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15:15
Noita is out in Early Access now.
Watched a let's play of that the other day. Pretty interesting physics and liquid simulations.
Reminded me a lot of Terraria without the mining/building.
 
2 hours later…
18:20
Bloody Idol, Titanium Rod and the Burning Skull event is a very cute combo
I don't actually understand how that part of it happened
Does that event let you take an option multiple times?
Event looks repeatable (not 100% sure), rod makes you take 5 damage, idol gives you 5 hp when you gain gold. Repeat ad naseum
Ahhh
I'm more impressed by how long they sat in that shop lol
Had to keep buying Fruit juices
@MartinEnder Watching gameplay as well. Not sure if all gimmick, no meat
18:35
I feel like if that were the case more than 4/117 Steam reviewers would have picked up on it
(I have no clue though, haven't watched any gameplay beyond early trailers because spoilers)
Interesting to see how different games implement current HP/Max HP scaling. In StS, increasing your max HP by X increases your HP by X. In Dead Cells increasing your max HP keeps you at the same percentage of health, and in Undermine increasing your max HP keeps your health the same
Which kinda makes sense for each one. Dead cells has your max health go up exponentially, and healing is all percentage based. StS is sometimes percent based and sometimes a flat number. Undermine is always a flat number
You get even more options when you also consider losing max HP. I think StS doesn't change your current HP when that happens. Gloomhaven is all about damage taken, so any changes to your max HP equally affect your current HP (although changes to max HP are very rare in Gloomhaven).
Oh, interesting
I think heal a percentage, just lose the cap is the combination I'm most favorable to
@MartinEnder Speaking of Gloomhaven, I had a question. Do you have a general approach for playing a single round with a new player in the middle of a campaign? Leave everyone from the campaign at their current level and adjust the new player to match it? Something else?
I think giving a brand new player all the perks of leveling before they learn the mechanics isn't that great, but keeping them at a lower level would be even worse
18:44
That hasn't happened to me much. But yeah if they don't mind jumping in mid-campaign (including all the spoilers that involves), I'd just make them create a new character following regular rules and then maybe start with a (rules-wise) simpler scenario.
But what level would you put them at?
I'd probably let them choose? I mean the rules allow you to start anywhere up to the current prosperity level, but even I don't make use of that, because then there's no room to progress your character if you're late in the game. I tend to start around 5.
Yeah with a new player, 3 seems reasonable.
Ha, we're only at 3 lol
And then go through the levelling up process with them.
Ah well then you can't do much wrong either way I think.
18:47
Or at least I am. Friend might be at 4 by now, since he plays without me a lot
FYI, if he does and you're still level 3 you can still level up to the current prosperity level for free at any time.
(Not just at character creation.)
Did not know that
The game can handle some fairly big level differences between characters though. Sure, you're not going to do the majority of the damage output, but you can still have fun at a lower level.
If you're at level 3 or 4, then adding a level 1 character isn't going to be an issue balance-wise.
@MartinEnder lol, I mainly threw out that number to be a wise-ass, but happy to hear that it's reasonably
haha, I was wondering whether you meant it like that :P
19:43
@DJMcMayhem in-depth article about Dead Cells' art design (it's already a bit older, but just popped up on my feed)
Oooh
I never thought of the DC world as "Celtic"
Magic runes, laddy
20:22
Hmmm, Subnautica seems like such a cool game, but I already have a really hard time motivating myself to gather the resources to build a base :/
20:39
There is a lot of "fluff" that you don't need to build
21:32
Yeah sure, though I think my actual issues are the resource gathering and inventory management. It's not even that bad, it's just not the part of the game I enjoy, I guess.
I was similarly stopped, almost entirely by the food/water meters + inventory + food degradation
I had the same problems with The Forest (though that game also had some other things I didn't like)
This is why I like Minecraft's system -- there is mild maintenance in the form of needing to eat and needing to repair/replace tools, but 90% of the game is progression toward what you want to do. Subnautica and The Forest seem to have much higher maintenance/progression ratios
22:54
@Veskah they changed titanium rod?
I didn't know that
@MartinEnder inventory management is one of the worst (if not the worst) aspect of Subnautica
23:09
@NathanMerrill What did it used to be?
Gain 1 block, then 2, etc ... until 6

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