Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Please remove one Strike and one Defend from your starting deck
Hush needs to add an Auto-Play keyword, so runners understand it
Turn one tends to suck. Does this deck have an innate block card?
-a little too incentivized to keep decks small because of the RNG of when you finally draw your generated dreams. Maybe put Dreams on the bottom of your draw pile? Or add them to your hand automatically after X turns, kind of like Miracle?
-the random cards staying in your deck doesn't feel very flavorful. Maybe change Dreams to a 'choose 4' type effect, where you get to choose 4 options from among a bunch of options like "deal 10 to all enemies', 'apply 14 poison randomly', "gain 10 block per enemy in combat" kind of thing. it would retain enuogh agency/to feel fresh, but not quite as much, and would be more consistent. you could also vary the amount of RNG by upping/lowering the amount of options.
-Nightmares are a little boring, maybe have them do something a little better so the tradeoff of "do i play this or keep it in my hand until i draw my nightmare cards" is more of a hard choice?
Pros:
-the resource payoff for Dream is fun
- the RNG keeps it fresh.
-The way Nightmares work (retain, so they have a downside, but also stick around until you can draw your "Do stuff based on Nightmares in your hand" cards) feels balanced
Lucidity was my random rare card from Neow, so I built around it, and I got a few relics and some cards that lean into the dream archetype on top of that, so as long as I survived the first three turns I could go sicko mode on the enemies. The RNG really aligned for me. I had the Happy Flower relic and Light Sleeper, so occasionally I got to cast dream, dump out the cards, and dream again! Between strength-gaining and strength payoff effects from red cards and getting strength from the Broken Timepiece relic, I even managed to beat Time Eater, to my surprise.
Their balance is very in line with other original characters unlike most other mod characters I tried while their unique mechanic makes them a refreshing experience despite their cards bearing many semblance to the originals (which I think is the intent considering his flavour).
Every card is not too overly complex but allowed for many interactions and combo between each other. Mental Barrier could be explained when seen on card however.
I also really appreciate that the author made the art assets feels very fitting to the original game thanks to mashing and editing the original art as well instead of MS Paint art or using other sources.
(Barring the crash from when using 'Reverence' relic from hubris with 'Unmake' everything seems working as expected. Ignore this unless you play with many mods together like me)
- Mental Barrier reworked: now decreases whenever you get hit!
- Hush reworked
- Ruthless Study reworked
- Bloom reworked
- Withdraw reworked
- Dream Journal, Muscle Memory got buffed
- Sleepyhead, RacingThoughts got nerfed
- A few more upgrades were tweaked
- A few bugs were fixed.
See the patch notes for full details and design background!
Let me know what you think of the changes, I believe they're for the better, but perhaps I broke your favourite card!
Thanks for the comment, I've thought about that actually, and I may still give it a go. It would certainly be thematically appropriate for the cards to be ethereal. But I guess, if you want to justify the current implementation, you could say that once the dream is had, the Somnambulant has learnt what it had to say and can perform these feats, at least until they forget when combat ends.
Design wise, I've considered Dreams to need some risk, otherwise they're just too good. So the short term risk is that you're spending your energy on something that may not be what you need, and the long term risk is that you may be stuck with cards you don't want. And if you want some safety from that risk, you can always pick up that 'All for nothing' ; )
One thing does seem wierd. Shouldn't the cards created by dreams be Ethereal? It seems pretty odd that they're kept in my deck for the rest of the battle
The full card and relic lists of v1.8 are here: Full card list [www.martijnduiven.com]
Full relic list [www.martijnduiven.com]
I do not particularly intend to keep these files up to date whenever I update the mod, as the mod is still too much in flux.
See the patch notes for details and thoughts.
Yep, I agree, 'Ignorance' is one of the powerhouses, and was easier to enable than I had planned. I just uploaded a patch that addresses this card. It still gives as much energy as before, but it will give you the 'cannot draw cards' debuff that is also on Bullet Time. So you can still generate 50 energy, but if you want to have something to spend it on, you have to work a bit harder.
I just had this card and could easily go about 50 energy every single fight, while cycling through my deck AND generating new cards with some relics / other powers.
Ignorance NEEDS to be nerfed, althought it's really fun to go 50 mana + and be basically god xD
Enjoy!
Thanks for letting me know! I spotted a few more bugs that were caused by the same mistake, like the self-weaken from Cower not correctly stacking. I believe I found them all in the code, so I'll have a patch up later today.
Thanks for the reports!
I'm sorry, I misunderstood! I thought you were talking about the tooltip, but there's actually a bug in the card text for Dream+. I'll fix it right away, thanks for bringing it to my attention :)
Are you referring to things like Attack and Skill potions that create a 0 cost card? A Dream potion is not supposed to do that, it would be much too strong if the Dream would cost 0. This potion just lets you create a regular Dream card when you need it, right in your hand.
