Post by apocalypticgoat on Jan 22, 2019 23:05:44 GMT -5
Everyone has a first session. I mean, that's how things go, right? You adventure with your friends, mess around a little bit, grow as a person, and feel a great sense of accomplishment which gets immediately thrown in a dirt because of stupid programming. And then the session ends, you get separated from your friends and have to start everything all over again. That's how it happens to everyone.
Mine isn't like that. Technically, I'm still in it. Ok, This will take me a bit to explain.
There were four players in my session, a Witch of Space (who was a complete Luddite, and somehow managed to get Sburb working via snail mail), a Guide of Time, a Mage of Heart, and then there was me, a Waste of Rain. Yeah, I think you can see the cause of this problem, but we didn't have the FAQ to help us out at the time.
For us, Sburb was just a game with some easily exploited glitches, and we broke the game over our knees constantly. It honestly made the game fun, especially when we managed to invert the rules of Psychoruins so much that the nightmares were scared of US. Or the time where we somehow managed to get the White and Black Queens to take each other out (admittedly, that was our Mage's doing). And then there was the glitch which turned me into a makeshift seer, which is where the problem started.
So, this glitch relies on three aspect abilities, a Imbuing by a Heart Mage a specific order for each, and it only works in a doorway (as any good gamebreaker can tell you, doorways are the most broken thing in Sburb). First you need the Space player to cast [Spaceberry Shuffle] on the Waste of Rain, which teleports an ally anywhere they want. Simply have them teleport the Waste of Rain up into the door frame and you'll be out of bounds. Or you would, if the game didn't recognize this and kick you out. So, before [Spaceberry Shuffle] resolves, the Time player needs to cast [Death in the Afternoon] to delay the effect for five seconds. Then, the Rain player casts [Tangled Waltz] using the stored casting glitch, which leaves just enough time for the Mage of Heart to do the heart-thing with both player and clone, linking them together.
Yes, I know I described about four Heart abilities there. Maybe it's because I don't want people to actually do this. And no, the ability is not the one you think it is. And yes, it has to be a Mage, and the Rain player has to be a Waste or else you won't have the power to pull it off consistently.
[Spaceberry Shuffle] hits, the clone is tossed into the doorframe, the map is removed from the clone's vision, revealing secret areas and treasure in a large area, and the Rain player sees everything the clone sees due to Heart shenanigans. This means my team not only had knowledge of what's around us, we also knew where the atomicEbonpyres were, where our Secret Consorts' Secret Stashes were, and some very cool things located just out of sight under the map.
Our standard plan when we all got together to explore was to find the nearest doorway, do the glitch, and then head directly to the cool stuff. If it was a singleplayer dungeon, then we'd do a dupliclone chain to make it into a multiplayer dungeon. If it was a glitched consort, we'd go over to the little guy and laugh at the reversed dialogue. Games are better with friends, after all, and this was our cheat. It didn't break the game, just make it better.
I had no idea how wrong we were.
So, we were doing a standard bit of exploring, this time on the Guide's world (which was pumpkin based, which is how we got this idea), when we stumbled upon our first skaian magicant. Here was the secret area to end all secret areas, a place where I didn't need to pull out the sworcordian to hop over to my friend's lands. So of course we did the glitch! We had to see just how big this cool area was.
Now, here's a quirk about skaian magicants and .ath programming. Normally, when you create an area, you have to designated some universal traits. Does it have air, gravity, that sort of thing. And this isn't a "have" thing, but a requirement. You can't have an area just be set to "Null" and then build an actual area inside that. The programming language won't support it.
But whoever ""made"" Sburb is either a complete and total idiot, or an absolute genius. The dev didn't set the area around the skaian magicant to Null. It set the area to Void.
So, what happens when a dupliclone gets shoved into the Void, connected to a Waste of Rain by heart shenanigans, with the lingering effects of [Death in the Afternoon], with a Witch of Space losing her mind at the impossibility? What happens when the dupliclone and the Waste of Rain starts screaming bloody murder? What happens when the Guide of Time decides "this is the wrong path to be on right now", and decides to cast [One More Time] on the Waste of Rain with the targeting glitch?
