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Anyways, it has been a while since i worked on this or even played the game so it's unlikely that I'll get around to fixing this unfortunately
I was playing with a friend and everything is working seemingly well, but when one of us tries to freeze an enemy they only become frozen for that player, even though it also removes the "wet" debuff for the other one. Not sure if this is something that can be easily fixed or not.
Also this makes it so the enemy can be frozen and wet or burning.
Thank you.
might just be me
nice work tho. lots of fun.
And no problem. Always glad to see any modded content flourish.
Fancy seeing you here, I definetly remember that username from some rimworld mod. What a small world we live in...
Also, thank you for the kind words :)
also, it's very interesting to see that after all this time there are still people who care about this mod. i definetly didn't expect it to live this long
I have also changed some things around a bit, based on player feedback and my own experiences.
If you have found any bugs that still persist after this update, then please write another comment with more details.
Also, the Wizard might be a bit OP now. If this is an issue for you then going into ascension might help. I currently don't really have any ideas on how i can nerf him without breaking some part of his kit.
Some people have also been asking for translations. Since that would be way too much work for what it would be worth, there will not be any translations. Just learn english as a second language if that bothers you, I did too.
I recommend you remove the two randomized spells you get when starting a game, and then buff the other starting cards so that the starting deck is more reliable.
Given how many mods and characters I usually run though, I have no real way of knowing which one was causing the problem. Sorry for the help/not-help.
The only problem I've ever encountered is just this 10 fingers card, I just can't combine a life essense in the combination. having one is fine, but after that I can't put any other things in the combination, the game always crashes after that.
Thank you for making such a wonderful mod.
This is assuming you live long enough to get any -> and you won't. Why? You start off with 2 cards in your deck and neither of them can be used. I was curious what was going on and I can only imagine that you're supposed to have a chance to get some cards that ready elements to get your run started, but that doesn't happen. Sooooo, I just opened up console commands to kill all the enemies I met -> then got to a shop, so I gave myself too much gold + the courier relic and went to a shop and bought a ton of cards to see what's going on.
There is a system for the magic that's nice and intuitive and all that - some BigBrain stuff -> and I wish I could experience it and all, but the mod is broken in its current state due to the aforementioned lack of cards, so give it a miss until it's fixed.
Among other things I've heard that some of you are having problems with this mods compatibility with a new Slay the Spire update. All I can say at the moment is that it seems to work just fine for me on version 2.0 (from 01-27-2020) of the game using both Windows 10 and Linux (Ubuntu), so I don't know how to fix this problem. If the problems persist I'll need a more detailed description of what happened just before and as these problems occurred.
Obviously, i'm not talking about Rock/Ice armor. I think that's fairly well balanced although it feels weird going from 6 block with no elements to 8 block with 1 rock to 16 block with 2 rock.
As I've said, I don't wholly dislike that. It certainly feels like you're a Magicka wizard who was plucked straight from Midgard and plopped into the spire, an outsider with quite a different idea of adversity, humor, and power.
Absolutely stupendous mod, very faithful to the original Magicka system, while as others have pointed out, it would be very very difficult for anyone who doesn't know about the system.
Aside from that, the character suffers spectacularly from the classic, fun "overpowered but fragile" nature of Magicka wizards. However, due to the calulated, deliberate nature of the turn-based system, the "overpowered" part becomes more pronounced. As long as you don't flub spells (a lot easier than in fast-paced Magicka), you're basically immortal as you have infinite free healing.
at java.util.ArrayList.rangeCheck(ArrayList.java:653) ~[?:1.8.0_144]
at java.util.ArrayList.get(ArrayList.java:429) ~[?:1.8.0_144]
at AMagickalJourney.Relics.WizardStaff.onEquip(WizardStaff.java:66) ~[AMagickalJourney.jar:?]
at com.megacrit.cardcrawl.relics.AbstractRelic.instantObtain(AbstractRelic.java:273) ~[?:?]
at aspiration.vfx.ObtainRelicLater.update(ObtainRelicLater.java:21) ~[Aspiration.jar:?]
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2583) ~[?:?]
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) [desktop-1.0.jar:?]
Faithfully sticks to the element selection, slots, cast types and spells as close to their original as possible. With some attack cards inspired by weapons and equipment. Sticks a little too rigidly to them actually.
Descriptions of elements and cast styles are really lacking, the forward cast guide doesn't really help with that; you can only see what elements do when they're slotted and the guide doesn't say what targets will be affected or how many hits (like lightning hitting all, or ice specifically doing multiple hits).
The Wizard would definitely benefit from some clearing up, extra info and descriptions, for self and forward cast - the forward cast counter shields were a bit ambiguous even in Magicka itself.
He's been really weak in Act 1 in every run so far, but once he gets the cards needed to generate consistent elements, he really snowballs out of control.
I feel like the description should *REALLY* mention that the "Forward Cast Forecast" has tooltips and such explaining the different forward cast effects. It wasn't until the start of my 4th run that I realized I could control which enemies are getting hit and how effects were being applied based on the type of Forward Cast I was using.
While I never played the original Magicka games, I did play a little of the MOBA they made so that actually messed with my expectations of how certain things would interact. However, when I just threw that pre-knowledge out the window and ONLY relied on the tooltips for the Forecast and the different Element cards, it actually made a lot of sense how this guy was supposed to be played.
Unless there's some synergistic combo that helps you stay alive against the Nob, literally all offensive and defensive options lead you to getting wrecked by him.
Liked the character a lot, he brings tons of that initial feeling of playing Slay The Spire and figuring out the synergies between things.
That said...
* he suffers a lot against Gremlin Nob, since at Act 1 you don't have many "create 2+ elements cards", so your main way of attacking will make you die faster. Don't know all the tricks of the character, so maybe he has a good answer for that fight and I don't know which is?
* Some explaining of what single elements do in their cards would help a lot at Act 1, the initial runs are basically fumble and die thanks to the absence of this.
I still have no idea what the hell am I doing/is going on in this mod.
There is just so little explanation on what will actually be the effects of your spells, which really isn't clear when implemented in an entirely different game (also I don't remember many things years after last playing the original game) and I've tried 3 runs and I haven't managed to notice even a single actually synergistic build coming together from any combination of cards I stumbled upon so far.
The character feels like an ambitious mess right now.