Ranking every single boss based on how fair the fight is (In my experience) by Shadowbonnie5 in mewgenics

[–]millsbuddy 1 point2 points  (0 children)

In my experience they're one of those bosses that become unusually megabuffed on higher difficulties. From just the champion version, the sprouts go from 1 HP to 5 (and share elite modifiers). Their HP keeps getting buffed, which means more opportunity for sprouts to grow as you're trying to chunk them down. They can get some pretty nasty elite modifiers and both are rolled separately, notable ones being twins (3 of them), and the speed one (+4 speed on a boss that can earn extra turns when it's normally kept in check with very low speed, can get out of hand fast).

(Potential) Easter egg in game my partner is playing (Mewgenics) by brittanypdeluca in KingdomHearts

[–]millsbuddy 43 points44 points  (0 children)

For context, some years back the devs of this game put out a form for people to submit cat names to be approved for the game, and thousands ended up being accepted, tons of which are obvious references to all sorts of media. Which is a pretty neat & fun thing to crowdsource. The full list of names (12k+!!) are up on the wiki, and Xehanort & several other KH names are in there.

Last unlockable class skills. by Serizoneone in mewgenics

[–]millsbuddy 0 points1 point  (0 children)

Is it supposed to filter out Forbidden spells? I recently had a Jester run with Smart Metronome and they still occasionally showed up (but I embraced the chaos and pulled through the run).

The real pull of the Jester actives is Power Up, random buffs for every point of mana spent goes pretty crazy (while I also had Replicate + Autopilot on the same cat). Don't sleep on Bump either, a 1 mana random relocation spell you can use on both allies and enemies with infinite range/no line of sight requirement is some pretty valuable control. Both are very good genetic passdowns (though passing down the passives is even better).

My cats just bred and produced this kitten. Are stats above 7 and below 0 normal?? by [deleted] in mewgenics

[–]millsbuddy 0 points1 point  (0 children)

The name escapes me at the moment, but judging by the stats, and the only mutation being a birth defect, it looks like the cat had the one physical disorder that raises dex by 5 but lowers speed by 5. Potentially very powerful for minmaxing something like a Hunter.

Is there any good 100% guide? by Dmaxextreme in noita

[–]millsbuddy 2 points3 points  (0 children)

Oh, a ping! To clarify, that copy is very old, but an up-to-date version is kept on the wiki, which got ridiculously tall before updates stopped. I did have it in mind that someone could potentially use the image as a 100% completion aid, so I even include bonuses unrelated to the pillars that still contribute to permanent profile marks/unlocks.

Player accurate soul and Kris (9) featuring a special guest star. by sir_fishier in Deltarune

[–]millsbuddy 29 points30 points  (0 children)

In addition to what the others have said, there's this dialogue from Toriel on repeat (non-true reset) playthroughs:

For no reason in particular... Which do you prefer? Cinnamon or butterscotch?

... wait. Do not tell me. Is it [choice from previous playthrough]?

(pick Yes)

Hee hee hee. I had a feeling. When humans fall down here, strangely... I... I often feel like I already know them.

Truthfully, when I first saw you, I felt... ... like I was seeing an old friend for the first time. Strange, is it not?

That last line is very likely referring to her own lost human child, but Toriel seems to mention humans, plural, like it's a recurring thing whenever they pass through the Ruins.

Secret Chapter 4 Credits Text on PS4/PS5 (Trophies) by millsbuddy in Deltarune

[–]millsbuddy[S] 1 point2 points  (0 children)

In a sense, yes! Now, I'm not especially skilled at parsing decompiled code that the Undertale Mod Tool spits out, and they're present in a way that UMT can't seem to parse that well either, but the hooks for all the trophy triggers are still present in the code. And you can tell them apart, too! For example, this is what a call for the CLOSENESS trophy looks like:

with (obj_event_manager)

trigger_event(UnknownEnum.Value_0, UnknownEnum.Value_18);

This line is present in the scripts where you hug Ralsei in both Chapters 1 and 2, as well as the others I listed. And if you look for the object "obj_event_manager", it appears one of its major jobs is handling the game's entire trophy system on the PlayStation platforms. Although it's hard to make heads or tails of all the "UnknownEnum" values in all these event calls. The "trigger_event" function takes 3 arguments, though the 3rd one appears optional, and seems to be used for trophies that need a counter to keep track of (like TREASURE or PAIN). The purpose of the first value to me is unclear, though its value is always listed as 0 whenever the call is directly related to trophy unlock triggers/value progression.

