apply to turrets for obvious reasons). How much gain? Say we have one Retrode, sitting around like a derp. Another Retrode walks up. That gets one bonus. How much is each bonus? All of +10% movement speed. Before you soil yourself, the bonus does have a capping point where it stops growing; otherwise there would be Lumbers flying around with +400% movement speed. Back to the two Retrodes, they walk into a bar, a- wait, wrong story. So now that there are two of them they both get +10% movement speed. Then a Scuttlebot derps up to the two Retrodes and they start one of these; now that there are three of them they each get +20% movement speed. With only one construct the bonus is 0%/invalid, when there are a total of two constructs together they each get +10% movement speed, when three are together they get +20%, and finally at four they each get +30%. The bonus stops at +30%, but everyone after those four that comes in for the party also gets the +30%. That means all they need is for robots beeping and booping together to start a tidal wave of mechanical death. Unlike with beats, the bonus only applies in a six space radius around the first construct to start the effect. If the construct acting as the epicenter is destroyed the epicenter of the bonus goes to the nearest construct to it or the second construct to add to the effect; the first of those options would risk a turret taking the torch and doing absolutely nothing with it. Other constructs would still chase after you, but the effect would have to transfer again thus making the original transfer to whatever was closest redundant. Silly robots.

As hilarious as sprinting Lumbers are, this is where it gets serious. I need my serious face for this.

Have you ever wondered what happens when a construct falls over and dies, even though as robots they were never alive to begin with? Right now, they fall over and disappear as everything else; but not anymore. When any construct family enemy dies, on the spot it died, a pile of scrap metal appears. This pile can be picked up and placed as if it were a statue and despawns automatically thirty seconds after it spawns. Scrap piles are like short walls; non-floor based projectiles can be fired over them, they stop you from running through them, but they can be moved around and used to hold pressure plates down. That means if you come across a pressure pad and you happen to have a scrap pile with you, those treasure boxes behind that gate are yours for the taking. What was that? You left all the scrap back there and if you go back now they will despawn from sitting out too long? Too bad. You were the one who wanted to be able to run around a completely empty hall instead of thinking ahead in case you could get treasure for your team. What was that? Teamwork and strategy are bad? Go play the normal Clockworks. No sissies allowed here.

No special new enemies for this family; yet. There might be something later. For now I need some glue in my ears.

Luguiru's picture
Luguiru
Fiend family in "T4+"

This is where it gets a little messy.

Fiends have two basic categories: quick little bunnies that flying around and giant hellspawn that want to kill you messily. The little and fast fiends tend to be more vulnerable to attack interruption and their attacks are faster than most enemies. To most players, fiends are the most difficult family because of how unpredictable their movement can be; except Trojans, those things are pretty predictable without derpbillion other fiends flying around to distract you.

This is what we have in the overview which was not there when I originally posted it for some reason:

  • More resistant to attack interruption from swords
  • Defeated fiends create a "black hole" where they died which pulls knights into its single space radius; black holes do not damage or detonate and last ten seconds after the fiend was killed before dissipating
  • "Hunger" consume black holes to gain a defense bonus
  • "Thirst" consume black holes to gain an attack bonus
  • "Haste" consume black holes to gain a movement speed bonus

Same as the other family resistance, fiends gain 50% resistance to attack interruption from swords. This will undoubtedly bother sword users everywhere, which is completely intentional; note that among the six families two gain at least one form of resistance from only one weapon type, excluding jellies which will be addressed later on. Those crazy, jiggly, deliciou- wait, this is fiends right now. For the majority of players, more specifically all the sword lickers out there, your foils/rapiers are not going to like the loss of interruption when waving your magic pixie stick around at the happy little bats and homicidal devil-things-that-wear-ties. Gun and bomb interruption is not affected for fiends. That means those few Callahan and Valiance users out there get a thumbs up. Bombers would still need something to deal with bats but we will get to that later in something completely unrelated to the whole T4+ stuff.

This is going to be either easily avoidable or the worst thing ever for anyone. When a fiend dies, whether it was a bat or an obese Trojan, a "black hole" spawns where they died. It works as a Graviton with no damage, no detonation, no knockback, and only a single space suction radius from the epicenter; it only lasts ten seconds after the fiend was defeated before dissipating. By itself black holes will never deal damage but definitely inhibit mobility by pulling you in until it goes away. Why would this be annoying? Imagine a dozen bats trying to hug you at once. You kill them. Now you have a dozen black holes around you. Now another dozen bats want hugs. You may now wet yourself. The new enemies described below will be willing and able to consume these black holes to gain bonuses. When that happens, each bonus only lasts thirty seconds upon acquisition to prevent potentially infinite bonus stacking. You will find out and cry a little very soon.

I am not going to lie or pretend I can avoid making this clear: these three enemies are intentionally freaks. They practically eat what was left of their brethren to empower themselves, and since they count as fiends themselves their own kind is fair game for feasting. For kids, right? Freaks eating each other? Nothing weird about that at all. I could throw some happy butterflies or prancing porcupines at you, but no, we have to have cannibals.

The first is Hunger. This thing appears to be an alligator and has a short and stout jaw. It can be gray-purple to match the common fiend color scheme; purple on its body and gray on reinforced areas such as its back and the top of its head. Keep that in mind. If Hunger walks over a black hole it will remove it from the floor, but gain a 10% universal defense for every black hole consumed; to prevent 100%+ defense Hunger will stop gaining bonuses at +70% (seven black holes consumed). Hunger knows to go to black holes to gain the bonus rather than accidentally stumbling upon them. That would be lazy and stupid. Hunger moves 120% the speed of a Wolver (pretty fast, but not ridiculous sprinting) and has two attacks:

