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even in some modded games there are relics or cards that can help other character playthroughs too :)
Wow, what an honor! I'd be happy to make that available for you. I'll see if I can update this mod sometime in the near future so that all strings are in their proper localization files.
adding card draw to the basic throws is an excellent idea and make quantum eraser so much easier
card draw on dreadful showing I like better than energy since you need less energy due to having blanks in your hand
I'll miss free find balance as a get out of jail card but agree with your change
keep up the good work you're doing amazing
At this moment I feel like 'Find Balance' is a bit too strong, and the new 'Dreadful Showing' a bit too weak. I'll consider your suggestion of making it trigger on drawing status cards as well. Mostly because I think its theme is very cute, like every so often you drop one of the balls, so you curse and start again. And that theme doesn't quite work with statuses ;)
Regarding Solar Form, it can be strong with cards like Spike that allow you to trigger a mid-air effect. It becomes quite easy to get large amounts of focus. And that's not something that I want to be too strong. Getting your Iron orb to 50 block a turn for free is just not very fun, and that's why Solar Form can't be too good.
it makes these cards worth using.
find balance as been pretty good with cocoon
the new card is interesting but maybe seems shame a bit harsh I'm probably biased since I usually make very defensive build
do you think including status pushes it too far since there's a few cards that generate voids but it removes the energy loss drawback.
solar form as been a little underwhelming but I assumethat to use it makes the deck less about juglling an more about stalling until the focus is high enough to be worth stopping the scaling right ?
anyway keep up the good work the mod is looking really good
It should now be much more rewarding to stray from the safety of the base set of orbs. And I've added a new card that allows you to revert to the default orb setup. So far it feels pretty good I think!
Regarding orb replacement, the card 'Find Balance' is actually really good. All orb replacement cards give better than average front-loaded results (like high damage and block), because it is mostly a downside to change your orb configuration. So you can often get away with playing them by getting your orbs in a spot that it doesn't actually change your configuration (like replacing your iron orb with a new iron orb). But for cards that change ALL your orbs into one type, you really want Find Balance to swap them all back.
But maybe that means the guy could use one more way to revert back to basic orbs... I'll see if I can come up with a cool design for that.
P.S I still haven't found a way to make orb replacement work any suggestions ?
thanks for the report, and thanks for including the stack trace! That's a big help. I'll see if I can post a fix later today.
Exception: java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
00:58:20.777 ERROR core.CardCrawlGame> Exception caught
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
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 jugglermod.cards.GlassCannon.use(GlassCannon.java:64) ~[JugglerMod.jar:?]
at com.megacrit.cardcrawl.characters.AbstractPlayer.useCard(AbstractPlayer.java:1659) ~[?:?]
at
at com.megacrit.cardcrawl.actions.GameActionManager.update(GameActionManager.java:159) ~[?:?]
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) [desktop-1.0.jar:?]
I believe I fixed all such crashes in v1.3. Triggering specific orbs (e.g. with Apex Legend) had no check on your nb of orb slots.
Thanks for the report!
Thanks for letting me know! I can't particularly guarantee that this mod will be compatible with every other mod, but adding contingencies for crash safety is always a good idea.
Do you happen to know what card was played that caused the crash? Was it something that caused all orbs of type X to trigger or catch? I'll see if I can find the problem.
It was actually not a problem in Arrow of Asai, but in Back Smack. This card missed a 'multi-damage' property, which caused it to crash the game whenever you played it with random targets (such as the Arrow, or Havoc and the likes).
Thanks again for the report!
Found it, or at least one of the causes. It crashes when the card it is trying to play targets all enemies. I'll try and fix it, and upload a patch asap.
Oh crap, that shouldn't be happening... Do you have Debug mode enabled in ModTheSpire (there's a little button at the bottom of the window)? Debug mode will usually keep the log window open, even in case of a crash.
In the meantime, I'll look into any possible cause for this.
Thanks for letting me know (and also for the positive feedback :D )!
Hey there, been absolutely loving the mod. The cards all feel good and it reminds me of the defect that with certain powers you can feel unstopable. The only issue I have been having is that in my recent run with Arrow of play cards it has been crashing my game when played in certain situations. It completely crashes so I can not even upload the log of what is happening. But I figured it was worth saying.
Keep it up I am enjoying it greatly!
Thanks for your feedback! Regarding the the cost of throwing, there's a few 0-cost throw cards in the pool if you need them, and in general, throwing is added to quite a number of cards as a relatively free bonus effect. Just keep in mind that simply throwing one orb a turn will not do all that much, and you will need to find a way to let it build up to something. Because it does get really strong if you do. Also remember that, even without any added cards, the Juggle starts with a means to scale to infinite focus. Take that, Defect!
@SPACEMAN SPIFF,
For sure I'm interested in more detailed feedback! The Throw cards generated by your starting relic are not really meant to be all that valuable. They are meant to guarantee you can throw at least one orb per turn. It bails you out every once in a while by ensuring you get the right orb in the air. But they are not meant to be good cards.
I do find myself not bothering to use the generic Throw Left / Throw Right cards that my starting relic generates more often than not. It may be me, or it may be that juggling orbs is too expensive at 1 with no other benefits. I'll play a little more and see how I feel. I may write some more detailed feedback, if you're interested.
Back to public!
When you replace one of Defect's orbs with a card that sets that orb to a Glass, Iron or Powder Ball, the Defect orb is now evoked.
Coding on the change is done, so i think I'll have it uploaded in a few hours.
Also thanks a bunch for the compliment. The developers did such an amazing job on the core classes. To invoke their design standards and sensibilities is exactly what I hope to do :)
Seriously though if I pop a dark orb by replacing with Glass / Iron / Powder, why doesn't that count as an evoke?