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Post by LeoLeWolferoux on Jul 21, 2016 22:23:31 GMT -6
The inverted castle had 6 extra rooms...? What were they, Galamoth ? Breakable walls? They were part of the Reverse Caverns. You needed the Wolf Form (Skill of Wolf) to swim to the "top" of the water to gain the extra 6 "rooms" for 200.6% completion. Well damn. I had no idea. I didn't know how to get into the water so I left it blank LOL
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LeoLeWolferoux
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Post by LeoLeWolferoux on Jul 21, 2016 22:12:59 GMT -6
In Dawn of sorrow there were 2 different types of Buers. Red ones and a different blue variety, if that's what you're referring to. :D
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Post by LeoLeWolferoux on Jul 21, 2016 22:03:32 GMT -6
Rad as hell! I've always been fascinated by stained glass. Dunno why, maybe because it's a unique form of art. :p Very cool, though~
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LeoLeWolferoux
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Post by LeoLeWolferoux on Jul 21, 2016 22:01:18 GMT -6
Yeah I'll hafta give it a try. My friends recently recommended Sense 8 to me, and I was shocked by how good it is so far! Netflix really outdoes themselves sometimes.
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LeoLeWolferoux
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Post by LeoLeWolferoux on Jul 21, 2016 21:51:57 GMT -6
Except it probably wouldn't be like that at all. It'd be 1,600 castle with an inverted 1,600 castle otherwise it wouldn't be the biggest castle. So.....If the inverted is in, it'll be absolutely massive. I'm afraid I have to disagree with you on that little point. "IGA's Biggest Castle" is singular. Technically, one Castle with 1,600 + Rooms is [almost] twice as big as SotN's Castle (942). The Inverted Castle in SotN is another castle, with a slightly higher number of Rooms (948). ^ Despite its obvious differences, the Inverted Castle in SotN is essentially the same Castle. Adding both numbers, thus the total amount of explorable Rooms, is missing the point. The inverted castle had 6 extra rooms...? What were they, Galamoth? Breakable walls?
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LeoLeWolferoux
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Post by LeoLeWolferoux on Jul 21, 2016 12:53:06 GMT -6
Hey all, I'm just about done finishing up cleaning up my notes, they were...really messy. o.o; Anyway, this is Miriam's parameter, LV's 80-90. Level | HP | MP | ATK | STR | INT | LCK | DEF | CON | MND | 80 | 1,068 | 710 | 55 | 67 | 77 | 27 | 31 | 62 | 72 | 81 | 1,080 | 718 | 55 | 67 | 77 | 27 | 31 | 62 | 72 | 82 | 1,092 | 726 | 56 | 68 | 78 | 27 | 31 | 63 | 73 | 83 | 1,104 | 734 | 56 | 69 | 79 | 27 | 32 | 64 | 74 | 84 | 1,116 | 742 | 57 | 70 | 80 | 28 | 32 | 64 | 75 | 85 | 1,128 | 750 | 57 | 70 | 81 | 28 | 32 | 65 | 76 | 86 | 1,140 | 758 | 58 | 71 | 82 | 28 | 33 | 66 | 76 | 87 | 1,152 | 766 | 59 | 72 | 82 | 28 | 33 | 66 | 77 | 88 | 1,164 | 774 | 59 | 73 | 83 | 29 | 33 | 67 | 78 | 89 | 1,176 | 782 | 59 | 73 | 84 | 29 | 34 | 68 | 79 | 90 | 1,188 | 790 | 60 | 74 | 85 | 29 | 34 | 69 | 80 |
So that's that. I don't really have anything new to add, aside from saying some expectations were met in the final result, and some were not. Next post should be up shortly, just gotta graph everything from here on out so ahaha.
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LeoLeWolferoux
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Post by LeoLeWolferoux on Jul 21, 2016 0:57:11 GMT -6
They weren't asked by anyone. It was a generic basic questions FAQ that was with the Kickstarter from the first day it was posted. Meaning an inverted castle is probably on the brain which was later confirmed to be something that was at the VERY LEAST have been discussed. So it's not a definitely never an idea, and definitely not a late addition or something. It was something that if its in the game it was the plan for the main game since the beginning Ah. I see. I was misinformed. You have my apologies. :) Yeah I'm not adverse to the idea, I just hope they keep it innovative somehow, like the reflected castle idea that was mentioned earlier.