  • Bite
    • Bites out in front of it. Unlike Wolvers, Hunger does not delay before biting; it just bites you. Alligators are fast, you know. Unlike normal Wolvers, Hunger can bite between one and three times as it wishes; with each bite it can move with up to a forty-five degree angle variation to its left or right at will between each bite. Each bite lunges as Alphas do, but Hunger does not have the burrowing ability all Wolvers have. Does it need it? Nurp.
  • Roll
    • Anyone who has wrestled with a gator and lived can tell you those punks like to roll you off if you grab on. Does that mean I wrestle gators? Very unlikely. When Hunger is not preoccupied attacking, it can roll in place; this is its area of effect attack and covers a two space radius from its epicenter (Hunger itself is about three spaces in length, one and a half spaces wide; tubby little booger). Yes, this attack does not technically damage from its whole body; since its tail and head would be outside of that two space radius you would either be in range to be bitten or completely behind it, though it can turn as it pleases. Hunger does what it wants. Crazy alligators. This attack may inflict stun (if enemies have the same status rates knight used weapons do it would be around a 4/2 [good chance of weak] rate of stun) and knocks enemies (knights; does not affect other enemies) two spaces away if hit. The roll only lasts around three seconds and does not move around the floor (Hunger does not move around on the floor while rolling, it rolls in place) while rolling. When Hunger stops rolling (they hating) it can attack by biting but may not roll within ten seconds of having already been rolling. In other words, no roll spamming. That would be silly. Rolling is triggered by either being attacked in close range for at least ten seconds or being attacked by two or more things at close range, like a couple knights spamming sword slashes on it. The rolling attack only has one second between "stop bullying me" to "I will spin you into a smoothie".

Remember how Hunger has different colored sides? While rolling, Hunger exposes his purple side for very brief moments; if attacked when the purple side is up, Hunger takes 120% damage. When the gray side is up it only takes 80% damage. Still completely possible without forcing it to roll, but arguably faster to kill.

And that was just the first of three.

The second act in this freak show is Thirst, the offensive counterpart of Hunger. Unlike Hunger, Thirst is smaller; a moskito. Not the tiny little pest you can swat with a rolled up newspaper, but a moskito the size of a Silkwing. The body. The wings are obviously moskito-esque, meaning almost as big as bat/Greaver wings. You will need a bigger newspaper. Call the press and order extras. You will also need backup so call the neighbors.
Thirst flies at the same speed as a Silkwing and does not get faster. What makes this bug so threatening? It steals health from you when it attacks. How much health? Well, not a direct proportion that would reveal how much knight health and monster health is exactly; think of how Menders heal. They just heal. For the sake of not overcomplicating everything at once, when Thirst successfully attacks it will attach to you for five seconds; if Thirst is still drinking from your knight when those five seconds, only the initial attack damaging you, it restores 25% of its current health. That means it restores more the higher its current health is, so kill it quickly. Unlike Hunger, Thirst does not have any bizarre or majorly threatening attacks; it acts more as a pesky distraction than the new Greaver/Devilite. If Thirst eats up a black hole, similar to Hunger, it gains a +10% bonus to attack. Unlike Hunger, Thirst can gain more damage infinitely; or at least until it can keep eating dead fiends to keep the bonus as high as possible, seeing as the bonus is only temporary with every black hole absorbed.

The third and final fiend here is Haste. Remember when I said I would never make an enemy based on something so obviously adorable, like a bunny? That never happened. Zip those pants back up, ladies and mentlegen, because this enemy is literally a bunny rabbit. An ashen purple little bunny rabbit. Why is that so threatening? It has teeth and will jump on your face, obviously; what did you expect, it cuddles you to death? Ridiculous. Haste runs fast like a rabbit at 200% average knight running speed but only has one attack: jump and gnaw. It can only jump while running, the jump makes it travel three spaces before landing, and it attaches to unshielded knights if it makes contact. It can still be picked off with any weapon, it does not constantly bite while attached, but it cripples your movement speed by 20% while attached to you. No, having multiple of these on you at once does not increase the effect by 20%; after the first Haste is on you, every Haste after only takes 10% movement speed; note that these T4+ enemies are not meant to be common, so encountering even three of these freaks at once is unlikely. The initial jump-bite still damages you, but does not do notably high damage or knockback; it jumps on you and hangs on for a ride. Little freak. How does it even do that? Just like Hunger and Thirst, for every black hole Haste absorbs it gets +10% movement speed; the bonus stops growing at +50% speed because of how ridiculously fast it is. Haste has a ten second cooldown between attacks but can flee from battle if it wants to or annoy you by running around everywhere. Fortunately it has pretty low health (around 90% normal Devilite health), but it will definitely be the cause of silly screenshots where people show off having bunnies gnawing on their head. Shenanigans. All of them.

A few important notes:

  • Thirst and Haste, when attached, cannot be shield bumped off. You have to attack them to get them to detach. You can attack anywhere within a single space radius of yourself to knock them off, including firing a gun or swinging a sword anywhere so long as something is attached to you to get off. For bombs you can place a bomb to remove them. Note that Thirst steals health after five seconds, allowing enough time for literally any bomb to blast it off you.
  • Hunger is big and heavy. Resistant to general knockback as Trojans are.
  • Both Thirst and Haste are meant to be distractions, not minibosses. Hunger is more like a miniboss and is supposed to have higher health than a Trojan.
Soarel's picture
Soarel
Have the devs seen this? They

Have the devs seen this? They should have by now.

Luguiru's picture
Luguiru
Gremlin family in "T4+"

Gremlins and constructs have good variation, unlike more predictable enemies like beasts or zombies. Unlike most families, gremlins are their own civilization; arguably fiends are just as amazing, but they come from the Spiral Knights version of hell under Ur or something big, evil, and smelly. They are a people. Just like us. They are very obviously capable of advanced technological progress, possibly including building us a ship to return to Isora or wherever the liquids we came from. We murder them for money. We are the best diplomats ever.

Gremlins have one thing most other enemies completely ignore: teamwork. They have medics to heal, a couple different kinds of melee (Thwackers and Knockers), a couple kinds of support (Scorchers and Demos), and even a couple expansion exclusive enemies (Ghostmanes and Mortafires). These little boogers are pretty well variated, unlike us knights where around 80% are the same soliding thing.

We only have these few things in the overview:

  • More resistant to damage from bombs
  • "Gremgineer" can use scrap metal from defeated machines to rebuild; see more detailed notes {to be completed}
  • All variations can build barricades (different kinds have different rates; "Gremgineer" has the fastest building rate, second fastest are Knockers, third are Scorchers, fourth are Thwackers, fifth are Mortafires, sixth are Demos, seventh are Mender, eighth are Ghostmanes) in preset choke points to disrupt the team

Blah blah, you already know about the whole resistance thing again; 50% resistance to bomb damage. Why so much resistance? Gremlins can be easily lured into any bomb. They may not stand all in one giant clump at once and have a little dance party while you toss a Barrage at them, but their common placement patterns makes them generally easy to bomb against. Why bomb defense? Six families, three weapons; each weapon is resisted by two families, most of which are weapons easier to use against that particular family, and the resistance truly inhibiting to the common player. To intentionally annoy you. The same can be said for all these T4+ additions, to take what we have right now and make it actually difficult instead of lazily messing with health or damage.

