Mewgenics - Edmund McMillen's biggest game yet

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Will it be better or worse than The Binding of Isaac?


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okay, i don't know how useful this will be in the long run, but i think it's good to know:
if you get a non-butcher cat with harpooner (uses its weapon to attack enemies that come in its vicinity), it will not deplete the ammo on that weapon. So, you can do what i did and give your harpooner mage a bazooka.
and it'll just keep attacking with the bazooka, even if the splash damage hurts itself lmao

i had to give it the molars to make it stop self-harming
Simplest best version of this I've had was on a tinker, who also had the passive that makes them keep crafted weapons, but they become cursed. Crafted a .22 on the first or second fight, and he just auto-won every fight in Act 2.
 
Simplest best version of this I've had was on a tinker, who also had the passive that makes them keep crafted weapons, but they become cursed. Crafted a .22 on the first or second fight, and he just auto-won every fight in Act 2.
It's not really the same, or even a beat version, if it's not able to auto-shoot things for you. That's a normal tinkerer passive, and the upgrade lets you keep the normal weapons, as they're no longer cursed.

My mage, with the butcher passive, was automatically bazookaing things that got in the bazooka's attack range.
 
It's not really the same, or even a beat version, if it's not able to auto-shoot things for you. That's a normal tinkerer passive, and the upgrade lets you keep the normal weapons, as they're no longer cursed.

My mage, with the butcher passive, was automatically bazookaing things that got in the bazooka's attack range.
I think context makes it obvious that my tinker had harpooner because I was replying to what you said. .22 has infinite range and ignores LOS, so it means he just shot every enemy that moved anywhere on the map for the entire game.
 
okay, i don't know how useful this will be in the long run, but i think it's good to know:
if you get a non-butcher cat with harpooner (uses its weapon to attack enemies that come in its vicinity), it will not deplete the ammo on that weapon. So, you can do what i did and give your harpooner mage a bazooka.
and it'll just keep attacking with the bazooka, even if the splash damage hurts itself lmao

i had to give it the molars to make it stop self-harming
harpooner works really well with sniper rifle
You just instakill any enemy in your range
 
why does harpooner work better for every class that isn't butcher? cause on butcher its ass and will sometimes get you instakilled.
 
1.1 Patch notes are out.

Notable changes include:
  • Buffs to stimulation
  • Inbred cats receive a stimulation nerf
  • A couple events are less punishing
  • A couple disorders are less punishing
  • Hitler's suicide can't miss + buff to the fetuses
  • +50hp to Coven/Tormentor and Dreadnoughtus, +2 dmg for Dreadnoughtus' legs
  • Spewer -25hp, Stacy +25hp
Class-wise:
  • Cleric minor nerf
  • Druid, Necromancer, Psychic, Tank, Thief minor buffs.
  • Fighter and Thief lost an infinite each
  • Hunter nerfed.
  • Mage buffs, +2 range to basic being a big one
  • Tinkerer buffs, can now craft and throw a weapon on the same turn (I believe)
Not a fan of inbreeding being such a problem, means you will constantly have to take in crappy strays just to try and stop it. Though its vague how much it affects things I guess. Spewer is still going to be annoying, but I appreciate he took a decent chunk of health. I'm still not a fan of elemental damage because there's areas where the element is useless, but it doesn't feel stronger than just generic damage to me. Too early to tell, but it overall seems fine.
 
Cleric
- Cleanse: Is now single-target. Range increased to compensate. Upgrade changed to make it hit a large area.

- Open Wounds: Now deals magic damage.


Druid
- Plant Mushroom: -2 mana cost.

- Summon Caterpillar: -1 mana cost.


Fighter
- Merciless: No longer triggers during actions that cost movement points.


Hunter
- Ball Of Spiders: No longer scales damage with DEX.

- Egg Sac Trap: -1 mana cost.

- Flea Shot: No longer scales damage with DEX.

- Heavy shot: -2 damage, 50% miss chance, +1 mana cost.

- Hunter's Boon: Now only triggers once per turn, but triggers off of any kill and not just enemies.

- Scattershot: +3 mana cost. Upgrade no longer exempts allies from its radius.


Mage
- Mage Basic attack: +2 range.

- Blizzard: Reworked to deal very high damage with 100% Freeze (and no Slow).

- Bolt: +2 range.