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LeoLeWolferoux
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Post by LeoLeWolferoux on Jul 21, 2016 0:45:17 GMT -6
It's worth remembering that on the Kickstarter from day one was a faq question about an inverted castle. So it's very likely that if they have talked about doing one it was a very conscious decision for the main game to begin with and not an add on feature, cuz why else mention it at all? But...they didn't mention it... they were asked about it and responded to a question...? Like as in I don't think it was a conscious decision to include it, just a faq question I thought...
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Post by LeoLeWolferoux on Jul 20, 2016 23:23:12 GMT -6
Agreed. It would help to distinguish the separate areas a ton. Good idea. :p
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Post by LeoLeWolferoux on Jul 20, 2016 22:44:23 GMT -6
Sorry about the hiatus, but I think you guys are gunna be super excited for what I got for ya. :p But...that will have to wait. :] To keep things consistent, and because I likely have chronic OCD, I believe this is where we left off. This is Miriam's Parameter, LV's 70-80.
Level | HP | MP | ATK | STR | INT | LCK | DEF | CON | MND | 70 | 948 | 630 | 49 | 59 | 68 | 24 | 27 | 55 | 64 | 71 | 960 | 638 | 50 | 60 | 69 | 24 | 27 | 55 | 64 | 72 | 972 | 646 | 50 | 61 | 70 | 25 | 28 | 56 | 65 | 73 | 984 | 654 | 50 | 61 | 71 | 25 | 28 | 57 | 66 | 74 | 996 | 662 | 51 | 62 | 71 | 25 | 28 | 57 | 67 | 75 | 1,008 | 670 | 52 | 63 | 72 | 25 | 29 | 58 | 68 | 76 | 1,020 | 678 | 53 | 64 | 73 | 26 | 29 | 59 | 68 | 77 | 1,032 | 686 | 53 | 64 | 74 | 26 | 29 | 59 | 69 | 78 | 1,044 | 694 | 53 | 65 | 75 | 26 | 30 | 60 | 70 | 79 | 1,056 | 702 | 54 | 66 | 76 | 26 | 30 | 61 | 71 | 80 | 1,068 | 710 | 55 | 67 | 77 | 27 | 31 | 62 | 72 |
Things to note: -Not to spoil the surprise, but I believe before the game goes 'glitchy', there are 3 distinct stages: - BGM stage. In this stage, the background music completely stopped, and I began noticing the 'flashes' I mentioned in an earlier post. Few in number, but there. Nothing else much to report on this stage.
- SFX Stage. In this stage, I noticed that not only had the background music stopped, but all sound from the demo had ceased entirely. Other problems began to arise, such as more periodic flashes, the resolution began to go from high to low, the screen would stretch in awkward ways, the game became laggy at times, ETC. Very annoying.
- Wonk Stage. Pretty much couldn't discern anything anymore. The res was too low to be able to distinguish anything besides large blobs of color. No music, either. On the bright side though, when I entered this stage in my previous level grind, the game loaded GREAT due to the textures looking like shit. :D
-Vepar's tentacles in the background have a very unique nature when Vepar is slain. Depending on where they are in relation to area on the screen, they seem to 'die' differently, as in they have different death animations. I found this too be very cool, and reassuring since a previous thread I was on was concerned about the 'death' animations being monotonous and repetitive. When swaying to the left, the tentacles pause, then proceed to sink slowly into the water. When roughly in the middle of the screen, the left tentacles continues moving, but slowly gets lower until it is no longer visable, whilst the right one sinks down casually. When the tentacles are on the right side of the screen, the left one does sorta this loop and starts to sinks as it moves towards Miriam, whilst the right one pauses, then slowly sinks into the water, out of view. Wonderful, the little details always make me smile. :p ...and that's what I'm submitting for now. Right now I gotta mull over everything thing 'data' wise that I wrote down, (my notebook is a complete disaster ahahaha) and re-write it in nice columns so that I can post down everything I've got for you guys. :p
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Post by LeoLeWolferoux on Jul 20, 2016 22:12:31 GMT -6
omfg I know but the other enemies are 3D LOL Don't be rude ahaha Buer is actually a 3d model. In fact I was suprized at how much depth it had when I checked out the model. It basically consist of 2 elements. The "ring like" legs and the "floating" head. Hmmm. Interesting. It doesn't look very 3D in the game play. Maybe I just can't see it; usually keep my screen at a low brightness. I'll hafta have another gander at it. :p
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Post by LeoLeWolferoux on Jul 20, 2016 17:12:07 GMT -6
I believe that there will be permanent stat boosting items for some of the stats. Not all of them since I think there will be permanent shards that you don't have to equip that you get by defeating bosses or some part of the story says the curse is spreading so Miriam gets stronger at the cost of her sanity / humanity by absorbing the shards/curse from the bosses/enemies. We have already seen the CON increase shard in this demo, and I don't think they would show us late game enemies or shards in the demo. So that shard would maybe be considered very weak compared to what we will get later in the game. There is also the matter of the stars next to the quality. So we can again assume that either shards get stronger as you get more of them, or that shards from different enemies has a different quality ranking to show how powerful they are. ( I can't remember if we have a confirmation on what the quality stars mean) So we get the guaranteed stat increases from equipment and shards, the shards may get power increases according to how many you get of the same kind, and we will most likely get item boosts as well. So having Miriam's base stats low makes a lot of sense. It will also encourage exploring as well as farming and grinding a lot of enemies. I don't really know what IGA is considering but we won't really know until the beta unless IGA says otherwise. Yeah, I kinda agree. I think all of the stats will have a booster, with the exception of LCK, but that's just because luck has always been slightly different than the rest of the stats. I also noticed that the shards have LV's as well, so I'm sure it'll function similarilly to DoS. And of course, as A Man in Flames stated the usual HP and MP buffers will likely be present in the final rendition of Bloodstained, as well.
