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[TI1] I've been waiting for you.
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Post by A Man in Flames on May 2, 2019 11:34:26 GMT -6
I mentioned to my boss Bloodstained was due out soon and that once I knew the exact release date I would tell him and that is a day I'm taking off from work. Not opening my email, turning my phone off, etc. Completely disconnecting from the world and spending a solid 12+ hours with the game alone.
It's been one hell of a 4 years waiting for this.The time is nigh, have at it!
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Post by A Man in Flames on Aug 18, 2018 11:03:57 GMT -6
Breaking news everyone, I debunked my own bug report and found you can indeed reach Level 99. I pushed through the bugged Next level EXP and ground out another 115K of EXP and made it to 99. Unlike the 2016 build, when you hit 99, the Next level EXP value reads 0. Still hoping the full game has a higher level cap we can unlock like in OoE. Reminder to self: compile data, send to Viftech
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Post by A Man in Flames on Aug 18, 2018 10:55:25 GMT -6
BUMP: I just debunked my own bug report.
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Post by A Man in Flames on Jul 28, 2018 1:06:12 GMT -6
It's an obscenely gray area, but I agree with XombieMike that if this IGA's wishes, we best respect it. In IGA we trust.
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[TI1] I've been waiting for you.
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Post by A Man in Flames on Jul 24, 2018 21:27:43 GMT -6
This effort is in dedication to our good pals Viftech (for number crunching the data from the 2016 build) and LeoLeWolferoux (for grinding to level 99 in the 2016 build). Kudos to you Viftech and LeoWolferoux for your remarkable dedication. One question though: have you succeeded in leveling to 99 in SOTN? Thanks! And to answer your question: yes I have, complete with perfect stats! Video evidence to prove it to: linkFair warning, there is strong profanity in the Youtube video I linked above (it's from a timestamp in my channels SotN playthrough). And can't forget: thank you Angel-Corlux for raising this issue to the dev team!
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[TI1] I've been waiting for you.
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Post by A Man in Flames on Jul 22, 2018 20:34:42 GMT -6
So a Steam user posted a screenshot showing the warp room in the Castle Entrance which is just a few rooms behind where you first encounter Zangetsu.
That same user posted a fairly comprehensive video to Youtube showing us all the rooms you can explore in the Beta (NOTE: they state this was accomplished by modding their save file):
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Post by A Man in Flames on Jul 21, 2018 17:07:34 GMT -6
Hey Viftech , HP max ups provide +20 HP (there's 4 in the Beta, so 4 x 20 = +80 Max HP) and MP max ups provide +10 MP (3 x 10 = +30 Max MP). Level 99 Miriam in the 2016 build has 1296 HP and 862 MP. Since I can only hit 98, my base Max HP is 1284 (+80 = 1364) and base Max MP is 854 (+30 = 884). That's how I was able to conclude the HP/MP tables are the exact same (or that's it blatantly obvious from Level 1). I was close on the STR modifier from the 2016 build, thanks for the correction. So it went from about 80% down to an even 50%. Wondering if this decision was made in lieu of the food buffs or to apply the same formula CON has to DEF (every 2 CON = +1 DEF). I have a spreadsheet I started that has all of your original data from 2016 plus an additional sheet I started for the 2018 stats. I just need to sit down and go through each screenshot I took and carefully compile the data. It'll be especially cumbersome because I have to be cognizant of the total +12 STR, +10 INT, and +6 LCK you can accrue from food buffs in the Beta. Once I have that info, I'll send it to you to look over-- perhaps you can find more trends and changes not readily apparent to me.
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Post by A Man in Flames on Jul 21, 2018 14:11:29 GMT -6
Good day folks, I have come full circle over 2 years later from this grand old thread. This time we're going straight to the top; to Level 99! I originally stopped at Level 98 due to my findings from this thread here: thread here. Here's a shiny 4K screen cap of Level 99: Here's the original now less shiny 4K screen cap of Level 98 (shows the bugged Next level value mirroring total EXP): Now, some quick facts to kick this thread off: 1. The EXP table appears to be identical if not exactly the same as the 2016 build (I compared the screens LeoLeWolferoux shared in my old thread to my captured data) 2. Miriam's core stats have been adjusted: ATK, DEF, STR, CON, INT, MND, and LCK (probably because of the first time food bonuses we can gain) 3. Miriam's HP and MP values are the exact same as the 2016 build (which can be further increased by HP/MP max ups, of which there are 4 Hp and 3 MP max ups respectively in this build) 4. The base STR to base ATK modifier has been nerfed, in this build it's every 2 STR = 1 base ATK. In the 2016 build I believe it was closer to around 3/4 total STR = base ATK. ( Viftech , please correct me if I'm wrong.) 5. Exact total EXP at 99 is pictured in the screen shot: 3,766,556 Additional trivia based on my play experience: 1. This feat took me a little over 40 hours play time (NOTE: the screen shot shows 16hrs 15minutes 19 seconds, but there's actually 24 more hours on top of that. See this thread here. 2. The total play time includes me starting my very first play through, maxing all shards, and general exploring/messing around. Max level could probably be reached in under 30 hrs easily, comparable to the time frame LeoLeWolferoux noted from his journey to 99 in the 2016 build) 3. I have killed more Sabnocks, Moco Weeds, Plume Parmas, and Barbatos necessary. May their miserable shards rest in pieces. 4. Straight Arrow is OP AF and practically the only reason I bothered to do this, apart from my obsession with grinding. That's all I've got for now. I have screen caps for Miriam's stats (no gear equipped to show raw bases) for Level 1 through 99 (all in glorious 4K) coupled with the stats table Viftech compiled in my previous thread from 2016. Over the coming days I will compile all the raw data and share it here. In the mean time, ask any questions about level grinding. Thanks everyone!
