Perhaps a way to eat your cake and have it too would be to have each cancel out 1 copy of the other. In other words, the powerful combo would still be there for anyone willing to stick 2 arrows to 1 mushroom. On the same note, may or may not want to make Exile cancel all instances of Fleeting instead, since Eraser with Fleeting more or less just erases all challenge in the game if it can be played every turn, while allowing Fleeting to cancel out the exiling effect from Exile so it could still be upgraded to be played once per board wipe. Strong synergies for people to find, and a bit more balance.
infrequentLurker
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That probably wouldn't be a bad idea, considering Fleeting can easily be used to make tiles that can be played every single turn for north of 20 gold, 20 damage, and 20 healing each. As you run down the rest of the deck, unless the AI places blockers that make it impossible to play your combo tiles, it just becomes you being immortal and at the money cap waiting to do enough damage to beat the encounter. The only hiccup with making it more expensive is that makes it harder to encourage the kind of problem solving about each piece that leads to realizing just how strong Fleeting is, but you do at least start with 1 arrow in the default deck.
Making Fleeting and Persistent cancel each-other out may also be an avenue to explore, a bit like KSmarts suggested for Exile in another thread. Persistent tiles seem eager to throw large bonuses for being played, presumably because they're balanced around being applied once the entire fight. Up to you in the end, though. Balance is nice, but a few busted combos for clever players can be that spice that makes a run really stand out.
Found a game-breaking bug. Somehow, this game state (there are 2 Wildfire tiles under the tower/gear/bow/box tile on the right) has completely bricked the game in the very last fight. It doesn't know what to do with the Wildfire triggers.
Edit to add: Discovered that the game auto-saves at the start of combat, so a quick refresh at least allowed me to continue and finish the run. Fun time, though arrows are really, REALLY powerful tiles. Like, I can see several absolutely absurdly strong combinations that really only work with arrows. Arrows can and will if you get more than 1 or 2 completely remove almost all need to use the Clear Board action.
Found a bug. In chapter 10, upon waking up after the inciting incident for the chapter, the spade option is bugged out in this dialogue option. I think it's just missing 2 closed square brackets near the end of the spade line.
“Kid?” Carter prompts you again and this time you come back to yourself
[[“No.”|10.38][22 +=1 ♤
“Yes. Sorry.” ♢
You raise a very tired middle finger at the old man. ♧
Edit to add: Later, after packing for the trip:
“I told you when you were a kid that’d I keep you safe,” Carter says. “And I meant that. I still do.” - Probably supposed to be "that I'd" instead of "that'd I"
So, the first major puzzle of the game is slowing down enough to recognize what the formatting of the files is. I can't really hint at it further than to say pull apart the 3 elements and work out what each one is. This is the first puzzle of the game, and is more or less the core puzzle throughline that continues throughout the rest of the game. Last chance to go back and take another stab at it before I spell it out, as I wish fervently that itch comments had simple spoilers:
- The first part is a timestamp. all 01 events happen before 02, which come before 03, etc.
- The second part is a location. Person 11 points Person 1 to the entrance. ENtrance. EN is the file code for an event happening at the entrance. Person 1 got stuck on QUail Lane, QU.
- The third part is a chain of numbers. Look at the interactions within each file, and you might notice some things: Each speaker is assigned a number. Each number in the file name corresponds to a speaker. The chain of numbers is the list of people that were at that location at that time code. Persons 1 and 11 were at quail lane at time code 01, Persons 1, 6, 7, and 10 were at the entrance at time code 02.
- Now, to put it together. You are given 04-ST-????. You now know it's asking you to work out who was in the ST room at time code 04. You can work that out by reading through the events you have at time code 03. Near the end of it, one of the people invites two others to join them in a place.
Got a similar bug in the same interaction.
"
<<if (height is "short") or ($height is "average")>> which is a little intimidating up close. <<else>> which you suppose should be expected given the other fae you’ve met so far. <</if>>
"
Looks like the $ in the first half of the If statement is missing.
I also hit a reference to Zora as a He when she wasn't in this branch of the story, in the chapter prior to this one.
That's the fun part. You don't! Though I think things aren't necessarily hit at the same times, plus if you get there in time but it's close there is a way to control the damage before it happens. Honestly there's enough going on at Astrape that even if you can't get there before it's fried this time, there should be something else to do, and making it there makes it faster the next time, which could get you there before things get bad.
Pretty sure that part of that feeling is that this update had a lot of under-the-hood work going on with the systems to give cross-compatible experience for common tasks like gathering water in multiple places, taking the same route in different directions, or installing solar panels that would not have given a speed boost from similar actions before, in addition to the content update.
I just used ms paint to map out every viable arrangement of the colors and the given symbols, and while there are a total of 5 arrangements that would validate, only 1 of the arrangements leaves nothing to guesswork: 3-color bar on the right, 2 hearts row on the bottom, 2 stars row in the middle. This arrangement gives 2 shapes for each color and 3 unique open colors. The other 2 arrangements each leave 2 pink squares with no definite given solution.