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Indivisible: Lab Zero's Action-RPG! (General Discussion)

So does anyone know how the stacking for Dhar's Down works? I can't tell if it stacks up to 3 times or if I'm wasting bar? Or if it goes away after one hit? Can't consistently see the damage when I'm also doing combos so Idk if its working well.
posted in the op of this topic. All 3 will stack and only 1 charge per string is used. So burning a 3 pip turn with him's a pretty decent idea.
 
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intentional double post:
Indivisible Backer Preview_20171119194841.jpg
 
wait... 3 minutes? but how?
A clue that gave me an idea was posted by someone. I'll post a video later when I can push that time down more.

edit: Welp, found a rather amusing glitch:
 
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Dang got me by like 30 seconds.
 
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Dang got me by like 30 seconds.
oooo another who knows. Fun =D

edit: Just got 3:32.35. Messed up a few times so here I go again XD Just a note: I'm not even using the bow jump technique...
 
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THERE'S A BOW JUMP TECHNIQUE?! God this thread makes me feel so stupid sometimes XD
 
Welp, found a rather amusing glitch:

What have you done.

Also, with Dhar's down attack, I don't even care if i'm wasting actions, the sound when he plants that thing is just so damn satisfying. Like HOLD this sword Loka. HOLD. THIS. SWORD.

To be honest though he should do something else if he's already charged up. Or have whatever mechanic/attack that is supposed to go there, go there at some point (I'm guessing prerequisite mechanics like enemy blocking are still holding the Incarnations' abilities back for now). And I was really sad when i found out doing Level 3 Iddhi Attack with three dirt charges doesn't give you the max damage possible. I was doing that on my first playthrough and thinking I was the coolest dude.
 
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I hope Tungar gets a rework. I have not found any combo use for his neutral attack, so it's up-attack all the time unless I want the down launcher (up also launches). Zebei's also kinda simple but at least his neutral attack is a good combo extender to lengthen the timing window on juggles (but his up attack does more damage and has more meter gain... I haven't calculated the action refill times, that's more difficult), his down attack sees use for AoE, and his fast action refill guarantees his part in combos.
For Tungar, I believe his neutral attack has the fastest recharge multiplier and highest meter build (haven't tested but definitely better than Up which has pretty bad meter build and recharge). It also hits almost everyone in one row similar to Dhar's super.
For Zebei's neutral, it also has the fastest recharge multiplier I think (in the original prototype I believe this resulted in it being his highest DPS move, that may have changed though).
 
Has Roti been getting stuck in walls for anyone else? He does it alot in my game.


On the bright side i technically caught him.
 
I've had him get stuck inside of the wall (I noticed too late to be able to get a picture/video though). It happened to me, I think, near the start where he first runs away.
 
Here's a clip of Roti running into the wall. Not too hard to replicate either, just keep dashing like I did in the video and don't jump when you get near the edge or he'll despawn.

Edit: Turns out Havic had a video of this glitch already.
 
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That was Roti Glitched 1 for me. Sometimes Roti doesn't show up at all and ajna never says "Roti wait"
 
That was Roti Glitched 1 for me. Sometimes Roti doesn't show up at all and ajna never says "Roti wait"

This is a trick I know about. If you restart the game just a you trigger an event, such as Roti or a crumbling ledge, it'll be gone on the next run. I used it once to get a decent time but didn't actually count it.
 
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This is a trick I know about. If you restart the game just a you trigger an event, such as Roti or a crumbling ledge, it'll be gone on the next run. I used it once to get a decent time but didn't actually count it.
That's basically a NG+ run then
 
Er, maybe? This is an example of it in action:

OH, thats explain why sometimes there was no Roti at the begining. I just though I restarted the game too fast, and he kinda get stuck on the wall, or something.
 
Sorry for asking this, but is the backer beta gonna get content updates ore just bugfixes?
 
Sorry for asking this, but is the backer beta gonna get content updates ore just bugfixes?
They've already said it's get content updates until release to test out things but there's no date on when that'll start.
 
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That seems pretty in character, I don't know why you think it's a glitch.

Plot twist Roti is blind? That's why Ajna calls out to him every time? But he still runs because he's lost and scared shitless thinks it's a monster, getting himself even more lost in the demon infested wilderness?

The story we've been playing through so far is starting to feel depressing.
 
So, don't you guys get your hopes up just yet, but backer preview finally coming out did speed up donations.

Currently were getting around $1,000 a day, which is still not nearly enough for last goal.
 
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Hmm, so apparently I just registered for the Indivisible forums. Well, kind of, since it looks like I can't confirm my e-mail yet.

Currently were getting around $1,000 a day, which is still not nearly enough for last goal.
Right. It'll get them knocking on the door of $200k, but they'll need almost 10x the increase in pledges from here in order to be on their way to hitting that goal. The rate will surely go up a bit towards the end, but without a boost of attention from YT or wherever, I doubt that'll be enough.
 
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i thought LZ said if they got around 100k left they might be able work something out as somekind of super late extra thing.
 
i thought LZ said if they got around 100k left they might be able work something out as somekind of super late extra thing.
Got a source? I doubt they'd be referring to anything as elaborate as the full Stretch Goal if that were the case.
 
So here's part of a Twitter conversation that's probably what Ninja is referencing:


As much as I'd like them to hit the next stretch goal, it does seem like it's going to take a lot of effort. Doesn't help that it's the holiday season right now so people tend not to have cash to spare.
 
Not only is the game happening at all, especially with those earlier stretch goals, but any backing between now and the end still goes into making the game better, even without the dungeon/endings. The game is shaping up to be fantastic regardless and Lab Zero still benefits from what does get in.
Personally I really wish it had been put before the animated opening, especially since Trigger not letting them mention them until long after the campaign probably hurt what could have been, and while what we've seen of that so far looks great I'd always rather have more game.

But that's in the past, the opening will likely be great and we the game gets to exist, there isn't an actual negative here.
 
I found a neat glitch :) Bringing the Bow and Arrow into Battle. :D


It makes you carry the bow and arrow as your default stance. IDK exactly how I did it though. while in battle her down attack is her crouching jab. Her neutral and up attack both do her neutral ax attack. Not all that useful but neat.
 
So here's part of a Twitter conversation that's probably what Ninja is referencing
Oh, okay. I saw that tweet but I figured Ninja was referring to something related to production rather than promotion.

In any case, it's going to be up to the fans to make some serious moves in order for this Stretch Goal to happen.
 
It makes you carry the bow and arrow as your default stance. IDK exactly how I did it though. while in battle her down attack is her crouching jab. Her neutral and up attack both do her neutral ax attack. Not all that useful but neat.
It does show us those rough low health frames though
 
I've been out of the loop for a while now. Last I recall was the release of the very first beta that was released on PC and PS4 I believe. So can anyone update me on the progress of this game LOL.