Gremgineer was originally going to be the engineering based enemy for my series of engineering posts (the main building tools, engineer armor, other stuff for engineers, and some notes on engineering equipment compatibility just to make sure there are rules to prevent abuse of the system) as either a miniboss or a boss on its own. I still plan on doing that, just like the spider boss from way long ago (I have the written notes for it but I lost the notebook somewhere around here), but Gremgineer is completely separate from that. This is just another gremlin to skip merrily in fields of metal like the others. Not to the point of facing more than one or two at a time, same as the other special T4+ enemies, but common enough to know it is not a boss.

What does Gremgineer do? For those hard of reading, especially the T4+ stuff on constructs, Gremgineer can pick up scrap piles and move them together. Where do scrap piles come from? Go back and read this. Yes, they can be used to block knights and enemies alike. Does that mean Gremgineer will know to block certain areas? Yes. Some maps have specific halls for knights to travel through. Gremgineers can take scrap piles to those points and place the metal so knights have to stop and move them out of the way, but would rather use that metal for something more important. The very meaning of their pitiful existence: to rebuild it into another construct. What kind of construct? Any of them. Not bosses, obviously. Or Shadow Lair variants. All status variants are fair game. To clarify what might come out of the three scrap piles Gremgineers need to do this, (they bring at least three piles within a two space radius of themselves, stand like an idiot for five seconds to build, then next to them the construct appears; if a pile is taken out of their range the process is halted) only one of the following types of construct may be built:

    • Lumber (no status; can still stun as always)
    • Redward (fire)
    • Silversap (freeze)
    • Electreant (shock)
    • Vilewood (poison)
    • Gun Puppy (no status)
    • Red Rover (streams of fire)
    • Rocket Puppy (rockets which can also inflict fire)
    • Sick Puppy (poison)
    • Sparky (shock)
    • Slush Puppy (freeze)
    • No Love Puppy
    • Mecha Knight (no status)
    • Firo Knight (fire)
    • Cryo Knight (freeze)
    • Volt Knight (shock)
    • Blight Knight (poison)
    • Retrode (no status)
    • Hotrode (fire)
    • Sleetrode (freeze)
    • Voltrode (shock)
    • Isotrode (poison)
    • Scuttlebot (no status)
    • Cinderbot (fire)
    • Brumabot (freeze)
    • Surgebot (shock)
    • Hazbot (poison)

The four basic status variants, their neutral variant, and for turrets their especially obnoxious rocket variant. Nothing amazingly spectacular to make you liquid yourself. Why would this enemy be so bad? Enemies it builds never drop anything. Not even hearts. Alright, that seems kind of fair, but does Gremgineer do anything else worth mentioning? Yes, but before we get to the barricade system there is one other thing: they can swipe at you with their small wrench, unlike the exaggerated nonsense Thwackers run around with, with rapid swings (three attack combo; imitates Calibur). Unlike the knight version for Spiralgineers to use, Gremgineer can hit pretty hard if forced into melee combat. It may not stick around to keep up the attack after landing a swing or two on you, but it runs 110% the base speed of a knight. It will usually outrun you. Normal gremlins run slightly slower than knights, making them easier prey to the common clone. Well, okay, then you can just switch to your favorite spamming gun or something that vomits projectiles to blast it away, right? Nurp. Gremgineer has one fatal flaw: it keeps things in its pockets, and when it gets knocked down from knight attacks things fall out of its pockets. What kind of things? A variety of things: small magnets, some nails, but most importantly small mechanical insects which will chase you like piranha and explode on you. The magnets pull you toward them with a very weak force and will only stop once a knight walks over them, though nothing happens after that. The nails act as single space spike traps, damaging knights who walk on them, but they disappear after the first hit. The robot spiders, however, run at 170% average knight speed, are slightly smaller than Knockers, and are immune to all forms of attack interruption and knockback. What stops them? They have very low health. Lower than Knockers. Unfortunately for projectile spewers they know how to dodge as Devilites and Wolvers do and will use that dodging ability as often as they need to. How can you avoid these tiny menaces? Kill Gremgineers before they can empty their pockets.

There might be more on Gremgineer later but for now we have to move on so I can keep playing Wakfu and murder skeletons with exquisite hats, then enslave them to use for evil later.

Barricades. Yes, just like the ones in here and in the Seerus mission, they can take three hits before falling apart. Where do they come from? Gremlins build them. How many can they make? Only one at a time per individual gremlin, but they can use each of their barricades to build a wall. There are already basic ranks for how fast different gremlins can build in the overview:

"All variations can build barricades (different kinds have different rates; "Gremgineer" has the fastest building rate, second fastest are Knockers, third are Scorchers, fourth are Thwackers, fifth are Mortafires, sixth are Demos, seventh are Mender, eighth are Ghostmanes) in preset choke points to disrupt the team"

But just how long does it take? See below.

  • Gremgineer: 3 seconds
  • Knocker: 5 seconds
  • Thwacker: 6 seconds
  • Mortafire: 7 seconds
  • Demo: 8 seconds
  • Mender: 10 seconds
  • Ghostmane: 15 seconds

Why the inconsistent rates? Why not have Gremgineer just be three seconds and everything after be one second longer than the one before it? Because that would be as boring as reading another thread about houses or healing weapons, though it would be far more intelligent and edible. Feces is disgusting. Does having Ghostmanes and Mortafires listed mean they appear for T4+ but not the normal Clockworks? Yurp. Does that mean the expansion instantly becomes pointless to purchase when people could just jump in T4+ to fight them? You can still only get the expansion exclusive weapons and helmets by purchasing it. All you get by having a couple normal enemies outside the expansion is the experience, though gameplay experience is a key factor to any game.

Once a barricade is placed it may not be moved. The gremlins can technically break their own barricades but they will not intentionally target them to attack. Considering the main floor map for gremlins has them all prespawned, they can build their barricades before you even find them if they want.

Mk-Vl's picture
Mk-Vl
Bump

And just wanted to say anything regarding LD Thrillhaus is your man so you can take him at his word.