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Post by A Man in Flames on Jul 21, 2018 0:11:56 GMT -6
Discovered after assinine amounts of grinding that level 99 is bugged. Once you hit level 98, this happens: If this is not intentional (hopefully Angel-Corlux or Question can inquire with the Dev team), I am 99% certain it's related to this other bug I discovered which I covered in this thread here. Needlessly to say, getting bug-blocked sucks-- my heart is broken (don't worry, I'll live). In better news, I have compiled a lot of data during this long journey which I will share in a dedicated thread in the near future. This effort is in dedication to our good pals Viftech (for number crunching the data from the 2016 build) and LeoLeWolferoux (for grinding to level 99 in the 2016 build). BREAKING NEWS: Turns out you can in fact reach level 99 after all! I went back and grinded out another 115K or so of EXP and was able to hit Level 99. The only bug is the Next level value mirrors your total EXP when you hit 98 and that's likely caused by the other bug I reported where Next level EXP values are offset by an excess of 1%. Video reaching level 99 below:
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Post by A Man in Flames on Jul 16, 2018 11:27:25 GMT -6
I must be breaking the game trying to hit Level 99:
For some inexplicable reason, all hit detection stopped working for over 2 minutes. I captured some footage showing that I could not hit enemies and they could not hit me either. I ran around for a bit like this until eventually hit detection started to sort of work again. Ultimately, I restarted the game and all is well.
My theory on what caused this may have been some kind of weird memory overflow where I was rapidly and repeatedly zoning in and out of the hallway with the Sabnock that guards the entrance to the Garden of Silence. I kept going in and out of that screen, firring off Straight Arrow for a very quick kill. I repeated that for about 5 minutes when I noticed the arrows where no longer registered damage, and subsequently, all hit detection halted.
This has only happened to me once in over 40 hrs of play.
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[TI1] I've been waiting for you.
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Post by A Man in Flames on Jul 8, 2018 17:01:45 GMT -6
Got a new one to share. In my quest for level 99, it would seem the game clock does not count past 23:59:59, but instead resets back to 00:00:00. Probably a bug that only affects the Beta, but important to report just in case. Screen shots for evidence: Before reset: After reset:
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Post by A Man in Flames on Jul 6, 2018 19:38:28 GMT -6
Been wanting to hold off on reporting this until I could reach a high level to vividly illustrate the bug I am going to describe below (video link at bottom of this post):
The 'to next level' EXP (hereby TNL) values are wrong once you reach level 10. The amount shown as needed for the next level is actually more than what you really need, and as a result, you will level up sooner than what the numerical value displays. My video below show Miriam at Level 63 with a remaining TNL of 478 (note her total EXP is 1,001,600 before hitting Level 64). I strategically placed myself EXP wise to be able to level up to 64 upon striking down 2 more Morte (whom reward 1 EXP each). The end result is me reaching Level 64, 476 EXP sooner than what was originally displayed ion the status menu. Finally, note that her total EXP value concluded at 1,001,602 thus proving the bug is only with the TNL. EXP is being recorded just fine.
Side note, I believe the offset is about 1% of the originally displayed TNL for the level. At level 63, I needed a little over 47,000 to hit 64, so the 476 overage is about 1%.
Occurrence - TNL values are offset starting from level 10 (meaning, the TNL for Level 11 onward is incorrect) Severity - Minor annoyance at worst, no real detriment to game play. Reproducible - Yes: TNL values are offset permanently beginning from level 10. I recreated this on a separate save file just to be sure.
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Post by A Man in Flames on Jul 4, 2018 18:25:44 GMT -6
Oh man, talk about being rock blocked!
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Post by A Man in Flames on Jul 4, 2018 13:08:18 GMT -6
I tried this trick on all the other doors to no success. The problem is, the other doors don't have ledges and slopes laid out in a way that lets us force our way through.
I got the Teleport room in Arantville and it's also quite easy to access the teleport in the Garden (the door right underneath the one I go through in the video) but no way to get out since you get stuck in the walls.
Given enough time, I believe more people will find even more than what we've uncovered thus far.
BTW: if you're proficient enough with the infinite jump trick, can you scale the room in the very beginning of the Castle Entrance? Also, can you screencap and share your map?