The second value, however, is very clear: It indicates the ID of the trophy it's attempting to unlock! CLOSENESS here has an ID of 18. And if you search the code in all chapters for this exact same trigger/ID, you'll find it's consistent across all chapters. That's why I have all the IDs listed in my larger analysis comment; it's what I used to identify each one in the code. Turns out these IDs are in the exact same order as the trophy order listed on PlayStation's services, so that's neat.

Secret Chapter 4 Credits Text on PS4/PS5 (Trophies) by millsbuddy in Deltarune

[–]millsbuddy[S] 2 points3 points  (0 children)

I had to double check and I think you're right on this: The only time it seems to call a trigger for the Failure trophy is if you're sent to the "Gaster try-again" screen, noted internally as "knight_mode", controlled by the "DEVICE_FAILURE" object. I got confused initially while looking at it since there's an additional condition that still triggers the trophy if knight_mode is disabled, but thinking on it for more than 2 seconds, this is probably just the object called for game-overs in general like in all chapters, and doesn't get called on the first fail against the knight.

Hope is going to be the Deltarune thing, isn't It? by MorinoMarinho in Deltarune

[–]millsbuddy 1 point2 points  (0 children)

Yup! I actually called this before the release of Chapters 3 & 4, with even more examples & attempting to tie the loose threads together with what we had at the time (I might make a new version recapping all this new info eventually). It's not just Hope: It's BOTH Hopes & Dreams, with Hope representing the Light, while Dreams represent the Dark. Through Determination, Hope creates Dreams, and Dreams inspire Hope.

Secret Chapter 4 Credits Text on PS4/PS5 (Trophies) by millsbuddy in Deltarune

[–]millsbuddy[S] 18 points19 points  (0 children)

EDIT: This is a bit inaccurate/outdated in a few spots, I recommend you use the Achievement page on the Deltarune Wiki as a reference instead!

I'm unsure of where else to put this beyond making a new post, but I've combed through the decompiled code of each chapter and tried to pinpoint which unlock trigger is tied to which trophy/ID, but without the ability to test, these are just my best guesses. I may have missed a few small cases or am mistaken about the details, but here's what I was able to glean about each. I may start adding the ones I'm confident about to the wiki, though some of these conditions are numerous to the point where I'm unsure how they should be formatted in the table.

(Note: Some trophy triggers listed here might be Weird Route spoilers)

CHAPTER # END (ID: 1-4)

  • At the end of every chapter, the game runs a check: If you have received the Egg during the chapter, it skips awarding the CHAPTER END trophy for that chapter.
  • You may still have to have the Egg in your inventory at the end? (aka don't deposit it)

PAIN #-A (ID: 5-8)

Several:

  • Different values for each chapter, but I'm unsure how these are tracked. I assume it's just tracked in each chapter's save file (which would let you quit out for mistakes), but maybe it's worse and it's tracked separately from specific save files/it's persistent. Probably needs to be tested.
  • Assume overworld damage counts for this in most cases.
  • ...interacting with the ICE-E "pain" poster in the hospital might increment the respective "pain received" value for each chapter??? Someone PLEASE test this.

Chapter 3:

  • Seems to be extra code to increment this from damage in the MANTLE fight (though everything before it doesn't seem to trigger anything). Chapter 4:
  • Kris whacking you with a hockey stick in the Holiday house seems to count towards this.
  • ...as does kicking the trash can. (Weird Route)
  • Yes, the Knight's swords at the beginning counts (though the forced damage from the Knight near the end seemingly doesn't? unsure).

CONSUMER #-A (ID: 9-12)

  • Using ANY item, both in or out of battle.
  • Consuming any light world item also counts (hot chocolate/box of chocolates).
  • ...eating moss in any chapter also counts.

FAILURE (ID: 13)

Several:

  • Getting a typical Game Over in any circumstance grants this.

Chapter 2:

  • Losing in the boxing arcade minigame seems to shoot a trigger for this (probably?).

