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Post by superpickle on Jun 12, 2009 1:43:23 GMT -5
New: Stage Level 2 cards Fixed: exp/gold from seaside 3 enemies.
(Edited post with correct information)
The purple gel tree was bumped up a level. Level: 23 to 25 Experience: 600 to 800 Gold: 120 to 50
The new stage has some weird star head enemies that use the same attack as the thunder storm weapon, and some green round heads. (Flying and walking. The walking ones shoot at you.) All the enemies do 1-3 damage, (Except the boss. He does 30-50 damage with the same attack pattern as the castle boss.) although the star heads do magic damage. Be aware that any priest will not protect your guys.
All the enemies besides the boss drop silver crystal 2. The book says they drop silver crystal 1. The boss from seaside 1 drops Critical's Card level 2, the seaside 2 boss drops Explosion's Card level 2, and the seaside 3 boss drops Bullet's Card level 2.
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Post by azarathamaran on Jun 12, 2009 1:50:30 GMT -5
I'm content with the Star head name. And I thought the walkers were gel heads. The crystals dropped are of both levels.
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Post by jakebob on Jun 12, 2009 2:19:17 GMT -5
They look sorta like maple-leafs than stars, cause of the ends curling up/down. But star's cool too.
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disabled
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Post by disabled on Jun 12, 2009 5:00:25 GMT -5
Nice update, I think the level is good balanced, so every team gets an equal challenge. Green Gel Walker Lv: 24 LP: 300 GOLD: 40 EXP: 150 AT: 1-3 x1 Type: physical Duration: 0 RANGE: 150 Defense: 0 colors head: #ccff66 body: #669900 at: #ccff66 Silver Crystal v1: 3.3333333333333335%, Seaside 4: 10x @stage 1, 10x @stage 1, 30x @stage 3, 30x @stage 4, Green Roundhead Bat Lv: 24 LP: 200 GOLD: 40 EXP: 150 AT: 1-3 x2 Type: physical Duration: 0 RANGE: 80 Defense: 0 colors head: #ccff66 body: #669900 at: #ccff66 Silver Crystal v1: 3.3333333333333335%, Seaside 4: 20x @stage 2, 30x @stage 3, 30x @stage 4, Brown Star Stickman Lv: 25 LP: 400 GOLD: 80 EXP: 300 AT: 2-3 x9 Type: thunder Duration: 0 RANGE: 60 Defense: 0 colors head: #ffcc66 body: #ffffcc at: #ffcc33 Silver Crystal v2: 5.0%, Seaside 4: 5x @stage 1, 5x @stage 2, 5x @stage 3, 5x @stage 4, 20x @stage 5, Brown Boss Star Stickman Lv: 27 LP: 6000 GOLD: 900 EXP: 2000 AT: 30-50 x1 Type: thunder Duration: 0 RANGE: 40 Defense: 0 colors head: #ffcc66 body: #ffffcc at: #ffcc33 Seaside 4: 1x @stage 5, Those Star Stickman have thunder damage, so they penetrate your defense! Especially the Boss with his 30-50 at can cause severe damage, so don't let him come close and/or use a purple crystal. Other changes are the Purple Gel-Trees are now lv25 (24) drop 150 Gold (120) and give 800 exp (600). Grey Boss Roundhead Walker drops the Critical's Card v2, Grey Boss Roundhead Snake the Explosion's Card v2 and the Blue Boss Gel-Dragon drops the Bullet's Card v2.
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Post by jakebob on Jun 12, 2009 5:15:07 GMT -5
Disabled, you didn't rip that data from the source code, did you? You know TheListo really hates people doing that.
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disabled
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Post by disabled on Jun 12, 2009 6:38:58 GMT -5
Disabled, you didn't rip that data from the source code, did you? You know TheListo really hates people doing that. No I didn't! Because of all you whiners that it would be illegal and whatever, I wrote a programm that uses the class file (not the source code) and extracts the data without decompiling it. More effort, same result, equally legal but noone can cry about it.
