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Increasing the dodge just makes it more RNG to kill the enemies, even with accuracy buffs and trinkets, and I mean this because i use alot of mods with some very strong features and yet its still problematic. My suggestion would be to make the enemies more punishable and reduce their dodge, if you want to make them harder to kill it would be more efficient to give PROT and higher resistances like agaisnt blight for example or just add other mechanics that aren't too breaking,like how alot of the courtyard enemies can give and get guard. We all know bleed is effective in the courtyard so it wouldn't hurt to make them like that.
Turning most curios into long term challenge makes it doubly harder to boot, and I love the way you make most creatures powerful./
My main gripe is that they are too powerful, especially in the higher level... and especially courtesan.
Having an ability to give your entire team another action is simply cruel, and makes your gaming experience go from ok challenging to full blown sadism. I am ok with most of the highly powerful stats, i am, but THAT is unacceptable.
It reminds me of mot from SMT3Nocturne with mot with beast eye, you know they will spam it.
1) Does this mode works ok with Duchess Class?
2) Does this mode works in case if I alredy killed Countess?
If there's one thing I can recommend when fighting the Viscount with this mod, it's one thing: DoT.
Damage over time is incredibly powerful against the Viscount, especially paring Flagellant with the Fanatic's Stake.
The whole fight was made with Damage over time in mind.
Houndmaster is also really strong with Hound's Harry, Plague Doctor's Plague Grenades, Shieldbreaker's Impale/Adder's Kiss, etc.
When fighting these kinds of bosses, you need to focus on having a team built for DoT. It'll make your life a lot easier.
It is amazing and I really had fun of playing. For sure would be glad to include this mod for my future runs.
Great job Seigner.
Really would recommend to use it instead of vanilla CC!
2) It is likely just RNG. While this mod introduces 20 new quirks, only 10 of these can be obtained randomly (missions, stagecoach, etc.) and they all have the same priority as vanilla quirks. The other 10, the Virulent quirks, are guaranteed to be obtained every time you defeat a Courtyard boss or miniboss.
3) I know which errors you are referring to. This is caused by these curios not being intended to spawn in the Courtyard. It only means that no sound will play when interacting with these curios.
IMO that how CC should look like from the beggining!
Little feedback:
1) After each time I back to town I see that:
http://i.piccy.info/i9/d50f7a9338e0b14543686d8797ade4d9/1553378081/66484/1301785/123.jpg
2) I have strong feeling that new CC-quirks (positive or negative) are given too often, like when game is offer me new heroes (in Stage Coach) or after completed quest. It is look like their priority is twice bigger than vanilla quirks.
For instance I don't see too often -Scrounger/-Explorer/-Tactitian/ type of quirks for core locations, or -Hater/-Slayer for core enemy types, but often I see all such quirks for CC location/enemies.
Sure, quirks for core locations sometimes are also appearing, but not so often as new CC. Maybe it is RNG, but I feel like it is trend.
3) Inside the CC-location, once I used holy water on the bones, and debug showed me some errors (I was late to ss it)
I will also adjust Proselytize's FX and make it lower. Expect these things to come within a day or two.
Gather the blood quests don't appear often enough and the new sanguine vintners district is harder to get, the increased blood drop rate is not quite enough to compensate.
Now, i know this is in part my fault for bad resource management but i was counting on the veil lifted town event to cure my heroes sometime during my apprentice cycle progression.
I have killed the apprentice baron, viscount and guardian, (apprentice countess didn't appear, figured it is intended), will the event come up after the veteran kills or is it removed completely;
I should also mention that i have no other crimson court related mods active.
On a side note, the supplicant's proselytize move is loud AF, it startles me even when i expect it.