You get a Timeline Splinter.
For me, One More Time kicked me to the moment before I made the dupliclone, so I got out of the loop when the dropkick was applied. However, the dupliclone was still in the Void, and immune to the concept of time, expect it was connected to me. And [One More Time] was just cast. On the clone of a character who was casting [Tangled Waltz].
For the dupliclone, all which she could do was cast [Tangled Waltz], since she was now the player in her session. And then cast [Tangled Waltz]. And then cast [Tangled Waltz]. Over. And over. And over, again. Each time, the timeline got fractured even more, since the double-dupliclone was spat out in the nearest valid space, which was in the skaian magicant. And since [Tangled Waltz] is meant to work 100% of the time, it'll just cast again whenever there's no success report, sending out another double-dupliclone. In a new doomed timeline. With the connection chain set up by the Mage of Heart still active, even though it never happened on my end.
Thankfully the pain of being surrounded in utter nothing soon dulled to a manageable agony, but now, I have a problem. I have a dupliclone infinitely creating new timelines, of which I can see all of them through a connection with literal Void.
I mean, I marched on, burying the pain and we managed to get to the end of our first session. By we, I mean apocalypticGoat-Prime, ashenGallows-Prime, aerherialTarsier-Prime, and tripolarCrescendo-Prime. We got out, and then were thrown right back in.
I'm currently in my third session, watching two of my new party members bicker about some stupid show. I've been through my first session 5,947,103 times at this point, with only 1 successful. And I can see all of the active runs, happening right now. I know way more about my friends than I ever wanted to know, and I just want to figure out a way to break this cross-session bull crap.
If anyone has an idea how to do this, I'd love to talk with you. If not, well, the 5,947,104th run just started. If you want me to direct the double-dupliclone to do something in particular, just contact me through standard time encryption.
Oh, and tripolarCrescendo? If you ever see this, the heart-thing you always wanted to do with me is really, really sweet, but it never ends up well. Thanks for helping me though, even if it tanked your roleplay coefficient.
Mine isn't like that. Technically, I'm still in it. Ok, This will take me a bit to explain.
There were four players in my session, a Witch of Space (who was a complete Luddite, and somehow managed to get Sburb working via snail mail), a Guide of Time, a Mage of Heart, and then there was me, a Waste of Rain. Yeah, I think you can see the cause of this problem, but we didn't have the FAQ to help us out at the time.
For us, Sburb was just a game with some easily exploited glitches, and we broke the game over our knees constantly. It honestly made the game fun, especially when we managed to invert the rules of Psychoruins so much that the nightmares were scared of US. Or the time where we somehow managed to get the White and Black Queens to take each other out (admittedly, that was our Mage's doing). And then there was the glitch which turned me into a makeshift seer, which is where the problem started.
So, this glitch relies on three aspect abilities, a Imbuing by a Heart Mage a specific order for each, and it only works in a doorway (as any good gamebreaker can tell you, doorways are the most broken thing in Sburb). First you need the Space player to cast [Spaceberry Shuffle] on the Waste of Rain, which teleports an ally anywhere they want. Simply have them teleport the Waste of Rain up into the door frame and you'll be out of bounds. Or you would, if the game didn't recognize this and kick you out. So, before [Spaceberry Shuffle] resolves, the Time player needs to cast [Death in the Afternoon] to delay the effect for five seconds. Then, the Rain player casts [Tangled Waltz] using the stored casting glitch, which leaves just enough time for the Mage of Heart to do the heart-thing with both player and clone, linking them together.
Yes, I know I described about four Heart abilities there. Maybe it's because I don't want people to actually do this. And no, the ability is not the one you think it is. And yes, it has to be a Mage, and the Rain player has to be a Waste or else you won't have the power to pull it off consistently.
