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Co2 Outbr3ak

14
Posts
A member registered 10 days ago

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That happened to me on 1.00.51 after updating from 1.00.4. When I game over I loaded another stage first, exit, then go back to Sigma Stage 4. Issue didn't happen again after that.

Welcome to new game +

Think of it this way.

Lv0 = 1hp

Lv2 = 2hp

Dashing when shooting just does +1 to that, so

Lv0 + Dash = 2hp

Lv2 + Dash = 3hp

(2 edits)

I finally finished 100% Veteran mode on 1.00.4 up to Sigma Stages and then 1.00.51 from there on. I initially had a weird softlock after game over at Sigma where X would walk into the wall when coming back to re-fight Velguarders. Going to another stage first and then back seemed to have permanently fixed that.

Pros:

  1. Upgrades: Finding all the secrets and requiring a resource to upgrade was a welcome twist to just finding capsules. I also enjoyed the 2-part upgrade system as well as it really gave X some much needed traversal tools. 
  2. Levels & Design: The main stages were fun and very X feeling in layout. The game looks like a true X1 re-telling all down to the sprite work. Very impressed here.
  3. Boss designs: Sigma Stage bosses were fun to play and I enjoyed them as a whole. The main 8 bosses are a fun take on and inspired by original X/X2 bosses. (although the first Sigma Stage boss is a tad repetitive in layouts. Adding 1 or 2 other attack "setups" would make it a little more diverse.)

Cons:

  1. Door transitions need sped up as they are just really slow. The camera that follows also needs sped up as it drags/lags behind when X can move forward. X also stops so close towards the center of rooms instead of closer to the door for many bosses when it doesn't make sense to.
  2. Dropped inputs in regards to double jump just not refreshing or working in some scenarios, and happens pretty frequently. Double jump also doesn't refresh when sliding and falling off the wall, but air dash does.
  3. Hadouken input is frustratingly inconsistent to input "correctly." It just.... rarely would it actually do it.
  4. Fire/Water Velguarders/Sigma Form 1 & 2 deal slightly too high of damage on Veteran mode to feel good. 1 or 2 less points would go a long way to feeling better.
  5. Boss Weaknesses are visually non-existent and I could never reliably tell if the weapon I was using was the proper weakness. They just didn't feel like they matched up well, so I mostly used the X Buster for most of the fights.

Overall, I give the current state of the game on 1.00.51 an 8.0/10.

Amazing work to the team. If the above were corrected, I would rate this closer to a 9.0, but given the frequency of dropped inputs and jarring slowness of door transitions; it affects the flow of the game, and getting demolished at the end repeatedly due to insane contact damage over made the ending rougher than it needed to be. 

But, the levels looked fantastic. The music was fun to listen back to on subsequent runs. The bosses were unique enough to be interesting in ways I enjoyed. The weapons themselves were fun and useful throughout the stages. 

I greatly enjoyed my time with this and recommend it to anyone who hasn't played it yet.

(1 edit)

This is exactly where I'm at. 100% Veteran difficulty and the dogs alone are nearly impossible to NOT contact, and they take a stupid amount of health from you as well. It doesnt help that Hadouken input works only 1/20 times. 

Honest to God, I have only gotten to final form Sigma once in the last 2 HOURS, and the 1 time I got there i had half health left and I guess I was insta-crushed by the hand and the outer wall as soon as the fight started....it's way overturned and I honestly feel 99% of players will never be able to do it the way it is now. You have to basically perfect it.

Also, Sigma shouldn't be able to turn around while doing his rapid-fire hand attack.... Or shoot backwards. That's kinda crap.

Edit: Sigma 2 is much more manageable but he still takes literally like 45% health on hit. Not as much health as Sigma 1, either so it was a much faster fight.

Fingers crossed that 1.00.5 fixed the Hadouken capsule on Veteran mode. 🤞

It's Special+Up. Your layout may be different than others.

Why would you download 1.00 knowing 1.00.4 exists? The Hadouken didn't save back then. Updating it isn't somehow going to make data reappear that wasn't there. You did that to yourself lol.

There is a level clear indicator. It says "Complete" on the screen and the boss portrait has a "MISSION COMPLETE" overlayed on it.

Currently playing Veteran mode v1.00.4 for my first playthrough. I am at Sigma Stage 1 and wanted to leave some feedback at this time that I felt is worth mentioning.


Bugs:

UI: When charging a special weapon, the weapon icon flashes at Level 2 charge before it is ready to fire a charged shot. This should probably be flashing when it's charged and ready to shoot at Level 3.

Engine-related: 

Double Jump doesn't refresh when sliding down and falling off a wall. Air dash refreshes, so I would think the 2nd jump should be refreshing as well.

Inputs get eaten sometimes when dash-jumping while holding a charge, resulting in double jumps not working. (Might just be frame-perfect floor jumps not refreshing it?)

Arson Vulpine (Fire Stage): Couple instances of getting behind the crush walls and falling out of bounds while looking for the capsule. Was kicked to Stage Select after some time.

Space Stage: Softlock if you put the ride armor back against the midway boss door and get out. If you try to go through the door it starts to open, but X hops in the Ride Armor and the door stops opening. It never opens again after that making X stuck in the room.

Sigma Stage 1: Softlock: "Special" capsule doesn't load its dialog on v1.00.4 on Veteran difficulty, resulting in permanent stuck state.


Suggestions for Improvement:

Doors: Theres multiple things with the transitions that are seemingly unpolished:

When opening and closing, the sound effects are off from the visuals and need synced.

Xs animations are in super slow motion. It should play at normal speed.

The camera moves over waaaaaaay too slow. It needs sped up faster and should make the door align to the left of the screen.

Player regains control while slow camera is still moving. The player needs to stand closer to the door when its closing and the entire transition process should take only about 3 seconds start to finish.

Axolotl (Water Stage): The boss can only go up or down a row 1 at a time. A lot of time, the boss likes to do the slam attack and end up at the bottom, resulting in the fight mostly being at the bottom. The player can sit at the top pretty much unscathed from being hit. The fight would feel much more dynamic if the boss was able to traverse up to the current row the player is on, instead of one at a time, forcing players to keep moving around and adding a little urgency to the patterns.

That just takes you back to the file select. There's no way to Quit to Desktop like 99.9% of PC games have.

Yup. 1.00.4 is where I finally jump in and play. Looks like most of the prior major issues are being rectified here, and no more constant weapon wheel due to stick drift on my Series X controller! 

Can't wait to actually dive in and play! Thank you for the updates, and for the amount of time it took to do what was just pushed, you are amazing for knocking these out. Amazing and substantial work!

There is no such thing as 2 Landscape orientations. Landscape orientation is wide/horizontal. Portrait orientation is vertical.

Looking forward to really play this some more, but have a minor gripe. My right stick has minor stick drift, so the weapon quick swap menu stays up around X. Any chance we can have a toggle to disable that? Or maybe adjust the input distance to like 90% on the sticks so it's intentional.