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Ilmoita käännösongelmasta
Bunker buster - does more damage the more health an enemy has
High velocity rounds - does more damage the farther the enemy is / or makes bullet velocity faster (should help with shurikens and other bouncers)
Scattershot - projectiles explode in a ring of mini projectiles (ala alien eyes) upon hit
Poison tipped - projectiles can inflict poison (does tick damage apart from burning)
Juggernaut - increases armor relative to speed at the cost of dodge
Stunner (can't think of a clever name) - add a chance to inflict stun
AT Field - adds a chance to reflect bullets (makes them faster and stronger)
Capoeira - does damage around the player everytime it dodges an attack (or make this an unarmed wep that focuses on aoe damage)
Sand bags/sticky floor - engineering item that slows down enemies around it
Snooze you lose - damages stunned/slowed enemies
Jousting lance - melee wep that gets stronger the faster you move
Short circuit - adds a chance to inflict bouncing lightning projectiles upon hit
Mysterious syringe - medical weapon, causes enemies to get faster but inflicts poison
Drones - less powerful but mobile engineering items, either follows the player or flies around randomly
Swamp feet - leaves a trail of poison inflicting fluid behind you
The 1% - weapon that fires materials (decreases your mats per shot) that has a chance to charm the enemy it hits
IRS 2000 - weapon that fires mats per shot with high damage (decent for saver)
Soul spear - spear wep that does more damage based on player hp
really hoping for interesting mechanics instead of just flat stat increases
guns, when you take the sausage, its not showing how many burning, it do's
gotta disagree with you there m8, harvest is good for most waves since it increases by 5% every wave, it has a great potential to snowball, had liek 780 on one of my runs and didn't really know what to buy anymore
Well-rounded - you gain +2% damage with lvl up (for Mutant only 1%, do not apply to Speedy, tatos with reduced damage in %)
Brawler - base +2 melee damage and +3% dodge (not apply brawler itself, pacifist, ranger, engineer, knight and gladiator)
Crazy - Blade-type weapons got +10% attack speed (not apply crazy itself, medic and one-armed)
Ranger -base +3% crit and +10 range (not apply to ranger itself and character with reduced % damage)
Mage - Elemental upgrade items got +1 elemental damage {not apply to mage itself and pacifist)
Chunky - Any hp-upgrade got +1 to hp (example - cake +3 => cake +4, acid +8 => acid +9, etc. Not apply to chuncky itself, demon and masochist)
Old - 5% less enemies (not apply to old itself and explorer)
Lucky - you gain +2 luck when lvl up (not apply to lucky itself, mutant and gladiator)
Mutant - you gain extra 10% exp from materials (not apply to mutant itself, lucky and farmer)
Generalist - having 3 melee and 3 ranger weapons you get +12% damage (1 melee + 1 range = 4% damage. Not apply to generalist itself, lucky, gladiator, medic and knight)
Loud - 5% more enemies, but they have 5% less hp (not apply to loud itself and pacifist)
Miltitasker - your tatos can hold +1 weapon (not apply to multitasker itself, one-armed, gladiator, knight, bull and lucky)
Wildling - primitive-type weapons get +3% lifesteal (not apply to wildling itself and one-armed)
Pacifist - 5% living enemy gave you 0.5 exp and material (not apply to pacifist itself, saver and farmer)
Gladiator - 4% attack speed for every unique weapons (not apply to gladiator, knight, medic and one-armed)
Saver - Enemy drops 2% more materials (not apply no saver itself, farmer and enterpreneur)
Sick - Every weapon have 2% lifesteal (not apply sick-itself, one-armed, knight and chunky)
Farmer - Every lvl gave you +4 material (loud got only +1. Not apply to saver, explorer and demon)
Ghost - Your tatos gain +2 evasion each lvl (not apply to ghost itself, brawler and knight, mutant got only 1)
Speedy - Your tatos gain +5% speed from start (not apply to chunky, explorer and knight)
Enterpreneur - Recycling items gave you +5% more materials (not apply to enterpreneur itself, farmer, saver, demon and explorer)
Engineer - Each engineer item gave you +1 more engineering (not apply to engineer itself, ranger, mage, gladiator, knight)
Explorer - Trees drops +2 material and have 50% to choopet in 1 hit. +10% map size (not apply to explorer itself, old and engineer)
Medic - Your health regeneration now each 4 seconds instead of 5 Regeneration items got +1 to regeneration stat (not apply to medic itself, chunky, bull, sick and masochist)
One-armed - Any % damage upgrade gave +3% more (not apply to one-armed itself, ghost, farmer, explorer and enterpreneur)
Bull - You have 15% to explode when get hit (100% of damage-type. Not apply to bull-itself, medic, chunky, ghost, speedy, loud and knight)
Soldier - While stand (STANDING HERE I REAAAAALIZE) you gain +5% damage, +5% attack speed and +1 armor (not apply to soldier itself, ranger, one-armed, pacifist and explorer)
Masochist - When enemy hit you they took 10% of you max hp as damage (not apply to masochist itself, chunky, speedy, bull and demon)
Knight - Every 8 melee or 4 ranged damage gave you +1 armor (not apply to knight itself because he cant use ranged weapons, on generalist each 12 melee and 6 ranged damage. Not apply to pacifist, medic, one-armed, ranger, demon, speedy, wildling and ghost)
Demon - all unlockable weapons have 10% discount (because they are very expensive. Not apply to saver and farmer)
Since we spent a lot of time trying to finish all tatos on danger 5 (got 7) i was thinking - what if, on lower danger 3, we can do some specific runs? For complete them we, maybe, can unlock even more items or more modifiers for our other runs.
