Jerry59
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Page cleanup
V1
Here's the current page. And here's my sandbox junk.
- Revamped the PnA, Standard Equipment and Intelligence. (hopefully) Makes them look better and easier to read.
- Added Notable Attacks/Techniques filled with System Schematics, Style, Warning Flashes, movement tech and combat tech.
- Added more scans, justifications and references to it.
- A few new abilities
- Physically:
- Energy Absorption (Leg Modules help V1 avoid taking fall damage, conserve energy from slamming and falling)
- Warning Flash (When enemies attack, a spark known as warning flash may appear to indicate the type of attack being used. Depending on the shape and color of the flash, it can show whether the incoming attack is melee or ranged, as well as whether it is parriable or not. These flashes also come with sound cues that vary depending on the type of attack, and they can be heard even if enemies are off screen or ambushing V1). 8-2 seemingly makes this canon, as it is in this exact area the player is (normally) required to react to the sound cue in order to avoid Guttertank's punch, despite being unable to see the spark itself due to it standing behind a wall (also the terminals had already mentioned this once in 0-5, though Tips of the Day on their own are just game mechanic pointers so I don't think they carry much weight?)
- Healing level specified: High-Low - Can absorb blood to heal itself and is able to heal from being impaled by a harpoon of this large.
- Information Analysis (V1 can scan text from picked-up items such as books and slabs, however, it only scans text it deems relevant (especially those mentioning specific anomalies and machines such asthe Earthmovers), unique or comprehensible)
- Weaponry:
- Danmaku (The Shotguns can fire ten to dozen concentrated heat pellets at once, which, with the Pump Charge Shotgun, can increase to 24 pellets on the second pump. Nailguns are able to fire rapidly at a rate of 12.5 - 25 nails per sec, with the latter being the firing speed of the Attractor, low-charge Overheat, and cable-tethered JumpStart Nailgun. When overheated, Overheat Nailgun can perform a heatsink, releasing a massive burst of flaming nails with a very high spread and a fire rate of 62.5 nails per sec)
- Metal Manipulation/Restoration (Is able to generate coins with Marksman Revolver and chainsaws with Sawed-On Shotgun. The Nailgun has a nail regeneration system that provides it with a practically infinite supply of metal ammunition)
- Teleportation Negation (Screwdriver Railcannon’s drill can temporarily prevent Mindflayers from teleporting)
- Electric Railcannon's Limited Durability Negation removal: The statement comes from the Railcannon's advanced strategy, which in this case is game mechanics. Its shots can be stopped by tesla coils (to be fair this is likely due to their electrical properties) and deflected by the stone exteriors of certain demons, which are explicitly stated to be simply more durable than those of others.
- Physically:
- Added V1’s travel speed. Tho I didn’t include sliding yet, since it can also be used to dodge enemies’ attacks in-game, not sure how I should treat it tbh.
- New weaknesses: Sliding won’t recharge the stamina wasted by dashing. Hitting with a red-gauge (highest velocity) Jackhammer will cause the weapon to overheat for 7 seconds, and landing 3 consecutive yellow-gauge (medium velocity) hits will also overheat the Jackhammer that lands the third hit, even if multiple Jackhammers were used. Upon taking damage, V1’s maximum HP is temporarily reduced and continuously getting hit or using Whiplash builds up this Hard Damage; However, Whiplash does not give Hard Damage when using underwater or when grappled to hookpoints; Hard Damage also drains faster the more stylishly V1 fights. Can lose style points and ranks when taking damage, though self-inflicted damage does not count.
V2
All of the changes and new stuff can be viewed here.- Tweaked its PnA a bit though it mostly just copy paste from V1’s
- Act 1 new abilities
- Possibly Warning Flash (Possibly has the same warning flash as V1...)
- Possibly Non-Physical Interaction (Possibly comparable to V1, who can crush Soul Orbs, and has the same Whiplash arm enabling it to grapple onto them...)
- Act 2
- Danmaku (Nailguns are able to fire rapidly at a rate of 12.5 - 25 nails per sec. When overheated, Overheat Nailgun can perform a heatsink, releasing a massive burst of flaming nails with a very high spread and a fire rate of 62.5 nails per sec)
- Metal Manipulation/Restoration (Is able to generate coins with Marksman Revolver. The Nailgun has a nail regeneration system that provides it with a practically infinite supply of metal ammunition)
- Act 1 new abilities
- Added more scans, justifications and references.
- Added combat skill and Notable Attacks/Techniques.
Gabriel
- Blessed giving Light Manip should be removed. Gabriel after having Father’s light ripped out of him is still able to manifest light constructs and Flesh Prison is able to use light beams similar to Virtue’s after being granted divine power.
- higher in short bursts Speed upgrade: His dashes are so fast that he can blitz his own thrown swords or those parried away by V1. His two swords Justice and Splendor can also return to him at such speeds.
- Interdimensional with teleportation Range upgrade: Can teleport across layers of Hell, which are unbound by traditional laws of geometryor topology, where the only known methods of traveling between layers involve using elevators and Ferrymen’s skulls (Due to the holy power emanating from the cloth, Ferrymen's skeletal bodies have slowly been colored bright and radiant, and their skulls have enough latent energy to open gates that otherwise stop Husks from exiting their places of torment).
- Adding Notable Attacks/Techniques with gifs, so people won’t really need to click on links for everything. Also they look cool ig. It can be viewed here (alongside other things including those mentioned above as well as new justifications and scans)
Minos
Added more justifications and scans as well as Notable Attacks/Techniques because they look cool.Sisyphus
More justifications and scans. And Notable Attacks/Techniques, look cool.Resistance to Light Manipulation
V1 and other enemies are unaffected by Providence's bodies of pure light, which are capable of blinding a human if viewed directly.Applies to nearly everyone, except for Husks (as they do not have sight) and the uncategorized folks (never seen in the same rooms or directly confronted with Providences).
(Non-Combat Applicable) Healing
Not just V1, but machines in general use blood to refuel and heal themselves, and ofc it should be High-Low as well. Though unlike V1, they has to refuel through a different process rather than through direct contact with blood.Applies to the machines, all of them.
"Limited Invulnerability with Idols" removal
Blessed Streetcleaners can still be killed when submerged in water (their weakness). Additionally blessed enemies can be killed by environmental hazards (though the Strategy sections of terminal entries often cover both lore and gameplay mechanics, so this prolly serves more as supporting evidence than anything)Agonis & Rudraksha key for Ferryman
Like Swordsmachine and Insurrectionist, Ferryman now also has secret encounter variants. These variants possess the same dependent Healing ability as the other two, but also gain "Spatial Manipulation & Invisibility" as Agonis (the red one) is only visible through reflections similarly to Mirror Reaper, who have those abilities due to being able to escape into a fold in space.Soldier's durability upgrade
Their augmentations granted by Hell is stated to allow them to withstand normal explosions with little to no damage (and they take no damage from normal explosions in Brutal difficulty). So they should have 7-C, possibly High 7-C durability with augmented parts (or whatever it should be called)that’s all for now, i think
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