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Thanks!
have the the super speed mod enabled and the quick restart buttons mod as well. start a new run, and continually use either the "start a new run" or the "restart combat" buttons. after a few (5 to 10) resets, you should notice a slowdown that continually gets worse as long as StS itself hasn't been restarted
wonderful mod otherwise, well balanced!
For the Rummage item, should have caught that one! They changed the way the Exhaust action is called and I just need to add in an extra variable. Thanks!
I think one of the biggest items I need to address as well is the art issue when cards are being zoomed in on. I believe I know how to fix it - it is just the tedium of getting it done and it hasn't been a major priority since it doesn't actively stop gameplay. I will keep trying to make improvements in the coming months.
Please let me know if you encounter any bugs or if you have any more suggestions! I won't be able to dedicate much time to this project as I am getting married in a month, but I will do my best =)
256) I will look into that issue with Rummage. I think with the newest version of the game, some of the methods in the base game were adjusted. This broke another card as well that I managed to fix. I was wondering what sort of other issues this would cause.
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:133)
Caused by: java.lang.NoSuchMethodError: com.megacrit.cardcrawl.actions.common.ExhaustAction.<init>(IZZZ)V
at thedruid.Cards.Rummage.use(Rummage.java:42)
at com.megacrit.cardcrawl.characters.AbstractPlayer.useCard(AbstractPlayer.java:1659)
at com.megacrit.cardcrawl.actions.GameActionManager.getNextAction(GameActionManager.java:299)
at
at com.megacrit.cardcrawl.rooms.AbstractRoom.update(AbstractRoom.java:326)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2494)
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:871)
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:422)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)
But sadly the game crashes everytime I play rummage...
What I meant by "AOE cards" is not just any card that hits multiple enemies (Reaper, Shockwave, Fire breathing, Combust, Thunderclap) but more so large attacks that are AOE, of which Ironclad only has 2, Silent only has 3, and Defect only has 1 or 2. The Druid had 5 I could think of off the top of my head, after just one run of looking at cards. So it's less about which cards target all enemies, and more about how many cards deal huge frontloaded damage to all enemies. I think that knocking it down to 4 with the change to Thornburst is probably good enough, if you like think that big AOE attacks fit the flavor of the character.
Thornburst - Changed to "Lose 2 Thorns (Min 0). Deal 9/11 damage for each Thorns removed."
- This one is so weird. It is intended to be a sort of payoff card for a Thorns build now. Major damage for 1 mana at a price.
Briar Armor - Changed from 3/4 Block and 1/2 Thorns to 3/6 Block and 1 Thorns.
- This card is really strong when upgraded, especially when you can duplicate it. Probably too much for a starter card.
Viral Bites - Change upgrade from an extra attack to 1 extra damage on each hit. (So 3 attacks for 3 each and apply 1 Diseased each).
- Just seems very strong for 1 mana when combined with Fury generators.
Rabid - Changed to "Your first attack each turn applies 3 Diseased."
- Some comments on the ability to chain apply disease might be too strong. This should be better out the gates, with weaker overall strength.
I don't know if the AoE is too out of line. I do like the idea of limiting Thornburst because I think it can definitely snowball pretty hard. I think I will make that change and see how it goes! Druid right now has 7 AoE cards, 2 of which are build specific (thorns/surge). Ironclad has 7, Defect has 5, and the Silent has 8 just for reference. Some of then on the other classes are build specific as well, but since the Thorns build already had Hail of Thorns as well, I think it is ok to Nerf Thornburst a bit.
I agree that Briar Armor is a very powerful card, especially when upgraded. It might be necessary to nerf it so the Thorns amount isn't increased on upgrade or maybe even make it Temporary Thorns so it is just a one turn burst of benefit. If I made that change I would probably change Bristling Bulwark (the other block card that gives temporary thorns).
I like the flavor all in all, never played WoW but I know Druid from Hearthstone. I look forward to seeing where this mod goes.
@Taylor Spenser What part of "very early stages" do you not understand?
"Whenever you play an Attack, deal 2 damage to a random enemy."? #BearForm.
Ruins the attack that gives you strength equal to fury though.
7b) Tbh, it could just plainly give you 1 strength if you played 3(2) or more attacks that turn. It's not something you routinely want to do past act 1 anyway. Incidentally avoids bear trap high roll.
9) It's a problem card because it works with anything and keeps going unlike wail or disarm. And like, you already have good heart counters with thorns and resilient. Besides that, it allows you to cheese encounters that revolve around passively scaling damage.
14) "Put 2 cards from your draw pile or discard pile into your hand." looks like 3 lines to me. :think:
(Again, upgraded version.)
15) I meant the wild shiv, for the same reason as armaments vs blessed strike.