- Burning Paws: +1 Burn. (upgrade +2 Burn.)

- Fire Blast: +2 range.

- Firebolt: +2 range, +1 damage.

- Five: Trigger is now exactly 5 Mana or HP.

- Forbidden Spells: Now have 2 separate disorder pools, a basic pool (90% chance) and a crippling pool (10% chance). Psychosis is in the crippling pool. Luck affects which pool is chosen.

- Forbidden Flame: Burn increased.

- Forbidden Flood: Damage increased.

- Forbidden Frost: Damage/heal increased.

- Forbidden Fulmination: Damage increased.

- Four: Trigger is now exactly 4 Mana or HP.

- Freezerburn: +1 attack radius

- Ice Paws: +2 Slow, +5% freeze chance. You can damage frozen units. (upgrade +3 Slow.)

- Icicle Zapper: +1 damage.

- Jolt: +2 range.

- Inferno: Now deals 8 damage, 8 Burn (upgrade 12 damage 10 Burn).

- Lightning Paws: +1 damage, +5% Stun chance. (upgrade +2 damage, +7% Stun chance.)

- Light up the Stage: +1 sparkle per turn. (upgrade +3 sparkles per turn)

- Long Cast: +2 range. (upgrade +5 range, +1 magic damage.)

- Overload: +2 damage. (upgrade +4 damage.)

- Shatter: -1 mana cost.

- Thunderburst: Now deals 12 damage, 50% Stun (upgrade 16 damage, 100% Stun)

- Tri-Attack: +2 range +1 damage.


Monk
- Fist of Fate+: repeat must hit different targets each time.

- Stance Switch: ai control now attempts to use this if it’s out of other actions.


Necromancer
- Evil Incarnate: -3 mana cost.

- Flesh Golem: -3 hp cost per cat to cast.


Psychic
- Shatter the Sky: -2 mana cost.


Tank
- Ass Blast: -1 mana cost, +2 Knockback.

- Clap: -1 mana cost.


Thief
- Caltrops: +1 movement. (upgrade +5 movement.)

- Nail Flurry+: Multi-hit amount is now locked in when the ability is cast instead of updating mid-ability if DEX is gained or lost.

- Poison Gas: +1 poison. (upgrade +2 poison)


Tinkerer
- Tinkerer Basic Craft/Throw: AI is slightly better at sequencing these now. (prefers to craft without wasting move first, prefers to use weapon before throwing it)

- Added "Blast Resistance" status effect. Blast resistance is added onto EMP, Mr. Mega, Napalm, and Demo Man tinkerer passives.

- Throw Weapon: no longer costs an action to use.

- Bombchu: -2 mana cost.

- Build Nuke: -2 mana cost.

- Conductor: now makes your weapon inflict electric damage if you are wearing metal.

- Electrolyze: -2 mana cost.

- EMP: +1 explosion damage. (upgrade +2 explosion damage.)

- Firecrackers: -2 mana cost.

- Lightning Rod: now grants Tech instead of Charge. Upgrade now grants Energized.

- Math!: now deals electric damage + stuns on prime numbers. Upgrade now gives you Tech on prime number instead of refunding mana.

- Mr. Mega: +1 blast radius, +2 explosion damage. (upgrade +4 explosion damage.)

- Napalm: +2 Burn. (upgrade +4 Burn.)

-Rocket Ride: -2 mana cost


Some enemy buffs, the cursed items & parasites degrade now and Hitler can't miss his suicide shot.

Incest now isn't just a melting smiley face.
 
Cleanse is single-target now. The upgrade lets you do a wide area. I don't know if it's still the + or a proper circle, I'm sticking with the release version until I beat the game. Which will happen. Eventually.
On the bright side open wounds now scales with magic damage, how that would translate idk but now it could be a little more useful as an offensive ability for cleric, since his other options like rebuke and holy sword suck ass.