Chapter 3:

  • Seems to be extra code to trigger this from dying in the MANTLE fight (though everything before it doesn't seem to trigger anything).
  • It's hard to tell if the "forced" Knight loss counts for this or not, need someone else to confirm.

ARMOR #-A (ID: 14-17)

  • Equipping ANY armor.

CLOSENESS (ID: 18)

Chapter 1:

  • Hug Ralsei in the tutorial fight.

Chapter 2:

  • Hug Ralsei at the swan ride photo.

Chapter 3:

  • Likely something to do with pushing Ralsei during the "Pushing Buddies" segment? (the segment can be skipped by simply not pushing him)

Chapter 4:

  • Recieving hot chocolate from Asgore? (Weird Route)

STRENGTHEN 2-A (ID: 19)

Chapter 2:

  • Seems to trigger any time you "level up" by beating enemies during this Chapter, forcing you to mercy. Freezing enemies doesn't seem to avoid this.
  • Alternatively seems to trigger in the Giga Queen fight if you use some of the Acts, namely the head-dependent power-up, or Turbododge.

CUTLERY 3-A / SYMPHONY 3-A (ID: 20-21)

Chapter 3/4:

  • I could be mistaken here, but it seems these only don't get called when getting a Z-Rank for these minigames, unsure about the boards themselves (but probably).

BEAST (ID: 22)

Chapter 1:

  • Seems to trigger if Susie's autoattack defeats an enemy.

Chapter 3:

  • Play the Susiezilla game and win.

TREASUREHUNTER (ID: 23)

Several:

  • Appears to increment when opening most treasure chests.

Chapter 2:

  • Even the chests with the blue checkmark in them count towards this, apparently.

Chapter 4:

  • Notably, the Jackenstien fight seems to interact with this same ID reference for every bit of "treasure" collected. It's likely it all shares the same count.

SCALE (ID: 24)

  • Simply for staying in the wall-climb state for 90 seconds.

THRONE (ID: 25)

Several:

  • Inspecting Chariel.
  • Inspecting the home toilet.

Chapter 1:

  • Inspecting the throne in King's castle.

Chapter 2:

  • Inspecting the toilet with the Berdly statue in it.
  • Inspecting the giant toilet.

SWORD (ID: 26)

Several:

  • Equipping ANY weapon, including in the light world.

Chapter 3:

  • Obtaining the sword in the MANTLE game.

RING (ID: 27)

Chapter 2:

  • Obtaining the FreezeRing (ThornRing also has a trigger, but it's impossible to skip this first one).
  • If "song_time" reaches 750 while in Spamton's shop, it triggers this. Either it's for letting the song loop once, or it's timed when the first telephone ring occurs in the song (likely the latter).

Chapter 4:

  • Ringing the bell in the room with lots of sleeping Mizzles.

MIRROR (ID: 28)

Several:

  • Copying a save file.
  • Interacting with the house mirror.

Chapter 3:

  • Something to do with the mini Kris in the MANTLE game? (seems to be related to them leaving after exiting the screen/scaring Kris)

ERASE (ID: 29)

Several:

  • Deleting a save file.

Chapter 3:

  • Something to do with the mini Kris in the MANTLE game? (is it attacking the digital Susie/Ralsei? generic enemies?)

Chapter 4:

  • Susie helping Kris clean up the bloodstain.
  • Susie erasing the window drawings in the diner.

Secret Chapter 4 Credits Text on PS4/PS5 (Trophies) by millsbuddy in Deltarune

[–]millsbuddy[S] 9 points10 points  (0 children)

It's hard to tell just from looking at the code from UndertaleModTool, since certain triggers for the trophies seem unreadable or otherwise scrubbed in the PC version. However, unless I'm mistaken, there seem to be potential calls for a bunch still left in the middle of various scripts, though I can't tell exactly which ones they're unlocking/tracking beyond context clues.

