Hey there Strikers. We're back for some more micro'ing. In case you missed it, Kazan got some nerfs last Friday (September 1) and Finii got some bugfixes and buffs on our rogue off-schedule micropatch. There were also some immediate bugfixes following the big splash that 3.0 made. (Thankfully X stopped infinitely striking your face into the dirt shortly after).
With all that behind us, though, we have a standard balancing patch and rotation for Awakenings. Melee goalies are getting some taps down.
STRIKERS
Ai.Mi
Ai.MI has absolutely infected the hearts, minds, and computers of players. She's still our most popular Striker and is also winning a large proportion of her games. One culprit is the usefulness of Firewall Sentry, given its relative (to her other abilities) ease of use.
Asher's shield was patched up a bit and is once again a dominant force at high levels of play, so we're slowing down her barrier-ing.
BARRIER BEAM [PRIMARY]
Cooldown :: 8s → 9s
Atlas
Atlas has been the stoic angel, protecting his teammates a bit too well. We're reducing his save attempts and giving patient opponents some better counterplay.
CELESTIAL INTERVENTION [SPECIAL]
Cooldown :: 45s → 50s
Duration of Guardian :: 3.5s → 3s
Dubu
Dubu (and Atlas) have been running the meta from the net. We're slowing his roll.
The consummate professional has been slowly creeping up the winner boards (that a thing?). She is great at putting the Core in the net! We want her to keep that strength, so we're just tuning down her damage a tiny bit.
Rune has always been one of the trickiest of the Strikers to play. We're removing some emphasis on his damage combos and giving him some range so he can better control the Core.
UNSTABLE ANOMALY [PRIMARY]
Increase Pillar Range :: 600 → 750
Same pillar damage reduction :: 90% → 99%
Vyce
Due to how impactful Vyce was with rocking out initially, we had her SPECIAL at unusually high cooldown. Players have learned better to counter it, so we're pulling back some of the protection. Time to DODGE.
SUPER NOVA [SPECIAL]
Cooldown :: 45s → 40s
GEAR AND AWAKENINGS
With our micropatch we also bring a new rotation. Sparkington City is back!!! Orbs are out! ...temporarily. Oh, and Glass Cannon is joining them on the sideline. Aside from those, we have a couple small adjustments to some of the other ones.
ROTATED OUT: Orbs (Orb Dancer, Orb Ponderer, Orb Replicator) and Glass Cannon ROTATED IN: Sparkington City (Spark of Strength, Spark of Agility, Spark of Focus, Spark of Resilience)
Built Different
Impact bonus damage :: 10% → 5% (2% on Core → 1% on Core)
Bulk Up
All the Stagger conversion trainings have been left behind again. Bumping up their durability and thus their synergy with each other.
Max Stagger :: 300 → 350
Reverberation
Max Stagger :: 300 → 350
Peak Performance
Max Stagger :: 300 → 350
Catalyst
Catalyst has been the keystone of the Energy Exodia build. While the other Energy awakenings are performing below average, Catalyst has been seeing a lot of success and a lot of focus. We're bringing it down a notch and will reassess the state of the rest of the Energy options afterward.
Energy on taking hits :: 6 (2 for LIGHT hits) → 4.5 (1.5 for LIGHT hits)
Eject Button
SECONDARY Cooldown :: 25% → 30%
Heavy Impact
Cooldown Refund for multi-hits :: 25% → 35%
Max CD refund :: 10s → 14s
Missile Propulsion
Damage Bonus :: 15% → 20%
Perfect Form
Cooldown :: 15% (5% for light hits) (max 1.5/.5s)→ 20% CD reduction (6.66% for light hits) (max 2/.666s)
Primetime
Primetime took a lot of nerfs and is STILL SLIGHTLY too strong. We're bringing it down just a final smidge.
Damage Reduction for PRIMARY :: 10% → 15%
Siphoning Wand
Siphoning Wand has been underperforming slightly since its back-to-back nerfs.
We know what you’re thinking: You’ve only got three treasures remaining to get all the 10th Anniversary Rewards… except you’ve been at three treasures remaining for days now. There’s no end in sight. You’ve played core. You’ve played support. You’ve played mid. (Once you even tried jungling.)
Nothing. Three weeks just isn’t enough time to get all of those 10th Anniversary Rewards.
You know who agrees with you? Gabe Newell. You know who’s fired if we don’t extend the event so he can get his Ursa set? According to Gabe: us. So we’re happy and relieved and still employed to announce that the end date of the 10th Anniversary event is now September 18th.
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Continuing to plow through the list of reported content issues this week.
There are now a bunch of new ways to mark graves. Bonsai trees can go on tables in all of their stages. Snake skin boots no longer decay. Pencils can be piled. Lathe heads and kraut boards can be deconstructed. Locks are now much slower to brute force with trial and error. Several things that had weird visual positions when set on a table have been fixed.