Luguiru's picture
Luguiru
Sounds gudd

I know there are a lot of people out there who consider themselves fully knowledgable on Lockdown, seeing as more people are playing it now and have inflated egos.

Been a while since I updated this, especially that T4+ stuff. What was the next f-

Oh. Liquids. Now I have to update this.

Thanks for the probably glitched heat amp, unless it was somehow fixed without any mention in the patch notes somewhere.

Luguiru's picture
Luguiru

Double posts happen when I smash my face to post then roll around before it finishes loading.

I should start using my hand to click instead of my noggin.

"Use your head!"

Addisond's picture
Addisond
--

lol, yeah I can vouch to thrill knowing LD. I've played a lot of it myself, but I don't think I've discussed it anywhere near as much as he has.

Luguiru's picture
Luguiru
Slime/Jelly family in "T4+"

Not all that jiggles is edible.

Jellies, slimes, sentient snot; these oozing oddities are well known in countless games for the general purpose of crowding you. Unlike most games, the Spiral Knights jellies deal piercing damage and usually have some pierce relevant attack. That means they have some range ability in spite of how predictable and slow their movement usually is. Where do we begin to expand on this family? First, their ability to live up to their name: jelly. That means able to take a hit without significant repercussions. Sure, you can cut them up into little serving size pieces for your next dinner party after the toast, but how do you cut something which was never a solid object to begin with? How do you cut a liquid-solid-plasma-thing when cutting means separation so the material may not be reattached when they can just squish back into shape? Because Three Rings only cares about swords and using a bomb to explode the snot blobs into so little drips that they would be unable to reform again makes too much sense and that would make bombing useful so it must be bad. What do you want me to do, egg their houses? With explosive eggs? Maybe for Hallow- Oh, wait, that should be coming up soon.

Here are my vague overview notes for the T4+ jellies:

  • More resistant to sword damage and knockback
  • More resistant to knockback in general
  • "Coagulant" variant has a chance to absorb projectiles and explosives, then release them upon defeat; release damages both knights and enemies

Same as usual, "more resistant" means 50%; that means swords only deal half the damage and knockback to jellies. However, when it says "more resistant to knockback in general", that only means 25% general knockback resistance; that does not add to the existing sword knockback resistance: 50% sword damage resistance, 50% sword knockback resistance, 25% gun knockback resistance, 25% bomb knockback resistance. That includes sword projectiles (DAvenger, Brandishes). Does that mean this is specifically targeting common weapons and punching them in the face? Yes, but it also applies to all sword knockback and damage: Calibur and its spinning, Cutter and its single target sweeping, Troika and its hilarious charge, and so on. Jellies are soft bodied allowing them to absorb some of the brute force swords bring to the table.

I could go over the 25% knockback resistance for bombs and guns but it was already covered above, so now we can get to the fun part. This is the first kind of abomination I would create for a game if someone asked me to design a jelly/slime based enemy. This is the kind of thing people would look at and say to themselves "why the liquids would someone do that", then curse the evil which dared spawn such a vile creature. Dailies and mentlegen, I give you the Coagulant.

What does Coagulant do? We need a little backstory on the name before beginning. A coagulant causes blood clots. In the context of a jelly, it stiffens up. Does that mean this is just another one of these? Wrong. So very wrong. Coagulant has two major abilities: absorb projectiles to gain a defense bonus and absurd knockback resistance from everything, including shield bumping.

First, its knockback resistance; Coagulant may not be particularly large, around the size of a regular T3 Oiler/Quicksilver with a common lump-blob-tumor shape with a brown-gray color to make it especially ugly, but it has 75% knockback and 50% attack interruption resistance to everything with the T4+ jelly knockback resistances. This thing basically has the knockback resistance of a Trojan on the shield side but not the invincibility. How do you get it away from you? Kite. What happens if you fail? Fight. What happens if you want to prepare a charge to spam before actually fighting, but a Coagulant is already in front of you? That thing in your hand is a sword, not a fairy wand. By the way, unlike most of these funky T4+ enemies, Coagulant is meant to be a common spawn; you get to play with around five of these at a time. How wonderful.

Second, that absorption ability. How does it absorb? It still takes the damage from the projectile, but every projectile that hits it gives it 10% universal resistance for thirty seconds. That goes for all damage types and statuses. This effect can stack infinitely only to potentially keep 100% defense by replacing an expired projectile effect by a more recent projectile effect. The bonus applies every time a Coagulant is hit by a projectile, meaning multi-hit weapons will be a problem. You must destroy the non-believer. To clarify what projectiles are:

  • Gun bullets (derp)
  • Sword charge attacks (and the Winmillion basic attack, it fires a little projectile) that fire projectiles and/or series of explosions (Sealed, Brandish, Spur, Snarble Barb)

Why are there no bombs listed? The old shard bombs would have counted for having projectiles, seeing a the old design fired the shards as projectiles whereas the new shard bombs simply create areas of effect, meaning bombs do not give Coagulant the defense bonus because no bombs fire projectiles as of this post. Weapons which do not create projectiles such as Troika, Calibur, Flourish (though pierce deals less damage to this family and even less because of the sword defense it has) do not activate the defense gaining effect because they do not create projectiles on the basic or charge attacks, even if T4+ jellies have 50% damage and knockback resistance from swords. Why is interruption not mentioned? See the T4+ stuff on fiends.

Luguiru's picture
Luguiru
Undead family in "T4+"

All we want to do is eat your brains.

Undead are another generic type of enemy when it comes to a fictional world along with slimes/jellies and some kind of evil-demon-fiend-not-the-kind-of-guy-who-pushes-you-on-the-swing. A major feature of this particular type of enemy is coming in crowds and being easily targetable to area of effect and melee attacks, but what about projectiles? In most games, ranged weapons involve ammunition counts to prevent close range activity; does that mean to create an ammo system? Maybe if swords were all nerfed to around 60% of their current damage, then apply an ammo limit to guns and bombs (bombs can regenerate, gun bullets would have to be obtained from defeated enemies; this might be an addition to T4+ as well).

Before getting ahead of ourselves, here are our overview notes again:

  • More resistant to gun damage and attack interruption
  • When a knight is downed enemies of this family can "feed" on them to restore health
  • Spawn with a defense bonus which wears off over time
  • "Relentless" are highly resistant to all forms of knockback but move slower
  • "Singed" leave a short trail of flame and inflict fire on contact to players; does not damage other enemies
  • "Frigid" can set ice slicks to trip up passing knights and place icicle stalagmites which act as spike surfaces

The first part is pretty predictable, aiming at the Alchemer/Pulsar/Autogun spammers: 50% of their damage and attack interruption from their precious guns are taken away and thrown out the window of an eleven story building. Back to that thing about gun ammo for a moment, I have more evil ideas to roll with. For those who think the updated families and new enemies are cruel, the games have just begun.

