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1. When max party size is reached the words 'Back' and 'Front', at the top, get reduced to 'Bac' and 'Fro'. Seems like a small UI bug.
2. When healing at a rest area, units in the reserve don't get healed. If this is a deliberate choice for some sort of balance reason, okay. However, ALL units, including those in reserve, should be healed. This can really hurt rough early-game when you might need to constantly swap units in and out to progress.
3. Strength Ring should be renamed to Magic Ring (or something similar). The effect reduces magic defense, and has nothing to do with strength or physical attacks.
4. When choosing your starter unit, hovering over the Symbols it doesn't show you the other units that share that symbol. This is really terrible for new players. I may opt for a unit that seems cool, but not have enough of units with that Symbol unlocked for it to be worthwhile in the long run. Please change the starting picks to show all the other units that share the same symbol, like how it's displayed when hovering over symbols in the party menu.
5. If I didn't visit the forums just now and read the small tips in the news from devs sub-forum I NEVER would've understood that selling upgraded units allowed you to keep the symbols they have. I understand that English isn't the primary language for this game, and I'm very appreciative to be able to play it (because it's AWESOME!) but that's a huge part of the game that needs to be depicted more clearly in the 'Help' menu.
6. Tooltip for Frozen makes it sound like your units will do less damage, to units with the Frozen debuff. I understood what it was trying to say, but it might be better to say something like "Enemies with Frozen will deal less physical damage, equal to the amount of Frozen stacks." Or something like that, for clarity.
I'm sure there's some more, but that's all I have for now. Thanks for making such an incredible game!
Thank you for loving Vivid Knight!
We want you to be able to play without any difficulty, even if you speak English.
We want to make it better.
Therefore, we would like to make it better, so please let us know if there are any other strange things.
-A seperate sfx and voice volume slider
-Show what the item drops on the map do if you mouse over them.
A little editing is need on some translations as mentioned by others but otherwise pretty functional overall.
* Something that lets me know in a shop which units are Bronze, Silver, and Gold without having to click on each one or recognize it by memory.
* In battle, I'd like it if the sprites for starred units were made slightly larger, this is something I see in other autobattler games that makes it easier to tell at a glance who is leveled more.
* For the "color" icons, an option to help out colorblind players would be welcomed. I frequently have to click on them to tell them apart from each other.
For example 'Knight Bruce' has the skill '(Quick) Deals 180% physical damage and Sunder 1 to 1 front line enemy.' What if he gained something like '(Preemptive) Sunder 1 to all enemies.' at gold star in addition to his normal skill?
Heavy should not carry over between battles.
Currently if a unit with Heavy uses their skill on the last round of a battle, they're unable to use their ability on the first round of the next battle you get into.
Don't even care about balancing for now, just make them hard, unfair. and crazy like ascension 20 slay the spire. Hard content will create its own feedback for balance. I think the game is too easy right now to really care about balance.
Agree, though let's not go too far with StS comparisons, I'm not fond of needing to consult spreadsheets of hidden information before attempting to play optimally.
But they've likely got to take care of the more casual-leaning player base first, the players who are hard-stuck at Witch's Maze 1 or earlier. Right now the endgame difficulty is tuned well enough to allow for a variety of builds to succeed, adding more layers of enemy scaling may expose the meta for being relatively narrow with optimal play. It would be nice to get extended support for the endgame including better balancing that would be needed long term, but I don't know if the developers are doing well enough to justify investing more in it.
- There needs to be a filter function on the encyclopedia tab.
Either via color/trait buttons or manual input like "blue" or "stun" to see all the available units that match the criteria.
- A mouse over lookup function on the map for the items/ bosses (unless they are unknown of course) to plan ahead without the need to open up the encyclopedia tab again
- A x2 or x3 battle speed option since some battles (Frozen Turtles and Golem bois I'm looking at you) can really drag out
- Tier 3 units should sell for more than 30 since it's a 9 unit investment. I get that tier 2 stays the same, since you basically "bought" their traits already, but replacing a tier 3 is unfeasible
- I don't know if this would be 'unbalanced', but upgrading gems the same way you upgrade units, would be great! Right now I'm usually only buying 3-4 gems at the Alchemist at the beginning of the game and only repeat this process every 3-4 floors later at most for upgrades. This ends up inflating my currency so much that I usually end most runs at an alchemist and roll for the 'perfect set' each time since I sit at around 1k games but have no reason to send them
As for features, I think showing the results of past runs in the main menu would be neat. Thanks for your hard work!