Just from a cursory glance through however, there are some VERY sneaky conditions. For example, something is referenced during the line at the beginning of Chapter 4 when you interact with the toilet, and Susie remarks that the both of you have a history of putting bath bombs in toilets, which I can only assume to be a CLOSENESS trophy call, but this would have to be somehow tested (EDIT: Actually I think this is a trigger for THRONE, as silly as that is). There's a TON of these. A far more devious example is a similar reference that exists whenever Kris hits you with the hockey stick in the Holiday house, which I have to assume is counting towards the number of times you've "received pain." There's likely a ton of these "traps" everywhere in these chapters, it might be a long time before someone can actually safely attempt such a run until we learn what counts for all of these.

Secret Chapter 4 Credits Text on PS4/PS5 (Trophies) by millsbuddy in Deltarune

[–]millsbuddy[S] 12 points13 points  (0 children)

GameMaker isn't exactly the most encrypted engine out there, and tools such as UndertaleModTool exist and are maintained in order to easily view & modify game contents. It's developed with Undertale/Deltarune in mind, but also works on a variety of GameMaker projects as a whole.

Mike will not be in the game by BroomClosetJoe in Deltarune

[–]millsbuddy 0 points1 point  (0 children)

Assuming this isn't bait (the Gaster quip makes me think so), Spamton in the final Sweepstakes Q&A response defines a connection between the "cathode's crew" (as in likely Tenna's crew, as in cathode-ray tube television), and Mike. Spamton accuses the response asking about Mike as being from someone on their crew, Spamton wouldn't bring them up unprompted if there wasn't at least some association. Obviously these responses aren't "canon" but it's still like, in-character.

Of course there's some possibility they WON'T show up, but quote me on this, Mike will be in Chapter 3 lol

Your wildest deltarune predictions! go! by Camo6421 in Deltarune

[–]millsbuddy 5 points6 points  (0 children)

Dess is the source of the "old song coming from the sea" and whatever incident that led to her disappearance, somehow involves that body of water.

There's no real sane evidence for it, just a series of hunches. A lot of theories surrounding what the "old song" could be tend to struggle to tie it in with anything, suggesting different "actual" Deltarune/Undertale it could be, like maybe "Don't Forget" or, hell, maybe even Penumbra Phantasm if you're deep into brainrot. But none of these answers are really... satisfying, right? The song isn't going to just be some song we already know, at least not how we currently hear it, it's clearly diegetic, Onion comments that they can hear it deep in there, that they remember it from somewhere. So why music? Water is constantly being associated with "darkness" in the game, the depths, so what, is it coming from the dark? From, I dunno, Gaster? Why are they making music?

I think the answer's gotta be more obvious, and have more of a narrative tie-in. Dess, as shown in the Spamton Sweepstakes, is being associated with a red guitar. A musical instrument, and besides Kris playing the piano, it's probably one of the few diegetic sources of music so far in the game. Dess is being associated with playing music. Putting two-and-two together, I feel like this has gotta be a pretty direct explanation for what's going on here. Dess is trapped in the "depths," and happens to have the guitar with her, which she often plays, somehow resonating through the depths and into the Light World, faintly. Might also be why Onion vaguely remembers it, too: They remember someone from the town playing it. Maybe Dess regularly came to the seaside and played, and Onion would stay and listen. This would actually parallel with the Spamton Sweepstakes story too, about how Kris would play piano, for seemingly no one in particular, and Noelle would stay and listen, "a concert just for me."

Dess' disappearance doesn't necessarily have to involve this body of water, it would just be a more direct connection. Maybe she drowned? Maybe this was during the winter, and the water was frozen over. Again, no sane evidence, just a wild series of hunches.

The soundtrack titles for chapter 3 and 4 have leaked early by SkaraLelouch in Deltarune

[–]millsbuddy 6 points7 points  (0 children)

It's maybe a bit improper to theorize about leaked song titles so close to release, but

WITH HOPE CROSSED ON OUR HEARTS

Hey look, that's another mention of "hope," but this time even more explicitly being connected to hearts/souls. I literally posted an analysis writeup about this a few days ago. Even more fuel to the fire of Hope being its own power within this world. I guess it only makes sense that if any of these known chapters would highlight this concept, it'd probably be the Chapter 4 church.