The second is a personal touch in reference to every zombie related media, the ability to feed on the living; namely us knights. If and/or when you die, though the way this whole system is set up you will inevitably die by something unless you can perfectly sync with the rest of your team and help each other to survive (realistically only a handful of people would even consider attempting this), anything from the undead family can linger over your incapacitated "corpse" and "feast" to regenerate 5% of their max health per second. Not X amount of health, a percent. That means take down the big ones first if you think someone is going to drop. This feature enforces reliance on survival over trying to rush with spamming weapons, especially if it involves guns seeing as they have decent resistances to them.

This third part is another personal touch, though more based on my twisted imagination than stereotypical zombie movies/games. Once any undead spawns, digs out of the floor or whatever, it starts with a 50% universal (damage and status) defense; this resistance wears off over the course of twenty seconds, losing 2.5% universal resistance per second until it stabilizes. This temporary resistance does not already incorporate the gun damage resistance meaning guns are useless when the dead start walking.

This enemy is how I imagine an undead/zombie: it moves really slow, but it has irritating resistance to knockback. That means if you try to push it away, including shield bumping, it will resist; namely by 40% from all forms of knockback. That includes stun vials for those who know about that. This effect stacks with the T4+ undead gun knockback resistance for 90% gun knockback resistance, meaning your Polaris is practically useless here. This thing is also immune to fire, shock, freeze, and obviously curse. That means Shivermist is out, too (a lot of people consider bombing only useful through Shivermist/Voltaic). So what do you do? This thing is slow, just kill it you silly kangaroos. The name of this abomination is Relentless. To match its somewhat intimidating title it basically looks like a crawling zombie, having its legs cut off so that only short stubs drag from its body, but its arms are still bulky and threatening enough to grab you and eat your robotic little noggin. Yes, that is what this thing does. It can either swing its arms out at you, lunging while doing so, or attempt to grab one knight and "feast" on them to steal health. If successful in "feeding" the "eaten" knight is then tossed and inflicted with poison as well as having their movement speed decreased by 30% for ten seconds. The poison is curable through remedies but the movement loss is not. Relentless moves about 50% the speed of existing zombies, which is not particularly fast to begin with, but still has that knockback resistance and will track your path regardless of how far you are unlike most enemies which forget about you if you go off screen (~14 spaces away). Relentless will chase you. And it will eat you. And it will not give you hugs. Well, it technically gives you hugs, but it would also be eating you while it hugs you. Excellent.

The second enemy seems like it was inspired by something, but since I am unable to recall what it might be referring to I am going to say it is an original idea until then. Singed has two major features: faster than regular zombies and leaves a flaming trail in its path. Why does it run faster? Simple: Singed is a skeletal dog-wolf-thing. To make it even simpler, a skeletal hellhound. Its eyes glow red-orange with the fire which burns in its bones, the bones themselves singed a dark gray from the merciless flames which have consumed it. Singed moves at 120% the speed of an average knight, meaning fleeing is not an option. Singed still has that gun damage and knockback resistance from earlier, so trying to spam it away is also not an option. While trying to gnaw on your stubby little legs, Singed leaves a three space long trail in its path (where it travels) which does ignite oil, Oilers, and knights; for some reason in the overview it specified that it did not but it should say it does. This trail does not technically count as an attack but will ignite players who are caught or try to run in it. Besides running faster than a little bunny, Singed will also lunge and bite at knights similar to the evil rabbit in the fiend family; but it can bite while not moving, though doing so will not lunge in its attacking direction. Singed is a bad dog. A bad dog who will bite your legs off and drag you down with it to hell. Down to my porch. And I will tell Singed to stop bringing home strangers.

This third enemy is a little "cold-hearted", if you know what I mean. Frigid shares the trailing ability Singed has, but instead of a brief trail of flame Frigid will freeze its trail as a snail leaves a trail of slime; the main difference being this surface is slicked ice instead of disgusting mucus. The ice slick causes knights who walk on it to slip around. Normally I would go over every possible silly scenario that could come of this but anyone who has played a game involving ice slicks, which should be everyone over the age of fourteen at least, knows what happens when you get to slide around and things that want to eat you are everywhere. Aside from pulling ice related pranks, Frigid has another ability: throwing chunks of ice with a high chance to freeze upon impact (does not deal significant damage but the freeze has a very high rate and duration). What does Frigid look like? Well, Relentless is a crawling zombie and Singed is a skeletal hellhound, so how about Frigid being a disturbing combination of a polar bear with a gorilla, but with a skeletal head? When I get around to drawing these I am probably going to give people nightmares, but since I am already in hell it would be more entertaining than harmful. Frigid only moves around 80% of average knight speed due to its bulky size but can still chase you if it wants, though not very well.

There might be a fast zombie added or something to do with Kats, even if I think little of those flying blankets. The real threat is gore shredded skeletons trying to rip your limbs out, not toddlers during Halloween. You silly iguanas.

As a closing note to the T4+ families, this is not the end of the system past T3 in difficulty; this is just the enemies for T4 and up. Meaning there might be T5+ stuff. Just to spread the evil a little further. Now go to sleep.

Klipik's picture
Klipik
The problem with T4+...

...Is that all you're doing is upscaling every enemy from a T2 danger mission. The formula: Start with some mobs from the current tier, buff them a little, and then throw in some enemies from the tier above, that come with new mechanics. (Ex. Wolver burrow and turret spread fire in HoI) not saying that's bad, just saying. <(^_^)>

Luguiru's picture
Luguiru

Yes.

No.

Sort of.

The main focus is on the new enemies and restrictions, only one of which has been detailed already. Giving new abilities to existing T3 enemies is just a side bonus.

I recently got a scanning device so those sketches I promised might be up sooner than I expected, not that anyone else expected them to ever be up to begin with.

Luguiru's picture
Luguiru
Weapon restrictions for "T4+"

October 7, 2012

This is where we push our luck. You may want to tighten your pants belt and prepare for vomit inducing context.

