When I write a bug it becomes the core gameplay.

Chapter 459 This throwing technique is really good!

Chapter 459 This throwing technique is really good!
Zhuge Jun controlled the game character to leave the boss room and continue to rush to the next area.

However, at this moment, he took a look at his dynamic difficulty display and couldn't hold it anymore.

Because at this time his dynamic difficulty is: Level 1 (0 points).

“When did it change???”

Zhuge Jun was shocked, because he clearly remembered that before entering the boss room, his difficulty level was level 6 (3999.34 points), which was almost the upper limit of difficulty.

The current level of 1 (0 points) is more in line with his previous experience in fighting the boss.

According to normal game mechanisms, it would be a very long process to go from level 6 to level 1.

To achieve this, the player must remain unharmed for a long period of time, cause a lot of damage and kill monsters, and then obtain a lot of resources from the map.

Judging from the situation of those speedrunners, even if everything goes well, it will take at least an hour.

One hour is a very long time in the game, and if one or two mistakes occur during the process, this time will be greatly extended.

But now, the difficulty of the game has dropped directly from the highest to the lowest?
Zhuge Jun immediately realized excitedly: If this operation can be reproduced, then it will be much easier to achieve the goal of "70% of the game time is at the lowest difficulty"!

Soon, he arrived at the door of the next boss room and tried to reproduce.

Although at first glance, there are many influencing factors, Zhuge Jun infers based on his own gaming experience that there are actually only two factors that need to be tested first: one is the dynamic difficulty level 6, and the other is the specific dynamic difficulty value.

Because no matter it is a bug or a hidden mechanism, it must have a traceable path. If there is a bug in the change of dynamic difficulty, then this bug is likely due to some values ​​of the dynamic difficulty itself.

First, Zhuge Jun went through a lot of trouble to raise his dynamic difficulty to level 6 again.

It's not easy to do this consciously, because once you die and return to Gaslight, the dynamic difficulty level will return to level 3.

Therefore, Zhuge Jun must ensure that he does not die by being beaten by monsters, being hit by specific skills, or deliberately controlling the supplies on his body within a certain range, so that he cannot pick up the props even if the monster drops them.

After a lot of trouble, I finally reached difficulty 6, and then went in to try to fight the boss.

Sure enough, he died a miserable death.

The boss was just like a mad dog with ADHD. His smooth combo almost broke Zhuge Jun's head.

“So it’s not a matter of dynamic levels, but a matter of numbers?
"Indeed, if it was really a simple bug like 'dynamic level 6 will become dynamic level 1 when meeting the boss', then a novice player would have discovered it long ago. It is impossible that there is no news online until now.

“Is that a numerical problem?
"It should be necessary to control the value within a very specific range to trigger this bug."

Unconsciously, Zhuge Jun also began to feel that this seemed to be a bug rather than a mechanism.

After all, things like "stuck to specific values" have nothing to do with the mechanism, and no designer would deliberately design such a strange mechanism.

The reason why he made such a judgment is that "Blood of Lies" has been on sale for so long now, and players have almost turned the game upside down.

If "wide variations in values" would directly cause the dynamic difficulty bug, someone would have discovered it long ago.

Zhuge Jun triggered this bug, which must have been a very accidental situation. The probability itself was very low, but he was lucky, so he caught it.

If you want to reproduce this bug, the conditions should be more stringent.

Thinking of this, Zhuge Jun simply tested several values, such as different integers, decimals, or the original value 3999.34.

After some testing, Zhuge Jun finally found the pattern.

Simply put, this value must be in the format of X999.XX to trigger this special bug!

The hundreds, tens, and ones digits must all be 9, and the thousands digit can be any number from 1 to 4. In addition, there must be a decimal.

If it is 1999.12, it can be triggered, if it is 1999.00, it cannot be triggered.

Moreover, as long as this rule is met, no matter what the original difficulty level is, it will be automatically judged as level 1 (0 points) after entering the boss battle.

And this bug only occurs when entering a boss battle.

Suppose that the player triggers a dynamic difficulty change while running around and fighting monsters, and the dynamic difficulty value becomes difficulty 6 (4999.12 points), then the difficulty in the game is still the highest difficulty.

Subsequently, whether the difficulty is increased or decreased, it will change based on this value.

There is only one situation that can trigger the bug: keep this difficulty level and enter the boss battle, then the difficulty will become difficulty 1 (0 points).

Zhuge Jun believes that this may be because entering the boss battle scene actually refreshes the game, so the system mechanism re-determines the difficulty score, which in turn causes this bug.

So, can teleporting or rebirth between gas lamps be triggered?

After a simple attempt, I found that it didn't work, because whether it was teleportation or rebirth, all monsters would be resurrected, and the dynamic difficulty would return to the initial difficulty 3.