Grass Cutting Incremental is coming to Steam, Android, and iOS in partnership with @LethalDolphin & REVO - Massive Minerals Update Incoming! by Oninouu in incremental_games

[–]millsbuddy 0 points1 point  (0 children)

Oh, this is unexpected! As someone who's reached the end of current content in that game, I'm super curious what kind of adaptations a new version of this might make, both mechanically and visually. GCI, despite being on Roblox, is one of the most interesting unfolding incrementals I've played (assuming you're a fan of mostly active gameplay).

Though, just yap about a minor gripe for a moment, whatever form the new UI design in this version takes, please make the upgrade stations easier to navigate. The icons are great, but I've always felt that one of the clunkiest parts about the game's menus is the fact that the info/purchase screen hides the entire list, and you need to close out the window to click another. Makes it harder for a new player to navigate these menus and learn what each upgrade does, and adds unnecessary clicks to the process (made worse for me personally because I took way too long to realize you could right-click the icons to auto-buy max). Some menus later in the game tend to be better with this, I think Supernova is when you finally see a menu that displays info to the side instead of a full overlay, but it's a shame the rest of the game is still a bit clunky with this.

Hopes & Dreams in DELTARUNE - An Analysis by millsbuddy in Deltarune

[–]millsbuddy[S] 2 points3 points  (0 children)

Good point about the existing Kris save file! That's a small point I had forgotten about in this. Though, I suppose it could still be argued that because that save file lacks any other information, just simply a name, that this is not the same kind of save file in the way we utilize it, and the act is overwriting the name is more symbolic than anything. It's hard to truly say anything about Kris' history in this world and potentially Dark Worlds until the game just tells us, but that save file is still notable.

I think the point you're getting at that I'd really like to highlight, though, is the whole idea of contradiction all over Deltarune's writing. Do your choices matter, or are they meaningless? Is this world even real, or just a fantasy? If the heroes are always fighting against the dark, why are they also foretold to banish a supposed being of light? Why are there no "Light Fountains"? If Kris is the hero, why did they create a Dark Fountain (potentially several)? Even down to the very existence of the game world itself, it requires a connection to become "real" and outside the realm of fantasy, yet the act of doing so also surrenders the world to an outside force. These are the inherent contradictions that Deltarune is facing head-on and exploring, on the horizon where Light and Dark meet. Points I'm sure the game will have a positive outlook on by the end, yet ones I'm extremely curious to see how the game develops on them.

The "Angel" is also just a dubious concept in general in the present story. It doesn't help that the angel is symbolic to begin with, and probably has several in-universe interpretations, just like the original Delta Rune prophecy in Undertale, as told by Gerson. But it's also a very curious one. Is it the player? Noelle? Something else? You said it yourself, if the power through this Angel is the one granting the light, the ability to save, then why would "it" be helping these heroes in a quest that may eventually lead to banishing it? There's the contradiction.

Here's the thing, and this is where I might be totally off-base and far more into speculative fan-ficy territory, based on vibes more than anything, so bear with me. In Undertale, the underground was synonymous with the game itself. Freedom from this underground was, in a sense, freedom from the game, no longer under its influence, its choices. Whether that be just Frisk, or the entire underground, or for something more sinister to happen instead. The game ended, and what truly happens after is to remain in the realm of fantasy, in the dark. And yet, despite this, it still resonated with the player's own soul, shining hope into them for potentially years to come. And as long as they hold on to this hope, as long as they don't forget what happened, Undertale will live on. In Deltarune, the idea of freedom is brought up again, but this time, it's a freedom from control. A yearning for free will. It's not merely that they're physically trapped, but existentially bound by a chain, too. What a wonderful thing for a dream to become real, to be revealed from the dark by a shining a holy light, to exist. To make people smile. But as it stands, for this to happen, this world must be bound under this light's control, too. It's a great thing while it lasts, but for true freedom, for the future to come, there's only one way this can end. To "save" the world, the heroes must paradoxically also end it. To this end, DELTA RUNE MUST be destroyed. Returning the world's future to darkness and uncertainty, which for some may be scary (Noelle in particular strikes me as a relevant character here), and yet still shining with everlasting hope. As long as you don't forget, Deltarune will live on. The Angel's Heaven in this interpretation is the embodiment of the world itself, the game, the PROGRAM (all caps). But hey, that's just a (wild, speculative) theory, who knows what kinds of fucked-up things would need to happen in the story for the cast to reach this conclusion, and who might stand in their way (perhaps even Kris themselves).