@The Castordo
Yeah, the tooltip doesn't particularly refer to the upgraded Dream card, it just sees the word 'Dream' on a card or relic and adds the tooltip. It's mostly meant to help when you've never seen a Dream before. And I think in that situation it helps newer players to understand the basic idea of what that card will do.
If you think it is confusing to give information about Dream that is not true of Dream+, I'll think about rewording it.
Yikes, good eyes! I would have never noticed, but that's exactly what happened...
Will fix it soon :)
See the patch notes for details!
I'm sorry, I do not speak your language. The mod is currently only in English. If you would provide translations for the 'localization' files, I will happily implement them :)
You make a lot of sensible points, thanks for bringing them up!
I'm thinking of the following:
- Dementing Veil: becomes a shop relic and loses the +1 energy. You are right in that the effect is often a massive upside, with some risk involved. It shuts off a few strategies, so making it opt-in at a shop seems right. I'll have to find a different downside for the class-specific energy relic.
- Relive: making 1 copy seems fine. I do still like increasing the number of copies upon upgrade. So would become 1(2) copies.
- Bloom: not so sure, but could probably lose 1 draw and still perform fine as a way to manipulate your top of deck.
- Lose Form: this is the most difficult, as there's very few knobs to tweak. The thing that might keep it balanced is that it does nothing when you start your turn with 0 cards in discard, which happens whenever you naturally reshuffle. A possible change could be that the selected card is random unless the card is upgraded.
Dementing Veil: The downside isn't really a downside at all. Most of the time you'd want to exhaust the cards left in your hand anyway. The extra energy makes it easier to play the cards you don't want exhausted as well. Even without the energy, this might still be an occasional pick which is a bit nuts.
Relive: Good damage on it's own + big combo potential makes this a snap pick in basically any deck in any situation. Removing the damage component would put it in line with Nightmare / Dual Wield as high risk, high reward. Creating just 1 dupe would make it a solid attack that stays useful throughout, but doesn't snowball out of control.
Bloom+: Already decent at 1 cost. Does too much for 0.
Lose Form+: The effect is really strong. Way better than the seemingly similar Mayhem as you can usually land a high value card like Dream with this. 2 energy makes this too easy to play for the impact it has. (see Demon Form, Echo Form)
Thanks again for the responses, really appreciate the design discussion :)
I was thinking of adding a relic or power that would randomize the color of the cards you get from dreams! I'm also thinking of adding a relic that is basically Dream Catcher but for cards from other classes. This way you can get your permanent Corruption, which would be a nice thematic fit.
I'm just finishing a patch that changes Horrific Thought to draw 2(3). That is probably good enough, esspecially when your Nightmares aren't that bad.
I'm leaving the Nightmare itself as it is for now, until I get to play with it some more. I like that the cost reduction of Dreams/Nightmares is now reserved for the Light Sleeper power. But the Nightmare upgrade needs to do something, and exhausting currently makes the most sense. If I were to remove the exhaust, I'll likely buff the poison value to 2 or 3, that makes some sense.
thanks for the report of the Night Haunts bug, I've found what causes it. I'll do a test of the solution, and upload a fix asap.
Thanks for the comments! Regarding the upgrading of Dreams and Nightmares, I've removed the cost reduction aspect of it. Dreams are powerful enough as they are, and lowering the cost when upgraded was unnecessary. They still lose Ethereal and gain Retain, which is powerful enough, I think. So the only way to reduce their costs is with the Light Sleeper power.
Regarding the starter relic, I've made it so that you only get the upgrade if you actually rest at a campsite. This was my original intent, but I didn't yet know how to do that at the time. It should be correctly stated in the relic description.
I gotta stick by nightmares not exhausting by themselves, they're too flexible and while they do clog the draw initially, they're synergy with so many good cards and ease of getting rid of them feels just a little too good.
horrific thought: as you say, the char is bursty and so while yes in the future you pay a price, you often dont care as drawing those extra cards effectively ends the combat either by eliminating the enemys or playing one of the bombs/psuedo combos that will lead to near invulnerability/elimination of the enemies. I think it should be draw 2/3 on upgrade -- OR maybe make it rare? I believe it's uncommon.
Cheers!
thanks for the detailed responses, I want to quickly respond before i forget but I'm about to do another run as mr sleepwalker and I'll probably give some more feedback as well afte.
I think you're right upon reflection, they're risky enough to be balanced enough -- when I suggested being able to grab other character mods -- I totally missed that the class of the cards generated was based on intent! That's so much cooler! The symetry in this mod is great. So what about a power card that fully randomized from the card pool what you get from dreams, or gave you one or more colorless cards? That could be fun, if unclear i mean like Nameless power: Dreams now generate random cards from entire card pool available AND/OR nameless power^2: Dreams now generate X colorless cards .
Also, I'm getting the same issue as cantatrips, where Night Haunts seems to crash my game when used. If it would help, I can grab the error log.
However, it seems to me like dreams aren't upgrading consistently? They don't seem to reduce cost properly sometimes (like the nightmare bug reported before), especially in conjunction with the power that causes dreams and nightmares to cost 1 less.