Examples:
- As Crazy use only stock knife. No ranged, no elemental
- As Ranger use only stock pistols
- As Mage use only magic wand (it... Can be ok, tier 4 deal a lot of damage. Plus them have knockback)
- As Chunky buy (not for lvl up), at least, hp for up to 150. Second - took 600 damage in single run (from enemy, bloodbag not counted)
- As Mutant Lvl up to 30+
- As Loud reduce enemy count from +50% to +25% or more
- As Multitasker have 12 same weapons and finish run
- As Gladiator increase attack speed to 120%
- As Sick have even more negative regeneration (to -115%)
- As Ghost increase your health by useing only ghost scepter up and over 100. Also that mean use only scepter
- As Speedy increase your speed to +60%
- As Engineer increase Engineering up to 50
- As Medic have at least 10 armor
- As Soldier use only rapid fire weapons (SMG and miniguns, flamethrower not included). Also can use elemental damage
- As Masocist make your % damage up to 0 before last wave
- As Knight have over 35 armor
- As Demon increase health up to 250
Add tips for new players. Kinda like those.
https://node2.projectplanet.cn/@steamcommunity.com/app/1942280/discussions/0/3364776031345714509/
Pros:
- Enemies drop more consumables
- Eating X number of consumable buffs the character randomly but permanently (Hp/Melee damage/elemental damage/speed/etc).
Cons:
- Not eating a consumable in X seconds makes the character start taking damage like “Sick” (maybe even more aggressive)
- Cannot heal with regen or life steal (- 100 to both stats)
- -10% speed
Starts with Chopper, hand, fist or cooking related weapons.
Defibrillator: Weapon (Medical/Elemental) melee weapon, high knockback and sets the enemies on fire.
Potato masher: Weapon (Blunt), higher chance of enemies dropping consumables.
Pan: Weapon (Blunt/elemental), slow melee weapon that sets the enemies on fire, decent knockback.
Mall ninja training manual: item (Red quality) projectiles that crit have a chance to bounce.
Dracula fangs: item (Red quality) crit hits have a small chance to heal the player OR crit kills have a high chance of healing the player.
Pros: More attack and More health And can carry 2 more weapons
Cons: A lot more slower and lower attack speed and more enemies
Starts with melee weapons
-------------------------------------------------------------------------------------------
Balance change for the game
You could also nerf the difficulty of danger 0 as it is the first difficulty but gets really hard after wave 16-20
/Wiki inside the game:
List and description of items
List and description of enemies, bosses
/New rarity of yellow objects - "legendary"
[Edit]
/Change the picture of the potato item to a photo of potatoes from real life and make that item legendary
/ Make some weapons and items appear in the store only at a high level of difficulty
Murders Manifesto: Whenever you gain max HP in combat, explode
Combine: Whenever healing-fruit is picked up, temporarily gain increased pickup range and movement speed
Banana Peel: Gain speed, lose dodge
Out of Bounds: Enemies can be knocked out of the map, enemies knocked out of the map are killed
Baby Food: (only available on difficulty 0) increases attack speed, move speed and health
Sniper
Bonus damage depending on how far away the enemy is,
gain temporary Attack speed & speed boost after killing in 1 shot
+ 50 Range
+ Range Scaling (33%?)
+ 5 or 10 Ranged Damage
- 50% Attack Speed
- 10% Speed
- 10 armor
Sniper Rifle
Does high damage with a low rate of fire and high piercing
Riot Shield
Does 1 damage but has a high knockback
Sniper Training Manual
+25 Range
+2 Ranged Damage
-3% Speed
They just keep on comin'!
+10% Enemies
+1 additional material for killing two or more enemies with one shot
It's always sad to "lose" your build when you want to see how far you could have taken it.
Maybe with double the bosses (2 on I to IV, 4 on V) on level 40, three times on level 60 etc.
+ 20% Chance to Crit
+ Critical Hits deal 50% more damage
(values can be changed according to Balance)
- Normal hits deal no damage
Item on beating the game as him:
+Critical Hits deal 25% more damage
-15% attackspeed
Picky
- Starts out with three free rerolls each round, but +50% inflation (Or 35% and rerolls just are significantly more expensive)
- starting weapons could include the cleaver, hand, taser, potato cannon, and knife.
- much less likely to find food from bushes but the base level food provides +7 health
(basically its a picky eater, it wouldn't be too different from the regular character, but would be interesting because it would allow the player to find more specific items, albeit for a higher cost)
Garden Glove
Unarmed/Blunt
Deals 1 damage with low knockback
for every 5 health get 1 point of armor per glove you have
-25 dodge per glove
Anhedonic pendant
(-1) health per second
+ 20 dodge
attacks give slow effect
-At the start can pick any heavy weapon
-Can only equip heavy weapons
-Has -50% speed
-Speed modifiers are reduced by 25%(maybe more)
-Starts with Power Generator