The code seems to be buggy with stacking stuff.
Thank you for the rule sheet! One thing I wanted to point out: I believe âGenosha Under Siege (Magneto): Red shots defeat Magnetoâ is incorrect. In the intro video, Magneto calls out Avalanche and Toad, and as you unlock Magneto, it seems like youâre defeating Avalanche and Toad rather than Magneto himself.
Just to clarify, the increase in scoring âby 1/3rdâ is the total scoring increase if you do all three levels of upgrading the Danger Room, correct?
I believe Level 1 gives you +10% scoring. Level 2 gives you an additional +10% (relative to base scoring), and Level 3 gives you an additional +10% (relative to base scoring. So total scoring increase is +30%.
Is this correct?
Using future as an example, where the base value is 3M:
3.3M at level 1 danger room
3.6M at level 2
3.9M at level 3
thanks. Yes, thatâs what Iâve noted as well.
I cleaned up the Danger Room wording in the rulesheet to reflect that itâs 10% per level, instead of saying â1/3rd.â The way it was written, it was easy to misinterpret that each leveling up gave a +1/3rd, which is incorrect. Itâs just 10%, up to a max of almost 1/3rd (30%).
Can someone explain what âallâ means here? It doesnât seem to increase the timer for the future, nor any ball save timers. Is it just talking about mode timers?
Sounds like a glitch to me: the read me says that Magneto should be extending the game timers if you complete the mode and then complete the future afterwards. The ball save timers are attached to Colossus rather than Magneto though.
Yeah, must have been, or I didnât actually complete the future, because last night after beating the Genosha mode and associated future, the next future mode did have ten seconds added to it. So it appears it is working as intended.
After finally getting the time to play the new code, I noticed a couple discrepancies with the updated Rule Sheet. I wanted to confirm others are seeing the same thing before editing the Rules wikiâŚ
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Stormâs perk of providing a Sentinel MB extender: Iâm only seeing that extender given on the NEXT play of Sentinel, and thatâs it. Not once per subsequent play. Can others confirm?
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The new version of The Future: the initial ball-save timer (without any perk) doesnât feel like 20 seconds. Seems shorter than that â maybe 10 seconds? Can others confirm?
Are there any plans to have the character perks actually conveyed to the player? Right now when you successfully go back to the past, it says âPERK ACTIVATEDâ but as far as I can tell, thereâs no way to know what that perk is, neither before nor after activating it.
Itâs in instant info now (at least after you get it)
I agree that the default ball save timer in the future feels more like 10 seconds rather than 20 seconds.
Mike Vinikour said in a recent interview that these are going to be added next update, they ran out of time to include them in the previous two.
Both of these are correct. Edited the rules guide.
Excellent! Looking forward to it.