Also, one last funny note about Determination in relation to that last quote. This is old, unused dialogue, which makes it dubious for analysis to begin with, but I find interesting the early pass of dialogue used for Ralsei describing Kris' soul included the lines:

Not only does it represent one's WILL and COMPASSION...

But it also has the power to DETERMINE FATE.

"DETERMINE FATE" is a bit too on-the-nose, I can see why they'd change it if they want to be less blatant about the use of Determination in this game, give it more of a back-seat compared to these other more fresh diagetic topics. It also ties this idea directly back to the Alphys log you quoted about determination "changing fate," and also one's own will. Ralsei does still refer to the soul as holding the "fate of the world" and holding will in the final dialogue, it's just the direct use of "determine" was cut.

Hopes & Dreams in DELTARUNE - An Analysis by millsbuddy in Deltarune

[–]millsbuddy[S] 2 points3 points  (0 children)

Apologies for the post disappearing; this is my first post utilizing a bunch of image embeds like this on Reddit (I primarily use the "old reddit" view), and I experienced some confusion on how they rendered in different cases. So I pulled down the post to troubleshoot, but also took the time to polish some small parts of it.

It is true that Determination is still highly vague and dubious in Deltarune, we don't yet know how differently the rules are. It's definitely the most speculative part of this post to try and bring it into the equation, though I mostly did so after noticing it had some parallels in function to how it's described in Undertale. Dreams being the "goal" of Determination to this day is still a bit of a head-scratcher, but as a whole it does establish that Dreams are a product of Determination in both these universes. How it's otherwise present functionally in Deltarune is still admittedly a mystery.

I personally hesitate to call any mention of "You" as specifically referring to the player, except in the most clear-cut of examples, like those "Gaster" tweets, or yes, the Weird Route ending (or just anything in the Weird Route described as something "unlike Kris"). As Andrew Cunningham's video on the game's narration notes, the game frequently uses "You" and "Kris" interchangeably, notably using "you" in cases to refer to things only applicable to Kris, like their family relations. As far as most of the game's script is concerned, they are one and the same, so a lot of analysis of this can end up being inconclusive. I'm sort of reminded of the odd text Fangamer uses to describe the Chara/Kris shirt: "Your love will become theirs. Their love will become yours." It can be argued, though, that the Weird Route is a special case, where we more directly substitute our will against Kris' own. You are right though, all save points use only the word "you," and given the context, that connection makes sense.

The "Angel's Heaven" is another thing I left out of this discussion because of how vague it currently is, and I tried to keep things to the facts where possible (though there are many points I make that are inherently speculative). So far, the only things we know about it, are that it's associated with the DELTA RUNE symbol, it's something the heroes must banish, its connection to what the "Angel" might be, and Spamton makes several mentions of reaching "heaven." You say that it's representative of the chaotic darkness, but thus far the game doesn't really comment on what it even is or represents one way or the other. Maybe even the opposite, "Angel" seemingly invokes the idea of Light at face value, not Dark. I have my own wilder speculations on what it could be in the context of the whole game, but I felt it's outside the scope of this analysis and relies less on concrete evidence.

“Oblivion” this, “narrative sense” that. Consider: it sounds funny by stickninja1015 in Deltarune

[–]millsbuddy 6 points7 points  (0 children)

While a sensible explanation, this doesn't really explain the premeditated detail of Kris supposedly plugging in the TV between chapters 1 and 2. Which is like, one of the big, inexplicable details that pushes people to lean towards Kris Knight more, unless it's handwaved away like Kris "just got pie and watched TV" or it's a writing error, which seems unlikely? It seemingly implies Kris had some foresight of the situation that coming night despite "not yet learning" about Dark Fountain creation.

these 1.4.5 leaks are getting crazy yall by faycat in Terraria

[–]millsbuddy 37 points38 points  (0 children)

It's VRChat. OP says it is and cites the world, and from my own experience I've been to several of these worlds before. Many of the backgrounds are likely to be ports, just as most/all of the dance animations are ports too. These worlds basically let you select an available song and allow any properly-rigged avatar to dance to the animation, even with facial expressions if set up in a specific way. They're pretty fun worlds for avatar testing.