The changes don't really address the issues:
* Mage can still roll useless spell and is very synergy heavy. His basic attack is a joke and his basic attack spells are useless.
* Tinkerer passives are 90% of time useless unless you roll a synergy. You will be using spitballs and glass shards most of time. Most of his spells and passives are useless on their own.
* Hunter can still reliably deal 30-200 damage per turn, while his flea/spidershot are now pretty fucking useless. The fact that 50% of his combat spells scale off dex and can crit is pretty ridiculous.
Edmun has gone on record saying that he doesnt understand why people hate mage so it checks out, the solution for his basic attack is to just make it a lobbed one, range was never the issue, many times my mages get cucked by a flea or a corpse and so cant hit the enemy that is right infront of them. Five is still the WORST mage passive, i hate both 4 and 5 with a passion, THEY NEVER WORK!!!, why cant they work like mind tempest or the other numbered passives and trigger every 4 or 5 spells? many times you will get cucked by a level up and now the rythm that you had to always end at 5 or 4 is useless, the fact that it nows triggers with health does NOTHING because the health=mana spells are either INJURY or DROP TO 1 FUCKING HP, it makes make MATI, why does mage doesnt have a synergy with disorders or injuries? almost every single class has a passive that synergizes with injuries, why cant mage have the same shit when half of his spells are "become retarded forever to deal 2 damage on area"

Tinkerer is as usual still fucking useless but at least i can instantly get rid of the glass shard by throwing it at the enemy when he rolls it i guess...

I dont like it either unless stimulation was buffed enough that breeding an all 7s cat with a stray gets you an all 7s cat. Cause otherwise you will constantly need to be breeding lineages of 7s cats to avoid inbreeding which is super fucking tedious.
i have like 110 stim and sometimes it feels like stim does nothing because i've had cats born with all 7s and no birth deffects in rooms with negative stim and in my main breeding room all i get is tard babies, aparently there was a bug they fixed in this patch where birth defects where considered as mutations wich is why i think is the reason i was getting a lot of defects in my main breeding room ev&doe they havent been inbreed for like 5 generations now. Still is hard to keep the all 7s stat consistent in your bloodline when you're doing that because now their stats will be lower than when they where fucking their sisters and the awful (or lack thereof) sorting system makes managing the fuckers really tedious.

I would have to engage with the new system more to see if it feels better or Edmun did it again and took a fat shit on the system.
 
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The changes don't really address the issues:
* Mage can still roll useless spell and is very synergy heavy. His basic attack is a joke and his basic attack spells are useless.
* Tinkerer passives are 90% of time useless unless you roll a synergy. You will be using spitballs and glass shards most of time. Most of his spells and passives are useless on their own.
* Hunter can still reliably deal 30-200 damage per turn, while his flea/spidershot are now pretty fucking useless. The fact that 50% of his combat spells scale off dex and can crit is pretty ridiculous.
 
Not a fan of inbreeding being such a problem, means you will constantly have to take in crappy strays just to try and stop it.
I dont like it either unless stimulation was buffed enough that breeding an all 7s cat with a stray gets you an all 7s cat. Cause otherwise you will constantly need to be breeding lineages of 7s cats to avoid inbreeding which is super fucking tedious.
 
1.1 Patch notes are out.

Notable changes include:
  • Buffs to stimulation
  • Inbred cats receive a stimulation nerf
  • A couple events are less punishing
  • A couple disorders are less punishing
  • Hitler's suicide can't miss + buff to the fetuses
  • +50hp to Coven/Tormentor and Dreadnoughtus, +2 dmg for Dreadnoughtus' legs
  • Spewer -25hp, Stacy +25hp
Class-wise:
  • Cleric minor nerf
  • Druid, Necromancer, Psychic, Tank, Thief minor buffs.
  • Fighter and Thief lost an infinite each
  • Hunter nerfed.
  • Mage buffs, +2 range to basic being a big one
  • Tinkerer buffs, can now craft and throw a weapon on the same turn (I believe)
Not a fan of inbreeding being such a problem, means you will constantly have to take in crappy strays just to try and stop it. Though its vague how much it affects things I guess. Spewer is still going to be annoying, but I appreciate he took a decent chunk of health. I'm still not a fan of elemental damage because there's areas where the element is useless, but it doesn't feel stronger than just generic damage to me. Too early to tell, but it overall seems fine.
its nice that they made inbreeding more punishing
because before this you could just throw them in a mutation room and a health room to get rid of any mistakes
 
Bro yall are hating the wrong bosses
Marshmallow has a hard to do counter
Dybbukk has a hard to do counter
THE FUCKING ARTHUR DOESN'T HAVE ONE AND HE WIPED MY TEAM WITH "WE ARE ONE"
 
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