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Post by LeoLeWolferoux on Jul 20, 2016 11:42:23 GMT -6
I'd like to see several stages of possession if we're running on my idea: Afflicted - Is possessed and maddened. Instead of a zombie, a fast weak screaming human panicked by the urge to satisfy the demon controlling him. DIFFICULTY: █░░░░░░░░░ Enraged - Is possessed but agrees to the possession in exchange for power. Less scrambling to fall on swords, more thoughtful and powerful. DIFFICULTY: ███░░░░░░░ Possessed - Actually formed a pact with a demon, very powerful (in terms of human) and a credible threat. Can call on some of the powers of the demon including limited control over the undead. DIFFICULTY: █████░░░░░ Avatar - Becomes a convenient anchor for the demon; the demon can work directly through him; amplifying both power and speed. DIFFICULTY: ███████░░░ Then again, I have no idea how it's handled in the books of Solomon. Difficulty Scale: █ is out of 10, 1 means morte-level weak 2 means seama/amy level 4 means buer 5 means dullahan 7 means Vepar (not to jab, but this boss wasn't terribly difficult so it feels adequate that many normal mobs would provide more challenge). 10 means final guard (DoS) This is assuming that final guard is classically considered one of the hardest normal mobs. If you want to take this scale to extremes (screw that limit of 10): 15 means Balore (AoS) 20 means Brachyura, THAT DAMN CRAB (OoE) - am I the only one that had THE MOST trouble vs this boss? HA. Final Guards in PoR were nothing. :3 1,000 BLADES!
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Post by LeoLeWolferoux on Jul 19, 2016 16:03:20 GMT -6
1)I don't treat SOTN's castle as it has 1800+ room in one castle.The inverted one actually turned out to be a little lazy.So if ROTN's castle has more than 1600 rooms then they would have done a great job. 2)Personally a inverted castle is not that attractive to me.If they make one,I will happily accept it,but I think Iga himself don't wanna repeat SOTN's trick again(or he would do it in previous castlevania games). And after playing the DEMO,it seems they probably will make some areas out of the castle and have their own maps.(Like portrait of ruin and order of ecclesia) So if the 1600+-room-castle is just one area of the world map,it would be a huge game to explore. I believe that the Galleon Minerva will be its own separate part, as of how large the map appears, and that it'll be an area you can go back to. So yeah, I think separate areas you can go back to will be how they're gunna go about this. Otherwise I feel like the map will be too big, and areas will be harder to discern.