Remember how the whole T4+ system is supposed to make you cry without just vomiting bullets and explosions everywhere? Seeing as that would be a stupid and unintelligent way to increase difficulty, this is a bunch of restrictions on our knights to prevent the kind of spam we usually do. This is going to be relatively brief compared to the other T4+ stuff.

The first set of restrictions are for swords.

  • One is a universal damage nerf for swords: all swords have their damage cut by 50%. Before you solid all over the recently cleaned carpet, there are restrictions for guns and bombs which are just as bad; that must make you feel better. This penalty applies to basic and charge attacks. All damage from swords, excluding status damage because those are statuses and not the sword itself, are cut in half. Keep in mind that swords being melee weapons means you can swing basic attacks all you want even if the damage is lower than usual.
  • The second one is going to annoy everyone: restricting charge attacks, namely creating a cooldown between charge attacks of fifteen seconds not including the time required to charge. You can still use the charge attacks, your charge times are not extended, this is just a cooldown between sword charge attacks. There is no limit on how many charge attacks you can use but they are limited by the cooldown to how many you can use over time. This is mostly to limit all the Brandish/Calibur/DAvenger/Troika spam a lot of people rely on as a crutch when it should be a top hat and monocle.

The second set of restrictions are for bombs which will significantly limit their use but not in the same ways swords are.

  • The first and last restriction is creating an ammo count for each bomb equipped. No damage loss, no radius loss, just an ammo count: but that in itself is a significant restriction. Each equipped bomb, if you have multiple equipped each has its own count, starts with an ammo count of twenty-five. After depleting your entire stock for that bomb you will not be able to use it until you get more ammo for it. How do you get ammo? All enemies drop three bomb ammo, each of which applies to all team members and all equipped bombs of all team members. That means if you have Alpha using a Nitronome and Agni and Beta using a Voltaic and Graviton, they kill one thing and pick up that three pack of ammo, both of them get +3 ammo for all their equipped bombs. This is to reinforce teamplay by giving everyone the benefit of the ammo instead of forcing people to compete. Ammo is allowed to accumulate infinitely but does not regenerate in any other way. However, if you complete a floor with two or less bombs, you will start the next floor with an ammo count of three for each bomb with two or less ammo. Placing a bomb consumes only one ammo for that particular bomb and does not affect other bomb ammo counts. Bombs do not share ammo caches and may not be transferred in any way.

The final weapon restriction is for, you guessed it, guns. This is going to use a similar ammo system as bombs have been given.

  • Guns start with an ammo count of fifty shots (each basic attack consumes one ammo, each charge attack consumes five) for each gun similar to the bomb ammo system. All enemies also drop an ammo supply of five which applies to all equipped guns for all team members, just like with bombs. This is basically the same system bombs have but you start with fifty ammo instead of only twenty-five and your charge attack (as opposed to bombs only being usable with the charge attack) uses five ammo per charge. These ammo restriction systems are meant to deter overzealous spamming, seeing as the ammo is consumed whether it hits or not. Gun ammo also does not restore by any means outside collecting ammo from defeated enemies but considering how often ammo would drop this system only punishes spammers while everyone else can already play this way and not care.

More restrictions may be created later on so keep that pack of diapers. We might need them again.

October 8, 2012

Catalyzer charges only consume three ammo per charge instead of five but still follow all other rules.

Ammo collected from enemies is kept even if you do not have a gun or bomb equipped when the ammo is obtained and is applied to guns and bombs if/when equipped. That means if you do one floor with only swords, still collect the ammo dropping from enemies, then on the second floor switch to a gun or bomb, that gun/bomb will have its normal ammo count (fifty if it has not been used for that particular expedition yet) plus the amount gathered during the expedition thus far. It will also continue to gather ammo as you continue. However, if on the third floor you decide to store that gun/bomb again then use it again on the fourth floor, when you reequip it the gun/bomb will still have the same ammo count as it had when stored. This only applies if this all happens during the same run; going in to collect ammo and not using any of it, then returning to Haven and coming back will not keep the ammo from the previous run. Just like vials. All guns and bombs still have their own individualized ammo counts meaning if you have multiples of the exact same weapon (two Valiances, etc.) they will still have their own unique ammo cache; they will not combine just because they are the same weapon type though the game already identifies weapons as individual even if they are the same (two Valiances with the same UVs or neither having any UVs, etc.).

Doctorspacebar's picture
Doctorspacebar
Nice.

I'd honestly love that playstyle. And I'm a bomber.

Luguiru's picture
Luguiru
Clarity

That system is just for T4+, not for T3-, because it potentially stops you from using all guns and bombs equipped if you waste all your ammo; if you are not using a sword and have no ammo you would be derped.

And respawning pots are not a commodity.

Or throwable vials, though they still drop regularly from enemies but are not on spawn pads or are guaranteed to drop.

Before anyone asks, the -50% sword damage from the restrictions does not stack with the -50% sword damage taken by T4+ jellies/slimes for -100%/complete immunity to swords; the -50% for swords is calculated before anything else applies, including equipped damage bonuses. However, having bonuses for swords does not undo that -50%. That -50% for swords affects the base damage and damage modifiers (whether resistance or attack) are taken into account using the new numbers after being halved from the base values. If that makes sense. This needs an example:

Alpha has full Skolver-Barbarous for +6 (+42% sword damage) and goes in T4+. Normally (T3-) a basic swing from their Leviathan deals 200 (to keep this simple) without the damage bonuses from their equipment, which would bump it up to 284 (200 * 1.42). By being in T4+ that 200 is cut down to 100, then takes into account equipment bonuses to bump it up to 142. Now Alpha is fighting a jelly which halves taken sword damage, lowering that down to 71.

Zeddy's picture
Zeddy

I think the ammo system is a bit too flat for guns. Why would anyone use antiguas over alchemers when the antigua will deplete its 50 bullets faster than the alchemer will?

Thinking something like x * clip size would work better (so 2x alchemer shots, 3x blaster shots, 6x antigua shots), while the pickups restore one clip rather than a flat 5 shots.

Aureate's picture
Aureate
Processing Thoughts of You Always

/e raiseth a hand

Erm. How exactly is your gun ammo thing going to work with the Autogun lines? Given that they fire pretty much a bajillion bullets at once, is the count going to drop for each bullet fired, or for every time you press the fire button? Because if it's the latter, that would be ridiculous. Also, as Derp says, it might be better to tweak that 50 shots into an appropriate number of clips per gun (about 10-20, perhaps?). Other than that, everything is mostly cool and froody looking, so have a towel.