[Spaceberry Shuffle] hits, the clone is tossed into the doorframe, the map is removed from the clone's vision, revealing secret areas and treasure in a large area, and the Rain player sees everything the clone sees due to Heart shenanigans. This means my team not only had knowledge of what's around us, we also knew where the atomicEbonpyres were, where our Secret Consorts' Secret Stashes were, and some very cool things located just out of sight under the map.
Our standard plan when we all got together to explore was to find the nearest doorway, do the glitch, and then head directly to the cool stuff. If it was a singleplayer dungeon, then we'd do a dupliclone chain to make it into a multiplayer dungeon. If it was a glitched consort, we'd go over to the little guy and laugh at the reversed dialogue. Games are better with friends, after all, and this was our cheat. It didn't break the game, just make it better.
I had no idea how wrong we were.
So, we were doing a standard bit of exploring, this time on the Guide's world (which was pumpkin based, which is how we got this idea), when we stumbled upon our first skaian magicant. Here was the secret area to end all secret areas, a place where I didn't need to pull out the sworcordian to hop over to my friend's lands. So of course we did the glitch! We had to see just how big this cool area was.
Now, here's a quirk about skaian magicants and .ath programming. Normally, when you create an area, you have to designated some universal traits. Does it have air, gravity, that sort of thing. And this isn't a "have" thing, but a requirement. You can't have an area just be set to "Null" and then build an actual area inside that. The programming language won't support it.
But whoever ""made"" Sburb is either a complete and total idiot, or an absolute genius. The dev didn't set the area around the skaian magicant to Null. It set the area to Void.
So, what happens when a dupliclone gets shoved into the Void, connected to a Waste of Rain by heart shenanigans, with the lingering effects of [Death in the Afternoon], with a Witch of Space losing her mind at the impossibility? What happens when the dupliclone and the Waste of Rain starts screaming bloody murder? What happens when the Guide of Time decides "this is the wrong path to be on right now", and decides to cast [One More Time] on the Waste of Rain with the targeting glitch?
You get a Timeline Splinter.
For me, One More Time kicked me to the moment before I made the dupliclone, so I got out of the loop when the dropkick was applied. However, the dupliclone was still in the Void, and immune to the concept of time, expect it was connected to me. And [One More Time] was just cast. On the clone of a character who was casting [Tangled Waltz].
For the dupliclone, all which she could do was cast [Tangled Waltz], since she was now the player in her session. And then cast [Tangled Waltz]. And then cast [Tangled Waltz]. Over. And over. And over, again. Each time, the timeline got fractured even more, since the double-dupliclone was spat out in the nearest valid space, which was in the skaian magicant. And since [Tangled Waltz] is meant to work 100% of the time, it'll just cast again whenever there's no success report, sending out another double-dupliclone. In a new doomed timeline. With the connection chain set up by the Mage of Heart still active, even though it never happened on my end.
Thankfully the pain of being surrounded in utter nothing soon dulled to a manageable agony, but now, I have a problem. I have a dupliclone infinitely creating new timelines, of which I can see all of them through a connection with literal Void.
I mean, I marched on, burying the pain and we managed to get to the end of our first session. By we, I mean apocalypticGoat-Prime, ashenGallows-Prime, aerherialTarsier-Prime, and tripolarCrescendo-Prime. We got out, and then were thrown right back in.
I'm currently in my third session, watching two of my new party members bicker about some stupid show. I've been through my first session 5,947,103 times at this point, with only 1 successful. And I can see all of the active runs, happening right now. I know way more about my friends than I ever wanted to know, and I just want to figure out a way to break this cross-session bull crap.
If anyone has an idea how to do this, I'd love to talk with you. If not, well, the 5,947,104th run just started. If you want me to direct the double-dupliclone to do something in particular, just contact me through standard time encryption.
Oh, and tripolarCrescendo? If you ever see this, the heart-thing you always wanted to do with me is really, really sweet, but it never ends up well. Thanks for helping me though, even if it tanked your roleplay coefficient.