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Post by LeoLeWolferoux on Jul 19, 2016 15:48:18 GMT -6
What if the Warp Points is Miriam's room and when leaving said room allows you to select from the ones you've discovered. I think that's a really good idea. T'would be more efficient then "warp, check map, grunt, warp, check map again...etc"
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Post by LeoLeWolferoux on Jul 18, 2016 16:25:39 GMT -6
Ahaha thanks. Yeah this time around I'm also going to be recording how many hours I'm playing so I can get a rough estimate of how long it would take to get to the hypothetical 99. Thought of this from Viftech asking me how many hours I'd been playing in the chat the other day. Hopefully after I'm done I can give you an answer to that, Viftech. :p Right now I'll say that it took 1 hour to get to LV 26, and 5 hours to get to LV 50. I'm also going to be playing as 'efficiently' as possible. (Kill Vepar, exit, hit candle on way to Dullahammer room, exit, hit candle on way to boss gate, rinse and repeat) ...also...I have a slight confession to make...umm...the reason I'm doing this isn't really to impress IGA, or even to say I did it...it's cause...I have a deep rooted problem... ...I am a complete STAT JUNKIE. Every time I see a LV increase, and look at which stats went up...mmm...DAT FEELING tho. Anybody who's IV bred on Pokémon knows what I'm talkin' about. ;)
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Post by LeoLeWolferoux on Jul 18, 2016 12:00:35 GMT -6
Plot Twist: After reaching lvl 99, you notice it's not the max level yet :P lol jk imagine with the full game, all you do is reach lvl 99 at the first lvl and once you reach lvl 99, lol game become super easy xD Guess we'll hafta see. I think the issue is I took so many breaks cause it just became monotonous. I also had other windows up at times... So yeah. Like I said I never got a fatal error, it just glitched out. So now I'm gunna try but to do it in less time. Today is gunna be nothing but a bloodstained day. :p
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Post by LeoLeWolferoux on Jul 18, 2016 4:33:55 GMT -6
Even so we still got a ton of useful data and i commend you for this. Honestly i was shocked someone put in the effort to get to 50 let alone 3/4 of the way to the (presumed) maximum, in a demo no less! Thanks! I'm gunna call up a friend and have another go at it! I definitely feel as though 99 is totally doable. Its a good way to look for bugs, too.
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Post by LeoLeWolferoux on Jul 18, 2016 2:13:04 GMT -6
Soo...I have some really bad news. I...didn't get a fatal error crash but...something equally as bad. It would seem after the demo is run for several days...umm...this happens: What you see isn't a bad picture...it's literally what my screen looks like. ^-^; So....I guess that means I'm done. I mean, I COULD technically still continue playing and get to LV 99, but at this point there's really no way to prove it. The pictures will be too...glitchy to make out anything. :[ ...anyway, this is Miriam's Parameter LV's 70-78.Level | HP | MP | ATK | STR | INT | LCK | DEF | CON | MND | 70 | 948 | 630 | 49 | 59 | 68 | 24 | 27 | 55 | 64 | 71 | 960 | 638 | 50 | 60 | 69 | 24 | 27 | 55 | 64 | 72 | 972 | 646 | 50 | 61 | 70 | 25 | 28 | 56 | 65 | 73 | 984 | 654 | 50 | 61 | 71 | 25 | 28 | 57 | 66 | 74 | 996 | 662 | 51 | 62 | 71 | 25 | 28 | 57 | 67 | 75 | 1,008 | 670 | 52 | 63 | 72 | 25 | 29 | 58 | 68 | 76 | 1,020 | 678 | 53 | 64 | 73 | 26 | 29 | 59 | 68 | 77 | 1,032 | 686 | 53 | 65 | 74 | 26 | 30 | 59 | 69 | 78 | 1,044 | 694 | 53 | 65 | 75 | 26 | 30 | 60 | 70 |
Also, I found anther bug, though one that people who haven't grinded on the demo wouldn't likely be able to find: Miriam's HP should be 502, not '02'...lol. Also, since Viftech was keeping count of how many Amys it took to kill Vepar, I have recorded this number as well. This is the number of AMYS to KO Vepar LV's 30-78.Level | # Of AMYS | 30 | 13 | 31 | 13 | 32 | 12 | 33 | 12 | 34 | 12 | 35 | 12 | 36 | 11 | 37 | 11 | 38 | 11 | 39 | 10 | 40 | 10 | 41 | 10 | 42 | 10 | 43 | 10 | 44 | 10 | 45 | 9 | 46 | 9 | 47 | 9 | 48 | 9 | 49 | 9 | 50 | 9 | 51 | 8 | 52 | 8 | 53 | 8 | 54 | 8 | 55 | 8 | 56 | 8 | 57 | 8 | 58 | 8 | 59 | 8 | 60 | 8 | 61 | 8 | 62 | 8 | 63 | 7 | 64 | 7 | 65 | 7 | 66 | 7 | 67 | 7 | 68 | 7 | 69 | 7 | 70 | 7 | 71 | 7 | 72 | 7 | 73 | 6 | 74 | 6 | 75 | 6 | 76 | 6 | 77 | 6 | 78 | 6 |
So anyway, I guess that's it. This is confirming Viftech 's numbers, and I trust the charts parameter even to 99.
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Post by LeoLeWolferoux on Jul 17, 2016 19:52:41 GMT -6
E-mail Fangamer. They'll get things sorted out. :p
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