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I Miss the Sunrise
Nah; the merchant is actually much more obvious than that, if you know where to look.
Also thanks! For some reason the fade in/out calls are finnicky and sometimes the player's opacity is correctly set to 0 and sometimes it just ignores it.
Also thanks! For some reason the fade in/out calls are finnicky and sometimes the player's opacity is correctly set to 0 and sometimes it just ignores it.
I Miss the Sunrise
I Miss the Sunrise
Sorry for that! I wanted to avoid the "everything that moves" trend recent games have taken. Plus, he has... issues.
I Miss the Sunrise
Probably the check digits, of which there are several. I never said I would make it easy!
Also, if you find a way to brute force an improper shell/property combination, it may not be usable - no animation will be assigned to the weapon object, so it may crash the first time you use it. I'm not entirely sure what would happen.
Also, if you find a way to brute force an improper shell/property combination, it may not be usable - no animation will be assigned to the weapon object, so it may crash the first time you use it. I'm not entirely sure what would happen.
I Miss the Sunrise
Well, on one hand, I see why that can be a problem from a gameplay perspective, but on the other hand, the splices are included specifically to let you gather materials if you want them. The Machinatorium's merchant is there to let you fill in specific holes for a small sacrifice in quality too. I could bump up their inventory a step, but they cap out at quality level 5 and I think that's pretty fair. If all of the components were plentiful and easy to obtain, there would be no incentive to hunt down a full set of high-quality parts to make the strongest available weapons at the time. Plus, one point of quality to the next isn't a huge step up in effectiveness; guaranteeing critical hits is much more effective. Since there are so many weapon permutations, empty spots in your arsenal tend to stand out more prominently, but the RNG is as fair and unbiased as one can technically be.
You can document the blueprint code algorithm if you like since you put so much work into it already; I don't mind. It's like a Game Genie all over again!
As for The Drinker, the fountains are definitely the key. Be on the lookout for feedback you don't normally receive in battles.
You can document the blueprint code algorithm if you like since you put so much work into it already; I don't mind. It's like a Game Genie all over again!
As for The Drinker, the fountains are definitely the key. Be on the lookout for feedback you don't normally receive in battles.
I Miss the Sunrise
Sure you can! You get an extra 2 CP for each fleet you deploy. Just have to make sure you don't spread too thin when the actual fight shows up.
I Miss the Sunrise
The finding or the fighting?
To find him, you just need to move a fleet onto the spot where he's hiding (it's random). Multiple fleets helps.
To beat him, it's probably a good idea to use weapons that would not be thwarted by a large, metal barrier. He regenerates fast and gains attack power every turn, so once you figure out his weakness you might want to craft a bunch of weapons of that property/type and put one on everyone so you can get lots of criticals.
To find him, you just need to move a fleet onto the spot where he's hiding (it's random). Multiple fleets helps.
To beat him, it's probably a good idea to use weapons that would not be thwarted by a large, metal barrier. He regenerates fast and gains attack power every turn, so once you figure out his weakness you might want to craft a bunch of weapons of that property/type and put one on everyone so you can get lots of criticals.
I Miss the Sunrise Review
They're all over the place, but you can get any of them before the end of Episode 4, or in the post-game.
I Miss the Sunrise Review
You sound so enthusiastic about every little thing! I am amused. Good luck with TR if you get in to it; it's a whole lot harder.
(And you are missing a lot of optional characters! There are 16 PCs in all. More fleets = more CP per turn, too, even if they aren't full fleets.)
(And you are missing a lot of optional characters! There are 16 PCs in all. More fleets = more CP per turn, too, even if they aren't full fleets.)
I Miss the Sunrise
Find an unbroken path that goes from the left side to the right, and light up all the things on that path so they're green.
If you need another hint:
I probably should have included a freebie solve like with the Lights-Out room, but you could probably brute force it eventually.
If you need another hint:
It's the path that starts on the second one on the left and ends up on the second on the right, but not necessarily a straight line!
I probably should have included a freebie solve like with the Lights-Out room, but you could probably brute force it eventually.