Thanks!
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Post by A Man in Flames on Jul 4, 2018 11:46:45 GMT -6
Have a look at this:
We'd be able to see even more if I didn't fail at life and could execute the infinite jump glitch. Hopefully I'll master it or someone else can take the helm on this one.
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Post by A Man in Flames on Jul 2, 2018 21:46:10 GMT -6
I have a Desktop and a Laptop as follows:
Desktop: Ryzen 7 1700X OC'ed to 3.8Ghz 32GB DDR4 3200Mhz RAM AMD Radeon R9 390X (8GB GDDR5 VRAM) Windows 10 Pro 64-Bit
Game runs flawless at 4K/60 except frame rate will chug breifly when there are many particles such as when Miriam absorbs a new shard for the first time. Otherwise, game play is rock solid 60 FPS.
Laptop: Intel Core i7 7700HQ w/ base clock of 2.8Ghz, turbos to 3.4Ghz (I limited the turbo from 3.8 for better/sustained thermals/performance over time) 16GB DDR4 2400Mhz RAM Nvidia Geforce GTX 1060 (6GB GDDR5 VRAM, not using the fake 1060 w/ only 3GB of VRAM and some of the Cuda cores disabled-- shame on you Nvidia for shady product naming deception) Windows 10 Home 64-Bit
Game runs with absolutely no dips at 1080/60. Haven't tried it yet, but I'm sure this laptop can run the game comfortably at 1440p/60 if hooked up to an external monitor.
Other notes:
At one point, I had an AMD RX480 in my Desktop and was able to play the E3 2016 demo flawlessly at 1080/60. Was able to bump that up to 1440/60 albeit with some very minor stuttering (probably a frame pacing issue). That card got upgraded to an AMD Vega64 which was then able to push the performance up to 4K/60 with slightly less stuttering than the RX 480 running at 1440p. Due to my over zealousness, I failed miserably at modding my Vega 64 for better thermals to get better boost clocks from it and killed the card in the process-- hence why I am using an RX 390X for the time being.
Overall, I am quite pleased with the results and my experience so far suggests the E3 2018 demo is notably more optimized than the 2016 build.
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Post by A Man in Flames on Jun 5, 2018 18:28:44 GMT -6
Greetings fellow Bloodstained fans: My friends and I run a Youtube channel called Drunk Control. We play a variety of games, both retro and new, whilst guzzling down booze getting drunk. As the groups resident Castlevania fanatic, I pushed my own agenda for us to play through the recently released Curse of the Moon. First of the 4 part video series is here. I must forewarn any who is kind enough to give us their time: we are rude, crude dudes. We use explicit language and speak quite freely, so to those who may find that type of content distasteful; this channel may not be for you. For everyone else, we hope you'll enjoy our wild banter! Side note: we've done playthroughs of other Castlevania titles (links to playlists below): Castlevania (NES original) - played by yours truly Castlevania III: Dracula's Curse - played by the boys before I joined the show Super Castlevania IV - played by yours truly Castlevania: Symphony of the Night - played by yours truly Thanks to anyone for giving us your time and viewership.
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Post by A Man in Flames on May 24, 2018 8:33:47 GMT -6
Hi everyone, As I'm sure many of you will be sinking your fangs into Bloodstained: Curse of the Moon today or in the very near future, I have stumbled upon an issue and a workaround concerning playing the game on PC (Steam) in Fullscreen mode. Symptom: when setting the game to Fullscreen mode in the options menu, the image does not properly fill the entire screen. (Note: I myself experience this and am seeing other users mention this in the community section on Steam) Workaround fix: leave the game in Windowed mode and use Borderless Gaming (or any similar app if you prefer) to remove the games window borders and force a 'virtual fullscreen'. This will force the game to fill the whole display area (you shouldn't have to make any adjustments to your desktop resolution or display scaling). (Note: the game does not appear to be rendering in a native 16:9 aspect ratio so thin vertical black bars will remain on both sides of the screen. Also, I set my game to Resolution x4, haven;t tested any of the lower settings so I'm going to assume it shouldn't matter what you set it to but may as well go all in at x4. A toaster should have no problem running the game.) For anyone needing a download link for Borderless Gaming: right here. Towards the top of the page, underneath assets, click to download the file named BorderlessGaming9.5.4_admin_setup.exe. Run the installer, launch the app, launch BS:CotM (ensure the game is set to run in Windowed mode) and user Borderless Gaming to remove the games window borders and maximize the now borderless window to fill the whole screen. Here's hoping for a quick patch, but for now this should hopefully get anyone facing this issue up and running in no time. Enjoy!
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Post by A Man in Flames on Apr 19, 2018 14:34:53 GMT -6
Survey filled out, and my oh my, can a lot of reading between the lines be done here I look forward to another epic topic by Pure Miriam
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Post by A Man in Flames on Mar 4, 2018 18:16:50 GMT -6
Count me in as well. Shoot me a PM when it's time to collect names and money.
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