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Post by me2 on Jun 12, 2009 6:44:23 GMT -5
There is a duplicate thread about the update at Seaside 4Seaside 1 Boss: Critical's Card 2 Seaside 2 Boss: Explosion's Card 2 Seaside 3 Boss: Bullet's Card 2 Values of Pink Gel Tree are changed: LV=24 --> LV=25 EXP=600 --> EXP=800 gold=120 --> gold=150 /meOh, question: Is this color of the star heads really "brown" ? We have described two enemies with a similar color as "tan": Tan Skull Snake Tan Skull Bat /meGreen Gel Walker [...] Seaside 4: 10x @stage 1, 10x @stage 1, 30x @stage 3, 30x @stage 4, Two times stage 1 !!! But 20 might fit! /me
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Post by superpickle on Jun 12, 2009 10:49:21 GMT -5
Oh, question: Is this color of the star heads really "brown" ? We have described two enemies with a similar color as "tan": Tan Skull Snake Tan Skull Bat /mePersonally they look more yellow than brown. Oh, and I updated my post. Tell me if I'm missing anything.
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Post by disabled on Jun 12, 2009 11:25:00 GMT -5
Two times stage 1 !!! But 20 might fit! They have to be added. They spawn at different places on the stage and I'm to lazy to add them up. If you look at the table in my sig, I added a small text describing that...
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Post by me2 on Jun 12, 2009 11:42:45 GMT -5
Ah, OK. I'll try to syncronize the wiki with your list, during the next week, and add all that other stuff, which is still missing.
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Post by subzeroten on Jun 12, 2009 17:17:01 GMT -5
I think the SR team overdid the enemy's heads... -_-
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Post by kamrad on Jun 13, 2009 4:45:02 GMT -5
My thread was not a duplicate of this update thread!?
Mine was just plainly about Seaside 4? it has nothing the same as this what is your problem, if this is how you treat every member, if see no point in staying at this forum. Atleast send me a message saying why you think its a duplicate!!!!
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Post by me2 on Jun 13, 2009 7:40:44 GMT -5
[offtopic] Well, first I don't think a second thread about Seaside 4 is necessary. It would just cause, that half of the people are posting in one thread and the other half is using the other thread, and a few of both sides don't even notice there is a second thread about the same topic and you can also find usefull information there. If you take a look at the past threads, for instance ver4.3, ver4.2, ver4.1 and ver4.0. They always talk about every aspect of the update which always includes a new stage. This means this topic here is more comprehensive as a topic just about "Seaside 4", because it is already fully covered in this thread. That's why I personally think a second thread is not a good idea. Well, second, I'd like to state clear I'm not a forum moderator. I'm not the one who closed the other thread. In contrast, I'm totally against closing threads. I think closing a thread should be the last solution for keeping the order in a forum. A closed thead prevents users from adding any usefull comment to this thread. And you never can be sure that a topic is really completely done. There could have also been something usefull in kamrad's thread, or somebody might have a very specific question to some of the previous posts there. Usually closed threads just tell me: The forum moderators have failed! It's their task to teach their visitors how to behave correctly in a forum, and to explain them what is OK and what not. If they do a good job, they just have to drop a note like " Hey, please do (not) this or that, because ... " and the visitors understand. But if the moderators are not doing this, and they are just closing threads, this usually means, they want to go the easy way and they are just too lazy to do their job. Instead of "moderating" a forum they just "rule" a forum. And usually they don't see the difference. Btw: I'm not just making this up. This is my personal experience after I adminstrated and moderated several big forums of which at least two where were roughly equal to this one (in size and activity). But of course I could be wrong and the concept of appealing to the users sense of reason doesn't work that well with younder peoples. Also, my red big font wasn't meant to be "angry" or "shouting". It was intended to be a friendly notice saying " Hey, there is another thread. (Maybe you prefer to use this instead)". I'm