Difference between revisions of "Mixers"
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|<div style="text-align:left; margin-left:5px;">Star-chaser</div> |
|<div style="text-align:left; margin-left:5px;">Star-chaser</div> |
Latest revision as of 00:18, 22 January 2021

Mixers are an optional addition to co-op mode that can make a co-op match easier or harder, added in Version 2.7. Mixers are essentially optional field events that the player can select to activate before a co-op match begins.
Every day (at 00:00 PST or 01:00 PDT), two to three Mixers are randomly selected, and the set of Mixers is available in all co-op matches for the following 24 hours. The random selection is based on the Steam server time, meaning that the set of Mixers will be the same for everyone.
Mixers are only refreshed when the player begins creating a Multiplayer lobby or single-player match, or when returning to the lobby screen after a game has finished. This makes it possible to play with a set of Mixers after they have expired, but only once per lobby (since the end of the match causes the lobby's Mixers to refresh).
Today's Mixers[edit | edit source]
Mixer Reward Modifier[edit | edit source]
Mixers have reward modifiers that enable players to receive more oranges and co-op role experience at the conclusion of a co-op match, based on the difficulty of the mixers. However, Mixers do not increase the amount of experience gained toward the player's online level and the player will only earn more oranges from mixers in online play (with at least 1 other person). There are three mixer difficulties and each provides its own reward modifier value:
Type | Reward Modifier |
---|---|
Positive | +0% |
Neutral | +10% |
Negative | +25% |
All modifier bonuses are summed together and combined with the boss's difficulty modifier creating the final modifier total reward modifier the player will receive. For example, the maximum modifier the player can get is a co-op match on Hyper difficulty with three negative modifiers. This would yield 150% + 25% + 25% + 25% resulting in a modifier of 225%. As a result, the player can earn the same amount of experience and oranges playing co-op on casual difficulty with three difficult mixers as they can by playing hyper difficulty without mixers.
List of Mixers[edit | edit source]
Below is the complete list of mixers:
Name | Chapters | Type | Effect |
---|---|---|---|
Air Raid
|
5 | Neutral | All units will take 1 damage at the beginning of the Chapter.
|
Amplify
|
6 | Neutral | |
Backtrack
|
8 | Neutral | All players move in the reverse direction. This effect lasts for the duration of the Chapter.
|
Bomber
|
2 | Neutral | A visible bomb is placed on a random panel. The bomb will explode within 1 to 4 Chapters, and units within 3 panels in a cross-shaped area of the bomb panel will take damage.
|
Charity
|
5 | Positive | All players will draw 1 card at the beginning of the Chapter.
|
Confusion
|
7 | Negative | All player's cards are rearranged and put face-down, making the cards unreadable to both the owner and other players. This effect lasts for the duration of the Chapter.
|
Freeze
|
5 | Neutral | 1/3 of the board's panels become
panels. This effect lasts for the duration of the Chapter and does not affect panels. |
Minelayer
|
3 | Negative | A Trap card (
, , or ) will be set on a randomly determined panel. (These are not affiliated with the Center Deck's contents) |
Miracle
|
5 | Positive | All
, , , , , , , and panels will become 2x panels. This effect lasts for the duration of the Chapter. |
Random Warp
|
5 | Negative | Each player will be warped to a randomly chosen panel at the beginning of the Chapter.
|
Regeneration
|
5 | Positive | All units will recover 1 HP at the beginning of the Chapter.
|
Sprint
|
6 | Neutral | All players roll double dice for movement. This effect lasts for the duration of the Chapter.
|
Treasure
|
1 | Positive | |
Healthy Boss
|
Continuous | Negative | The Boss gains 10 HP at the beginning of Chapter 1.
|
Star-chaser
|
Continuous | Positive | All players gain double stars on
panels. |
Beggar
|
Continuous | Negative | All players drop double stars on
panels. |
Aggressive Heroes
|
Continuous | Positive | All players gain an additional +1 to ATK.
|
Defensive Heroes
|
Continuous | Positive | All players gain an additional +1 to DEF.
|
Evasive Heroes
|
Continuous | Positive | All players gain an additional +1 to EVD.
|
Blazing
|
Continuous | Neutral | All units will gain +1 ATK and -1 DEF.
|
Flipped
|
3 | Neutral | Unit stats will be reversed at the start of battle. (All positive values will become negative and vice versa.) Stock effects will apply before stats are flipped.
|
Menacing Boss
|
Continuous | Negative | The Boss gains an additional +1 to ATK.
|
Hard-shelled Boss
|
Continuous | Negative | The Boss gains an additional +1 to DEF.
|
Slippery Boss
|
Continuous | Negative | The Boss gains an additional +1 to EVD.
|
Joker
|
Continuous | Positive | All cards can be played for no cost.
|
Bankrupt
|
Continuous | Negative | All card costs are increased by 10 stars.
|
Goo
|
5 | Negative | 1/3 of the board's panels become
panels. This effect lasts for the duration of the Chapter and does not affect panels or panels. |
Spores
|
3 | Neutral | Several mushrooms are placed on random panels. Landing on a panel with a mushroom will give the player a mushroom card.
|
|