Incorrect and MigrantP commented on this on Steam https://steamcommunity.com/app/337150/discussions/0/1733216893871333265/?tscn=1543886257#c2479690531144024201
Incorrect and MigrantP commented on this on Steam https://steamcommunity.com/app/337150/discussions/0/1733216893871333265/?tscn=1543886257#c2479690531144024201
I just got the unlock on Writhe accidentally myself. I did not realize the unlock was unknown, so I really don't have a lot of detail about the game. However, I got the unlock in a game with Spite. Writhe was the key to my victory because Umbral Siphon prevented him from healing. When I read though the unlock factors that were listed, I saw a lot about damage prevention/reduction, but almost nothing about healing prevention. The games which showed unlocks tended to be against opponents with some reliable regeneration factor that Umbral Siphon could shut down. could it be as simple as:
Use Umbral Siphon to prevent x points of healing.
This would meet the need a certain sequence of events (damaged the target with Umbral Siphon on a turn before it attempts to heal) and involves equipment (Umbral Siphon). And a partial list of villains where the unlock was successful (Spite, Blade, Dawn, Omnitron, Kismet, Gloomweaver) all have fairly common healing mechanics.
I unlocked him the other day. Don't have all the details in front of me but I do remember it was a random game and base Writhe was the last to get incapped for the loss.
Nope, back on page 1 we have a log of someone who never used the power on Umbral Siphon but got the unlock.
MigrantP any chance we can get a hint phrase like the first one for Idealist? For her we at least have kind of something to go on, for Writhe our flashlights have run out of batteries and we're wearing sunglasses on the dark side of the moon during an eclipse.
The hint for The Idealist was given to help someone unlock her in the first place. You have lots of evidence to go on.
Alrighty, just got the unlock. Thought it might have something to do with total equipment played during the game, so I went in against Abulscade in Freedom Tower with TL Tachyon, Wraith, Bunker, Omnitron X, and Writhe. Tachyon was there as a card engine, everyone else was there because they had tons of equipment. Tachyon had her goggles in play, Wraith had pouches, knives, stun bolts, targeting computer, and razor ordinance, Omnitron had 2 gaussian blasters and had played 2 armors, Bunker had flak cannon, grenade launcher, maintence unit, Omnicannon, and had played an aux power source, and Writhe had the cloak, cloak projector, umbral syphon, and portable lab.
Intentionally went as fast as I could and took him down on round 5.
So I ended up with 16 equipment in play at the end of the match. 19 had been played, but 3 (one armor, one aux power source, and the shadow cloak) were destroyed during play.
Outside of Taychon, none of the heroes had played all possible equipment in their deck.
We know it doesn't have anything to do with damage and winning isn't required. Maybe it's something as simple as 'complete a game with void guard writhe where 10 unique equipments have been played'? If unique equipments is the requirement, 10 is the maximum it could be as there are recorded unlocks on the sentinels/plague rat 1 shot a while back, and between all 7 sets in that one shot there are 10 equipment total.
Anyway, this would explain why the unlock just seems to happen sometimes; if you’re not playing a heavy equipment based squad it’d be impossible, and if you are it’d just happen naturally.
Log for reference.
Ok, that last idea actualy doesn't work. The achievement triggers at the end of the match, and anything that's as basic as 'get x in play at once' would trigger when you had done so.
Also, damage done is irrelivant, number of players is irrelivant, win/loss is irrelivant, and the shadow cloak specifically is not meaningful outside of being an equipment.
It seems to favor somewhat faster matches with lots of equipment, and requires an end of match check before handing out the award. So... maybe it's something like 'complete a match where there were at least twice as many equipment played as game rounds'?
Really wish there was some way to test these ideas out.
Late to the party and hadn't actually been trying to Science my way through it, but here's my successful unlock log for the analysis pile.
Just unlocked Writhe by accident in a random game against Advanced Voss at Court of Blood.
I unlocked using CI Writhe since I had previously unlocked him with the button, so I can confirm base Writhe is not a requirement.
Of note, I didn't get the shadow cloak out until Writhe's final turn and never destroyed it or any other equipment cards. The only powers Writhe used were his base power and Umbral Siphon.
So a path to explore: Numbers of powers used on equipment cards. I got an unlock looking to play as many equipment cards with powers on them and use them as often as I could. I used powers from ards 34 times over 14 different equipments.
https://pastebin.com/Dk5cZKxF
Might have to do with total powers used or number of powers used, but this could explain with Caspit's Playground seems to boost the odds of winning by making all ongoings into equipments.
Might as well fire out a guess: Play a game with Writhe where you use each of his equipment powers once.
I definitely got the unlock without using most of his equipment, let alone equipment powers. I think I used exclusively his dagger, since this was back when we thought the cloak couldn't be destroyed too many times. I definitely never used the Cloak Projector or the Dark Lab. I'm sad I didn't know about logs during the time I unlocked him; all I remember is that I failed with Unity / Wraith / Writhe but succeeded with Unity / Skyscaper / Writhe. I went with Freedom Tower, but Caspit's playground never entered play either time. So while I was trying to play as much equipment as possible, H=3 can't have put too much of it into play.
I wonder if it matters HOW the equipment comes into play? Maybe you have to pull equipment out of the deck using powers, but not using cards? Like, if I failed with Wraith because of Impromptu Invention, but Skyscraper's Micro-Assembler was fine? And perhaps when people were failing it was because they used some of the Writhe one-shots that pull the cloak from the deck?
Maybe it's as simple as "In a game with VG Writhe, win a game where Writhe uses a power to pull an equipment card out of his deck three times. A card play cannot cause an equipment card to be pulled from VG Writhe's deck or trash."
I've actually got a different idea based on your lineup. Trying to piece together similarities and differences: When I got my success I played with bunker and I know I used the power on Auxiliary Power Source, destroying it. Similarly SKy-scraper has several cards that destroy her own equipments, whereas Wraith only has Inventory Barrage, which no one ever uses. What if:
In a game with VG Writhe 2 different heroes must destroy at least one of their own equipments.
There may also be a number of equipments played requirement.
Ooh, that's an interesting point. I would have used a lot of Skyscraper's destruction / replay for her link cards, because I was assuming I had to play as many equips as possible, and she doesn't have many link cards. On the other hand, Wraith has so many equipment cards in her deck it wouldn't have been an issue. (And no one uses Inventory Barrage, as you point out.) And in both rounds, Unity would have been destroying a lot of equips or else I would have never been able to deal damage.
So maybe something like "In a game with VG Writhe, win a battle during which you destroy more equipment cards than the number of unique equipment cards which enter play."
Hint from the stream: Equipments are important, but other kind of cards are important too.
Two more stream hints:
It doesn't matter what any of the other heroes do.
The condition has nothing to do with powers.
Hmm...
In a game with VG Writhe, end a battle during which Writhe has more equipment cards in play than ongoing cards?
In a game with VG Writhe, end a battle during which Writhe plays more equipment cards than he plays one-shots?
Based on how Mainstay and Idealist ended up working out, maybe it has something to do with the number of rounds the equipment stays in play?
Wait, we got hints? Guess John wants these things solved before OblivAeon comes out.
Either way there's no mention of turns in those hints so those ideas involving a limit of turns or just having turns be a thing are still on the table.