In general, the conditions for the occurrence of this bug are actually quite harsh, and the possibility of encountering it during normal gameplay is very low.

Zhuge Jun was able to encounter this by chance, which could only be described as pure luck. However, this was not too strange, after all, with so many players, any special situation could be encountered, and Zhuge Jun just happened to be the lucky one.

The only problem is...even if the bug is discovered, how can it be exploited?

Zhuge Jun's first reaction was to set the difficulty to a specific value of X999 through certain operations at the beginning, and then go to the first boss to activate difficulty 1. After that, try to stay unscathed throughout the whole process and get through all the endings.

But if you think about it carefully, this method saves some trouble, but not much.

Because the game content is relatively simple in the early stages, it is not too difficult to lower the difficulty. Isn't that what all the players who originally achieved the God Ending did?

The difficulty is not in landing once, but how to land quickly after overturning in the middle of the journey?
The bug that Zhuge Jun discovered can only be solved by deliberately arranging the process to make an exact number, but the process itself takes time.

"…Is there any way to consistently round this number up to 999 with decimals at any time?"

Zhuge Jun tried hard to recall the monsters he encountered during the game and the impact of their attack methods on the dynamic difficulty value.

Suddenly, Zhuge Jun's eyes lit up.

Because he thought of a more dynamic way of adjustment, which is a special throwing technique in the game!

Other attacks basically have fixed dynamic difficulty change values.

For example, being touched by a monster will increase the dynamic difficulty value by approximately 20 to 50 points. The dynamic difficulty value will vary depending on the type of monster.

But for monsters of the same type and chapter, the value of touching them is always fixed.

Because this value is basically a mixture of zeros and integers, it is actually very difficult to get the dynamic difficulty value to exactly 999 with a decimal.

Even after careful calculations and detailed arrangements, if any mistake occurs during the process, such as being touched one more time, it will be completely ruined.

But soon, Zhuge Jun was pleasantly surprised to find that there was a specific attack that was different, and that was the throwing technique.

In the game Blood of Lies, players are not helpless when caught by a throw and can only wait for the game to end. Players can "break free", which is a bit like the QTE in some games. Although it is just repeatedly and frequently pressing a button, this operation can indeed make the character break free faster.

During the process of hitting a throw, the dynamic difficulty points will continue to increase.

However, this continuous growth will not break through the upper limit of the current difficulty level, that is, it will reach the current level of difficulty points of 4999.99 at most, and will not break through 5000 and enter the next difficulty level.

"In that case, doesn't it mean..."

Zhuge Jun could hardly suppress his excitement. He quickly found a small monster with a throwing skill, carefully controlled the distance, and lured it into using the throwing skill.

This monster is dressed in church clothing and has a bloated head.

Its official name is "Fanatical". Due to its appearance and mechanism, it is also affectionately called "Big Head Doll" or "Fanatical Fan" by players.

This kind of monster can be found in almost every chapter, and its attack mode is relatively simple. As long as the player controls the distance well, it will most likely directly use a hugging technique; only in a few cases, when the player is closer, will it use an ordinary attack that is not painful at all.

Once it hugs the player, a large amount of unknown liquid will spray out of its head, causing corrosive effects on the player.

Although the blood loss rate is not fast, the negative status bar will accumulate quickly and will continue to be affected by effects such as corrosion and madness.

The key is this throwing skill. It has a long distance and a large range, and the judgment is confusing. When players subconsciously step forward to dodge, they can easily be caught in the backswing of the dodge.

Once held, both the character and the player will suffer severe mental damage.

The key is that the time after being hugged is very long, and the player has to press QTE hard to break free, which is also quite annoying for the players.

But for Zhuge Jun at this moment, why does this little monster look so friendly and lovely?

Without saying a word, he rushed over and was hugged!

Seeing the fanatic's big head getting closer and closer, constantly spitting out acid, Zhuge Jun was not moved at all. He just looked carefully at the dynamic difficulty value displayed on the plug-in.

Sure enough, it grew very quickly until it reached 4999.99 and then stopped changing.

At this time, Zhuge Jun quickly clicked the button to break free and rushed to the boss room.

There are still some other monsters along the way, and all your efforts will be wasted if they are touched. But fortunately, the map design of "Blood of Lies" is still relatively good, and it is not particularly difficult to parkour all the way. As long as you pay a little attention to those insidious monsters, you can reach the end safely.

Pushing open the door of the boss room, Zhuge Jun immediately looked at the dynamic difficulty level at that time.

Sure enough, after refreshing, it became difficulty 1 (0 points)!

“Fuck, the card worked!

"What an outrageous bug! Why is there such a bug in this game?"

(End of this chapter)

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