Luguiru's picture
Luguiru
Well liquids

If it went by clip size it would still have to count every bullet since people still know how to clip stall to get around having to reload, though the central point of having an ammo limit for guns is to stop people from spamming bullets everywhere. We could go with a base amount of bullets so everyone starts with the same amount of clips, but after that you would have to be responsible for your own bullet use. Say, for example, we start all guns off with fifteen clips:

  • Antigua: 15 * 6 = 90
  • Autogun: 15 * 2 = 30
  • Alchemers: 15 * 2 = 30
  • Blaster: 15 * 3 = 45
  • Catalyzers: 15 * 3 = 45
  • Pulsars: 15 * 3 = 45
  • Magnuses: 15 * 2 = 30

Not exactly the most equally distributed caches. If we made special exceptions that would force balance among guns when the guns themselves should be balanced outside this system.

Ammo consumed by basic attacks is per basic attack, meaning if you use an Autogun which has clip size of two each basic attack consumes one ammo. Zeddy was right to point out clip based ammo, but then everyone would just go for the guns which would start with more (Antiguas and Pulsars mostly) to have a starting advantage. All enemies drop five ammo each and everyone would still start with fifty basic attacks (using gun charges consumes five ammo per charge for all guns), and since ammo applies to all team members instead of only whoever picks it up it should be relatively easy to play this way as long as you can aim relatively well. If I wanted this to force people to not use guns or bombs I would start them with no ammo and make them collect it by forcing them to use swords at the start.

Towels. I shall use it for evil.

Theozai's picture
Theozai
nice stuff, but it's a tad long winded, and hard to read it all

I suggest adding a "TLDR:" either beneath the header or as a footer for all of your posts. I used to have the same problem, but I learned how to make my posts way more readable, and thus got more response.

The use of paragraph breaks also helps a lot whenever you change direction, ideas, or subject within your main subject, sort of like I just did.

now, as for your post on the Omega Shield, that is a very interesting idea, I hadn't actually realized that it's defense values didn't change much from the Stone Tortoise, but now that you mention it, I wouldn't mind it just having more of the Tortodrones resistances, with some added advantages. I'd also like to see it be LARGER then the Stone Tortoise, rather then smaller, cause right now, it's about as underwhelming as the heat shield :P (that shield could also use an update, at least a flame aura effect, steam, a faint glow or something, geeze)

Having a large amount of knock back on the shield for bouncing enemies away, is what the shield should shine at. The Tortodrone's primary attack was a ram, if I'm not mistaken. also, this isn't a "Tortodrone" shield, it's a "TORTOMEGA", suggesting it's the ultimate tortodrone variant. I think the shield should be better then the Stone Tortoise shield, if only in defensive value, but certainly not the same skin choice. I don't mind the purple, I just really don't like that it's smaller.

BTW, Shield Weapons would be awesome, I had that idea myself, just didn't mention it cause OOO's isn't doing anything "BIG" with SK yet, as far as innovating the game goes.

as for the ammo ideas, guns having ammo is actually a great idea, but how would you replenish ammo? by recharging it, pick ups like hearts and heat from enemies, or both?

Luguiru's picture
Luguiru

"I suggest adding a "TLDR:" "

That defeats the purpose of writing all the details. The details vital for people to understand everything. Understanding which is vital to know what the liquids you just read or you may as well be reading the nutritional "facts" on a cereal box. Eat our cereal, it does less damage to your heart than a handful of bacon.

I only break paragraphs where a new trail of thought or section begins. If you think my style is long winded I recommend watching this for a better understanding of why I do it. No, not the subject, but how they do it.

"as for the ammo ideas, guns having ammo is actually a great idea, but how would you replenish ammo? by recharging it, pick ups like hearts and heat from enemies, or both?"

I made it very clear how that works multiple times. This is why I never use TLDR.

Also, in case the post subject was not bolded enough to see, that entire restriction system is meant for "T4+" which has its relevant posts listed in the index under its own name. The index is the original post above the giant line of underscores.

Zeddy's picture
Zeddy
If I were to do it by hand
  • Antigua: 50
  • Autogun: 20
  • Alchemers: 30
  • Blaster: 40
  • Catalyzers: 40 and the charges would use 2 instead of 5
  • Pulsars: 30
  • Magnuses: 30

An approximation would be, say, 20 + 5 * clip size, giving us:

  • Antigua: 50
  • Autogun: 30
  • Alchemers: 30
  • Blaster: 35
  • Catalyzers: 35
  • Pulsars: 35
  • Magnuses: 30
Luguiru's picture
Luguiru
Them guns

Or they could all start with fifty, which is more than you would be giving them.

How about we base the starting cache on damage? Would that make everyone feel better? Base the ammo consumption rate on damage dealt? Autoguns would end up having ten or so ammo eaten per charge, Valiance and Magnuses would only be around three or four ammo per charge, and doing more damage or firing more bullets is bad.

I suppose the main reason Antiguas are not given an advantage in starting ammo is because since everyone already starts with a lot in their cache, and Antiguas have great mobility combined with speed and utility, that we may as well ask for miniguns in a zombie apocalypse to have more ammo than other guns because they use more. If there are reason(s) to not give as much ammo to non-Antiguas, such as being overpowered over Antiguas because of something, then that would mean having to set up individualized starting caches; but otherwise it would be a little too limiting for everyone else if Antigua gets a bigger starting box of supplies.

I agree with lowering the ammo consumption for Catalyzer charges, but to three per charge instead of two. Those things still do a lot of damage in the right hands

One last thing for gun and bomb ammo counts: even if you do not have a bomb or gun equipped, you will still collect ammo and it will store them on your knight for that run until you return to Haven and can use that pocketed ammo if you decide to change a weapon out to a bomb or gun and will start with the appropriate amount of ammo (if you do a floor with a gun and use ammo then store that weapon in a loadout station for the second floor, taking it out again for the third floor will not refresh the cache for that weapon; this can be done through the same system which already exists that identifies items as unique even if they are the same weapon with the same UVs or no UVs). This and the Catalyzer change will be added to the T4+ weapon restrictions.

Luguiru's picture
Luguiru
Vaporizer bomb minigame

Before anyone asks, this is based on this thread. This is also not my way of forgetting about other stuff in progress. Those missing lines in the index will be filled later on, this is just something relatively small to take a break from other stuff.