sorry if somebody misunderstood this. It's just another thing I've learned from forum moderation: Give the people a clearly visible clue, or at least a few of them will ignore/overlook the advice. [/offtopic] Back to topic: Seaside 4 is a real "quantity instead of quality" stage. There are more enemies than in every other stage and the enemies have a very low damage. And I think it is suprisingly well balanced. You have to be carefull: If you attract to many enemies at once you might get into trouble. If you only fight a few of them, it's easy. I wonder what would happen if you try push a too weak team through this stage. My theory is: They would have problems to get down the enemies fast enough and simply get overwhelmed by the bats. Much more than in any of the stages before, where you can use strategy to compensate your weakness. I think the SR team overdid the enemy's heads... -_- Yes, there have been a few head shapes in an earlier version in the code which never got into the game and which are now removed (For example there was something which looked like a jellyfish). Roundhead, Gel and Star were integrated instead, and all appeared at the same point in time. And there is still one other head which might come in the near future, but I won't tell ... /me
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Post by General Veers on Jun 15, 2009 18:16:10 GMT -5
Well, I tried gathering several level 2 cards in order to make "duplicates" of level 1 compo items and weapons (e.g. to replace [Poison Arrow + Pierce's 1 + Peridot 1] with [Double Poison + Peirce's 2 + Peridot 2]). This has proven a very difficult task, especially for the cards inside the caverns where I can't simply drag one of my rangers to the Next sign without him (or in the case of my Priest, the rest of my team) getting hurt with tens of damage. I gave my sniper a Bronze Medal 2 to attach to a Quad Arrow + Critical's 2, but the 20% extra drop rate increase doesn't seem to be doing anything for me. I tried looking to see if Bronze Medals could stack, and I found this from when medals first appeared in the game: Edit: Gold Medals can stack! Have one on each ranger, and you'll get an extra 40% cash! So I have some questions: 1.) Does the ranger with the Bronze Medal have to provide the killing shot in order for the drop rate increase to take place? 2.) Will Bronze Medal 2 stack in the presence of other Bronze Medals? (I assume so...) 3.) Assuming a drop rate of x% and the inclusion of one Bronze Medal 2, would the drop rate increase to 1.2x% or (x+20)%? 4.) If the answer to #2 is affirmative, and assuming a drop rate of x% and the inclusion of four Bronze Medal 2, would the drop rate increase to 1.8x% (x times sum of medal rates), (x+80)% (direct addition of medal rates to original rate), or 2.0736x% (120% of 120% of 120% of 120% of x)? Thank you
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Post by miczu on Jun 15, 2009 18:41:51 GMT -5
I got 4x bronxe and it probably stack.
And it work like: drop_rate = normal_drop_rate *( 100% +20%*num_bronze_medal_2) So you can get up to 80% higher normal drobp rate... Not to big or anything xd
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Post by General Veers on Jun 15, 2009 18:57:25 GMT -5
The product of the original drop rate and the sum of the medal rates...alright, thank you. If indeed they do stack, I better start gathering more Bronze Medals in Cavern 1 before I search for the cards I want.
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Post by masonic on Jun 17, 2009 10:53:18 GMT -5
On the topic of drop rates, Ive noticed that any object seems to drop way more often if you have it in your inventory. ex: I was farming for two bullet's card 2 and they would not drop. Days and days of farming and finally one drops. Did the stage once again i got the second one. Ive also seen this happen with weapons.
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Post by disabled on Jun 17, 2009 18:55:15 GMT -5
Thats just coincidence. There is no way in hell that having an object in the inventory can make a differece to the droprates. Its just coincidence... If you really want to try it out, try the Opening street boss for the triple shot. It should drop it every third time, no matter what you have in your inventory. (If you do, try at least 30 times each to have a statistical point.)
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Post by masonic on Jun 18, 2009 0:19:33 GMT -5
well i guess its just me and my horribly odd luck.
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