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- Here's my thoughts on the remix rules, along with the number of games played with each. I played ~15 (vaguely successful) runs with the console open, restarting if I didn't see any new rules; then a bunch more without it:
- * Rhino Beetle (2 games played): It's... okay? Feels like Fireman, or Slime - a small bit of damage each battle. Seems fair. Definitely needs a sound effect though. It might encourage people to hold onto their limit break a bit much though, which some people already do a *lot*.
- * Magician (5 games played): SO much fun. Really makes you think about your build, and lets you see some interesting ideas you mightn't have thought about! There's a few issues I have with it though, most notably that some restrictions could be opened up a little. MIN/MAX slots should have a chance to switch to REQUIREX, so MIN3 should be able to come REQUIRE3 as well. Also, Dagger+ can become NORMAL|FREE3 - yikes! https://i.imgur.com/6oOZpcD.png Maybe consider adding a MAX/MIN changing clause to substituteall(), so the worst Dagger+ could become is MAX4|FREE3. I think it's fine for broken things to happen due to this, but this was... a bit much.
- A couple of bugs too: in the fallback for single slot items (the last huge switch case), there's no support for ODD/EVEN or FREE slots, so an EVEN item (e.g. Bronze Cauldron) gets changed to being slotless, and therefore unuseable. Countdown items have their countdown reset even if you didn't use them, which isn't ideal... but is hard to find a workaround for, so I guess it's fine. Also, it should just skip over shocked items, unavailable items, used once per battle items, and passives - it feels weird to not know what the rule's done. Finally, could this rule please please pretty please (with a cherry on top) use `resetslots()`, and have that function be fixed? Currently this rule makes it hard to have any other equipment that changes other equipments' slots, since they overlap and things go a bit janky.
- * Gardener (4 games played): Very nice rule, but it still feels a bit.. sloppy. Would be much better if it was "weakened equipment is also shocked", imo. Since "on start turn" scripts now run after equipment has been weakened, this seems implementable now? Regardless, I do like this rule. Makes Shock more manageable, at the cost of making it much more common.
- * Wicker Man (1 game played): Surprisingly fun! The difference between Burn and Burn? is *so* huge, it messed me up quite a bit (was playing Thief)! I love this one.
- * Yeti (2 games played): In contrast, I don't care for this remix nearly as much as Wicker Man, because the difference between Freeze and Freeze? is... well, it's *there*, but isn't as drastic. Very underwhelming rule imo.
- * Drain Monster (3 games played): It's... okay? Feels similar to "receive 1 weaken each turn", but not as often... which is meh. Underwhelmed by this remix, but it makes sense I guess.
- I've left out The Robot because their rule isn't quite done yet, by the looks of things. I also am nowhere near good enough to play enough Witch to get her remix rule, but that seems fine! Also, I haven't encountered Frog; probably best to keep that one rare though.
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