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(only workaround i can think of currently, would be to disable to the Tactics keyword via mod options)
MojiChimera is this:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/comments/3292540074
Mods in stacktrace:
- mojichimera (0.7.7)
Cause:
java.lang.NullPointerException
at The_Scribe.cards.Cast_Spell.theScribeCast(Cast_Spell.java:355)
at The_Scribe.cards.Cast_Spell.use(Cast_Spell.java:112)
at mojichimera.augments.rare.TacticsMod$1.update(TacticsMod.java:38)
at com.megacrit.cardcrawl.actions.GameActionManager.update(GameActionManager.java:179)
at com.megacrit.cardcrawl.rooms.AbstractRoom.update(AbstractRoom.java:325)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2532)
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:876)
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:423)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)
https://www.youtube.com/watch?v=n7x2aBy13qU&ab_channel=Slio9
This mod is the definition of "Wait wait, let him cook"
for example (a packmaster run with a relic that unlocks another character - cunning disguise i think, which looks like a big nose and glasses) :) so i picked the spell scribe = really good :)
(all i need now is a way to increase my ascension level mid-game, to make them tougher as i can get through them at 5mill hp so far)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2934478658
IDK how to rate things but it is a very fun character that I keep on my modlist.
I was so impressed even after one run... so I'm making RUS localization right now =) 50% of cards are already done but keywords are stopping me.
If someone of developers is online, may you rewrite keywords to a .json file instead of hardcoding it in ScribeMod.class, please?
I came here to comment about bugs, but it sounds like the author has abandoned it :(
Otherwise, love the class. I still need to figure it out properly though. I got to the heart in my last run, but didnt manage to defeat it. Kepp up the good work.
1. Bottled Soul on Absolute Zero into infinite turns.
2. 200k temphp and 66k thorns in a single turn.
3. Generated 500 energy/turn with 8 Escalations.
4. Channeled 500 energy into Crystal Shield every turn until The Lord of Annihilation died to thorn damage.
5. Exhausted my whole deck and OTK'd end boss with Black Hole, Unceasing Top, and spellstones.
6. Gave everything 600 intangible with 2 Scroll of Shadows and a Spectral Scroll.
7. Made a 23k damage to all enemies spell in one turn.
The class has some high ceilings but the balancing act of building your spell/setting up your combo and generating defense can definitely rein it in. It's a class that involves a decent amount of thinking, especially with order, but is very gratifying to win with. Easily my favorite Slay the Spire class.
Building off of what Left Click said, the Big Spell archetype can absolutely seem unfair in the right circumstances, and a lot of that has to do with the big numbers the archetype is capable of. All of that being said, it has two balancing factors:
1. It has a very berserker-esque and single target playstyle. Outside of certain area of effect and defensive cards, you often struggle immensely in multi-enemy room combats, chipping you down until you reach the boss. The most common death I've seen is against the Darklings on floor 3.
2. It's very one and done. With a lot of the key pieces exhausting, doing the math and making absolutely certain that you get the kill is extremely important.
Oftentimes the combination of these two factors result in you being forced to fire off your spell a turn or two before it's ready to ensure that you don't die immediately, and in such cases you have to pray that you have enough left over to finish the job.
Thank you for taking the time to try out our mod! The "Big Spell" Character Archetype has a tendency to be able to one-shot a lot of things. However, the challenge in this archetype is surviving until you get to unleash your big spell. I think that it is a fair trade off. Either face tank a lot of damage this turn, to be able to potentially obliterate the enemy next turn, or play a bunch of block cards, and make no progress towards your ultimate sure-kill spell that shoots a thousand lightning bolts in 324 different directions.
Currently Escalation works with anything that gives spell effects. This includes Spellstones and Capacitance Scroll. This may be changed in the future.
I agree that currently arcane barrier is a bit odd, as it's the only card that follows the theme of negative backlash from a powerful spell. More cards are being added that follow this theme (see overcharge that was just added for reference) so it will seem less odd with time. It may also face a rework following some discussion. However I disagree that the Spell Scribe needs more 0 cost cards. 0 cost cards need to be immediate things. Not meant for spell effects or spell modifiers as they then become easy to play and stack up. As such, 0 cost cards require careful tweaking and balancing, something which I am horrendously bad at.
If 0 cost cards are to be added, it will be at the discretion of @ComingVirus who has been helping me balance, tweak, and rework the cards. If you wish to help in the development process of this character, contact me on discord at crazybrain#4982
Look at it this way, some cards give you a small amount of block AND stacks a similar effect on you to be used by other cards. This is GREAT (although arcane barrier stacking neg spell efficiency is odd as a "unique" starter card that does nothing else on it's own) On the other hand if the effects are too small then it seems that what hasn't been taken into account is that in terms of resources.
In short, needs more 0 cost cards. Because the turn it takes up is considered part of the cost.
@SpaceScrew
Thank you for the feedback! I will take these points into consideration.
It has cool concept I enjoyed very much.
but damage preventing cards like ghost realm,thwack makes play somewhat tedious.
and IMHO spell damage card or debuff card have too low value
makes split(especially upgraded split) almost essential.
and seems split have too much value ( 150% -> 225% if upgraded)
Thank you for the feedback!
Thwack is currently slightly overpowered in being able to intterupt an enemy and get in 10 free damage. Lightning Bolt WAS a better thunder. Now fixed so that they do equal amounts of damage before spell modifiers. I do not currently have a card called concentrate, but it appears that you are asking about Clarity? It is meant to be used with either split or manablast to get extra energy. If you meant meditate, there are plans to change that as well, as it currently feels too clunky to play alone.
Also, Lighting Bolt seems to be a better thunder? Am I missing something? Concentrate just seems super weak. Are you supposed to build a spell over multiple turns?
I may update with better placeholder card art soon
Fixed!
The mod is currently a WIP. Art is on my todo list but I am more concerned with adding cards at the moment. Thank you for the feedback!