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Author Topic: Challenge Modes  (Read 44767 times)

R-26 Lightspeed

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Re: Challenge Modes
« Reply #75 on: May 25, 2022, 11:09:58 AM »

TargetedCollapse: Moving under unstable ceiling causes it to collapse, regardless of how unstable it is. (Alternatively, unstable ceiling could act like a wall and block movement when trying to move under it or when being knocked back.)

Can't think of a name for this one : Every evolution (before choosing the slots to evolve), the number of slots for each category are shuffled around with each other (that would mean a total of 24 ways any layout could end up in (23 ways if the current layout is excluded)). For example, 1-4-6-3 could be shuffled into 4-1-6-3 or 6-3-1-4.
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Storm Mk9

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Re: Challenge Modes
« Reply #76 on: October 21, 2022, 07:28:25 AM »

Blinded: Cogmind's visual radius is set to 1, but everything else, including audio, infowar modules, etc, are unaffected. Considering the improvements to infowar in update 11, this could potentially be much more of an interesting challenge than it would've been otherwise. Then again, I can't exactly know for certain without testing it, but it definitely seems like an interesting concept to me
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Kyzrati

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Re: Challenge Modes
« Reply #77 on: November 05, 2022, 06:46:34 AM »

Blinded: Cogmind's visual radius is set to 1, but everything else, including audio, infowar modules, etc, are unaffected. Considering the improvements to infowar in update 11, this could potentially be much more of an interesting challenge than it would've been otherwise. Then again, I can't exactly know for certain without testing it, but it definitely seems like an interesting concept to me
Yeah I've thought of a low-vision one a few times before, although not quite from an infowar-reliant aspect. Seems like it'd essentially play out more or less like sniping with infowar and penetrating weapons, a style that already exists, just... constantly :P
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Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

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Re: Challenge Modes
« Reply #78 on: August 31, 2024, 09:24:18 AM »

RandomChallenge, Randomindzer : Every floor, the current challenge is randomized. (If Devolution is chosen, you lose a slot, but you get it back next floor.)

BetterSentries, HeavyHell : All 0b10 area crossroads sentries are replaced by heavies, and all in-room sentries are replaced by behemoths.

ExplosiveMachines : All machines explode (or shoot/melee you) when you get close enough to them. You could still use terminals, it's just that they'll whack you with a hammer when you do. (This is based entirely on that one thing fabricators can do.)

Nemesis : At the end of every floor except -11 and -10, you enter an "arena submap" where you fight a version of yourself that has exactly the same stats/items as you did the previous floor when you began that fight. It's rock-paper-scissors with time travel!
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