The name of the game is...to be decided. Hold your liquids.

Overview

This is similar to Blast Network in the sense that your equipment is not applied to the game, but instead everyone gets preset loadouts: a reskinned SDemo (gray) with no stats (no defenses or bonuses) and one of the five existing Vaporizer lines with a 2* mist radius when used and a five second charge time. There are two teams and each team has five players. Each member has their own Vaporizer and there are no multiples of the same status on the same team.

How are the Vaporizers delegated? It goes by the order members of the team joined. The first to join a team and/or the person who makes the game automatically gets fire, the second gets shock, the third gets freeze, the fourth gets stun, and the fifth (and last) gets poison:

Order they joined and Vaporizer delegated

  1. Fire (Agni)
  2. Shock (Voltaic)
  3. Freeze (Shivermist)
  4. Stun (Stagger)
  5. Poison (Venom)

If a team member leaves the listing bumps up. Say the person with shock leaves. Whoever has freeze on their team now has shock, whoever has stun moves up to freeze, and whoever had poison now has stun.

All of these bombs have a two space mist radius, no damage from the initial detonation as normal Vaporizers have (only the status cloud can damage and there are no other weapons, throwable objects, or anything which can be used to fight with; you have to use the statuses), and they all start with a 4/1 (good chance of weak; Vaporizers outside the minigame have a 4/2 rate) status rate; but both your bomb and your blast suit can be upgraded during the minigame for additional effects. More on that in a bit.

The goal of the game is to get as many kills for your team as possible before time runs out. No capture points, no racing, just killing each other with clouds that do no damage outside the status; there are also no shields or other weapons. All you start with is a weak Vaporizer and an armor set with absolutely no effects. You must be loving this so far. Maps can be recycled from Lockdown with open areas but with no capture points. There is no locker room to run back to, no heart pads to hide in, and no safe zone; you are always in the fray. In fact, everyone spawns in randomly with their team color as a ring around their feet. Since there are no shields there is no shield bumping or defending if you happen to be caught in a cloud. That is completely intentional. Having your armor start with no status is also completely intentional. Unlike my other minigames this one is absurdly simple. Just kill each other with colorful gas clouds. However, that is not supposed to be the complicated part. This minigame has the same revival system as Krogmo minigames but does not share the same reward roster (Krogmo tokens are not valid for rewards for this minigame).

Getting upgrades

For every kill against the opposing team, your team gets one upgrade token for that round (you may not take these tokens out of the minigame, then come back and use it for another round) which is delegated to all members (everyone gets their own upgrade token to spend as they wish). They never drop, they never multiply or regenerate or deteriorate, you just get them for killing. Rewarding murder is apparently acceptable now.

All players start with three bars/pips of health which can be increased through upgrades. Keep in mind nothing in your own personal arsenal may be used during the minigame, including health trinkets.

Here are the upgrades you can get with these upgrade tokens:

Using only one upgrade token:

  • +1 bar resistance to one of the five statuses (fire, shock, freeze, stun, poison; stops at +5, limit of accumulative +15 bars) for your blast suit
  • +1.5 bars element defense (stops at +7.5) for your blast suit

Using three upgrade tokens:

  • +1 charge time reduction (stops at +6) for your bomb
  • +0.5 cloud radius increase (stops at +2) for your bomb
  • +0.5 seconds cloud duration (stops at +2) for your bomb
  • Using five upgrade tokens:

    • +1 status duration (goes from 4/1 to 4/2, etc.; stops at 4/4) for your bomb
    • +5% movement speed (stops at +20%) for your armor
    • +1 health bar (stops at +3)

    These upgrades are kept for the entire round. Defense upgrades are not directly applied to your armor but are part of your minigame blast suit (the items themselves appear as costumes on your loadout) in the accumulative effects.

    If you get one upgrade for both cloud radius and duration increases the model of your bomb will change (+0.5 in each is still 2*, +1 in each upgrades the model to 3*, +1.5 in each upgrades the model to 4*, +2 in each upgrades the model to 5*; does not affect other effects or change your upgrades, it just looks different).

    That was short but now for some rewards

    The first thing that comes to mind is customizing your blast suit for the minigame. Not getting some fancy new weapons or costumes to run around with outside the minigame, just being able to add accessories and colors to it; it starts completely gray except for your team color on the personal color areas. Some people might be into that, but most would want their loadout to be a little fruitier.

    The following accessories are available for your minigame loadout and not your actual loadouts/equipment outside the minigame for a certain amount of minigame tokens (not Krogmo) only in the styles listed below:

    25 tokens per item:

    • Bolted Vee
    • Headband
    • Maedate
    • Maid Headband
    • Mohawk
    • Spike Mohawk
    • Wide Vee
    • Binocular Visor
    • Game Face
    • Goggles
    • Helm-Mounted Display
    • Knight Vision Goggles
    • Vented Visor
    • Plume
    • Com Unit
    • Helm Guards
    • Mech'tennas
    • Mecha Wings
    • Barrel Belly
    • Canteen

    50 tokens per item:

    • Flower
    • Toupee
    • Mustache
    • Pipe
    • Round Shades
    • Long Feather
    • Vertical Vents

    100 tokens per item:

    • Flower
    • Halo
    • Glasses
    • Dapper Combo
    • Ribbon
    • Scarf
    • Bomb Bandolier
    • Parrying Blade

    These are listed under the assumption that they are all compatible with the SDemo model. The listed token prices only apply to the following styles:

    • Cool
    • Dusky
    • Fancy
    • Heavy
    • Military
    • Regal
    • Toasty

    The following styles cost double the above prices for the same accessory:

    • Divine
    • Volcanic

    Prismatic costs triple the base value.

    And for the third time, these accessories only apply to your blast suit during the minigame and may never be used for your own equipment but they can be taken off and switched with other valid accessories without having to destroy the previously used accessories. Also, accessories for your personal equipment may not be applied to your minigame blast suit or vice versa. They are completely separate and may not be interchanged.

    This minigame only costs 100Cr to enter. Thus far there are no rewards outside the cosmetics which are only usable for the minigame itself. This is done intentionally to not create more energy sinks excluding the energy revival fee which is entirely optional if you die in the minigame, though since you respawn eventually anyway this is more of a crown sink than a money grab for Three Rings.