I'm a huge metroidvania fan, and I always find myself getting excited by game maps, so I wanted to make sure Crypt Custodians map is bullet-proof. Here's a small preview of the games map, and map features:
Multiple Views
I couldn't decide between the more modern style detailed map (like in Hollow Knight or Ori), or the more classic block style (like in Super Metroid or Castlevania)... So I did both! You can seamlessly switch between both map styles. I find the classic block-style map is more useful for long-term planning, and figuring out which areas to explore next. And the zoomed in detailed map is more useful when looking around your immediate area.
Fast Travel
Shrines are littered across the landscape in Crypt Custodian. These are your save points, but they also allow you to fast travel. You can teleport immediately between any shrines you've discovered.
Map markers
You can mark your map in several ways. One is directly from the map screen, where you can place custom markers at any point of interest you find. And the other takes place at The Sinners Inn (the local bar in the afterlife), where you can pay a small fee to have any missed collectables marked on your map.
Please make sure to wishlist Crypt Custodian if you haven't yet! I'll do some updates delving into other aspects of the game later, let me know if there's anything you think I should cover! -Kyle
First Time Version 7 Streamers: 1) Load the game, go to settings and click Platform 2) Enter Streamer Name and oAuth, then click connect 3) *Important* You MUST restart the game, it will auto connect after `- The reason behind this is because the game now uses a save file in order to reduce the amount of API requests to the website
First Time Version 7 Players: 1) Playing in a channel using v7 for the first time, you MUST play first 2) You can either !all, or !insert 1-50, or !show skins 3) Do not go in to a new channel and try to !setskin right away `- The reason is the same as above, game will pull and save player data
Things to know: The leaderboard overlays and local leaderboard resets are still being worked on. New scores will still be shown on websites and by using !show score, or !scores global/local If your game says "Steam not Initialized", you must have steam running, and be logged in to twitch If you ran the beta7, delete your coinpusherworld folder in appdata/locallow/ If the Platform settings windows says twitch disconnected, or you get duplicated bot responses, you must restart the game Channel Redeems will NOT spawn if said redeemed item is already on the coin table
Version 7 Command Changes: - !all and !insert are the same - !kick returns with variations: !punch, !skates, !egg, !crown (all public use) - !drop <item> : This is for custom made user drops - !show : This is the new base command for getting player information ` Usage: !show <cmd> - coins, score, tickets, drops, skins | eg: !show coins - !scores : Shows leaderboard information. Usage: !scores local, !scores global - !setskin <skin_name> : Sets player's coin skin - !walls : Puts side walls up for 30 seconds, !wall also works - !v : shows the game version
Version 7 Website Changes: - Deleted the old - Completely re-written custom website has been done, https://cpwgames.com - New API system designed specifically for individual game and web requests - New Profile page for viewers and streamers (more features coming)
Version 7 Coin Pusher World Changes: Added/Updated: - Complete re-write and overhaul on the game - There are 3 total chests now, one is worthless. Drops are random (even admin drops) - Player Queue is now built in-game - There is now a game save file for streamer and player information - Reworked the entire command structure and handler - Entire UI was overhauled, kept same layout style - Implemented Steamworks and License checks - Steam and a Twitch connection is required for the game to even start - Steam will now track play time - Reworked player into a viewer system to better handle the droppers - Viewer coins will now save all locally - New viewer lurk system for coin collecting. Given coins every 5 min: Lurkers 10, Active 25 - New drop system implemented, can only drop owned coins collected - If using an Emote Trigger, this will always drop x50 coins - Added new Channel Redeem system - Lights is now triggered with cpw: lights - All toys now give 2 tickets - 5k Chest downgraded to 2500 and gives 2500 score, 250 tickets and 75 coin - Cool downs on Channel Redeems will work the same, streamer MUST set 10 minutes on all redeems - Updated camera position, for a better view of coin skins while animated camera is enabled - Updated Chest RNG
Fixes: - Removed a lot of unused code - Fixed a lot of coin issues - Removed redundant conditions - Kicks now work more properly - Fixed random timer sticking at 0 - Fixed a lot of Ice Coin issues - Fixed a lot of UI issues causing errors - Fixed chest showing no score - Fixed many Channel Redeem issues - Fixed side walls and coins being jammed - Fixed a lot of stuck coin issues - Minigame Queue system works as intended now with new in-game queue - Fixed a lot of issues with coins, toys and minigames causing the game to lag/crash - Fixed and optimized a lot of potential lag causes - Optimized all Minigames - Disco will no longer spawn when ice coin is active, it would kill the lights - Fixed multiple Errors causing things to break - Replay getting stuck and looping infinitely - Replay not triggering properly when it drops down in the drop area - Plinko taking too long to finish playing - Plinko code and made it better in terms of performance and logic - The Jackpot slice on the wheel exists no more, they will be completely random - cpw: mini game redeem has been removed to avoid ghost drops of ones already active on the table
Things to Come: - New CPW Game Store - More Game Features - More Player features web/game - More Drop Types - More Fun
Any Questions, issues, bug reports, join the Discord!