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In regards to the bug I think it is safe to assume that it is. Most energy relics have a funciton called 'onEquip' and 'onUnEquip'. The relic was missing the 'onUnEquip' call. I have added it now and once steam updates it should be in the latest version.
Thanks for leaving some feedback and wish you the best in your future slaying.
What an awkward sentence.
Played it for the first time just now, it felt surprisingly balanced for cards you "lazily" threw together. The -1 Energy and negative damage def needs to be there to "ramp up" as you go along. I like it, though not sure how it'll work at high A-levels. Might have to try and ramp up damage as fast as possible because 2 Energy doesn't leave much room to defend yourself.
And a bug maybe:
If you let Neow replace the Starting Relic (Dr. Claw), you still have the -1 Energy penalty. Maybe it should go away if you replace it?
Yeah the mod did not have balancing in mind as it was more so a joke for a friend. What I am imagining in a future state, is that this mode would persist and be known as 'The Clawfect' and the character mod would probably be 'Character Mod: The Clawfect'. The character mod version would have a solid distinction and multiple character archtypes to compliment it.
In regards to balancing the current mod, if you have suggestion as to what specific numbers should be changed, I am completely open to feedback in this regards. I think future adaptation of this mod will revolve around basic balancing of numbers. As to what that looks like, I can't say for sure.
Thanks for the feedback and sorry again for the delay. Certainly wish you the best in your future spire slaying.
I disagree with some and think you hould keep it as a defect mod than an entire new class. Rebalancing the damages of the cards is likely what needs to be done on top of a different negative than starting with 2 energy.The cards doing negative damge on top of losing an energy just makes gameplay boring, linear and un-fun.
Great idea though and I'd love to see how you're going to adapt this mod in the future.
Good luck!
Also thanks for the the feedback and support thus far. Greatly appreciated :).
1) Should there be Claw version of all cards? Should it only be limited to Defect? Should there be a Clawclad (The Clawilent?)
2) Similar to point '1' should there be Claw specific relics, potions, powers and etc?
3) Are there aspects in other mods that would be integrated into this?
4) How should events be modified to support Clawfect?
Those are my high level thoughts. One thing I must admit is separting this out into a different class is fairly low on my list (mainly due to figuring out what the requirements should be). With all that said, if someone wanted to reach out to me and create a PR on GitHub, I would be glad to coordinate with them. I appreciate the question and your interest in the mod :).
When I initial read this I was not sure if you were talking about the upgrade or how it works with Claw scaling. After looking at Clawter, it was missing the line to scale all other cards which are treated as 'Claws'. I pushed out a change which should address this scaling issue.
Wish you the best on your future Slaying.
On the first item, could you provide some examples of which cards you were pushed away from or had 'MASSIVE' negative numbers? The balancing itself was basically taking the base number and making them negative so I can certainly see room for improving it. Which super cheap/free cards were you pushed into picking up?
In regards to Clawzard, I think I have a reasonable idea as to why it might be behaving the way it is. I do not have a simple fix for this so it is likely I will temporarily reverted it back to its previous state of Blizzard until 1) I find an effective solution to it and 2) There's a clean way to word it without it sounding like some kind of disclosure statement.
I do appreciate you giving this ago and that you appreciate the idea behind it.