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Cause:
java.lang.IndexOutOfBoundsException: Index: 22, Size: 22
at java.util.ArrayList.rangeCheck(ArrayList.java:653)
at java.util.ArrayList.get(ArrayList.java:429)
at theWario.actions.RecursiveMoveAction.update(RecursiveMoveAction.java:17)
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)
@kamui: Agreed - despite the MSPaint art - it's a wonderful mod. If anything, the MSPaint has certainly grown on me - especially in the final act extension mod.
Relevant bits:
[code]08:07:15.124 ERROR core.CardCrawlGame> Exception caught
java.lang.ArithmeticException: / by zero
at theWario.RazsBoard.move(RazsBoard.java:226) ~[TheBandit.jar:?]
at theWario.actions.MoveAction.update(MoveAction.java:16) ~[TheBandit.jar:?]
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:871) ~[?:?]
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:419) [?:?]
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:?][/code]
The way to fix this would be to make card triggers for landing on a space not occur when you have Game Over, as you're not really 'landing on' a space when you aren't moving.
Also, there's an inconsistency in the description for Game Over: the card says the damage is to ALL enemies, but the buff description and its effect is to a random enemy.
If I were to suggest a couple potential changes she could use something akin to the one card that turns several tiles on the board into strength boosters but for dexterity. That and perhaps boosting the guard tile's block granted up to 5 so that it's realistically possible to shield against a 20 damage hit with three defends and landing on a guard tile.
All that aside it is certainly splendid fun playing this character. A marvelous job integrating board game mechanics into a card game without making either aspect feel unnecessary to the other.
Same with the extra turn.
Just feels a bit too punishing for what it gives
Boom build felt too punishing and weak. It triggers thorns and heart reflect damage. Takes long time to get it going, especially since the powerful 3 cost boom card starts at discard. It takes time for boom to get going and that card will never really be useful for the bosses. Maybe start in draw, start with a boom or two, and take out triggering thorns and such.
Board is strong early, but quickly falls off. Scaling choices is diluted with boom cards.
Love the board game idea and hope to see more with it like, +2 buff on each positive icon everytime passing Go or something. Something that scales the board.
Lastly, movement being upgraded static amount sometimes doesn't help. It would be better to have a range like 4-5 movement I think to make board manipulation more viable.
Super fun char, but ultimately felt too weak and scaling is incredibly difficult
Other than a couple of those things i really enjoy the mod. its a great idea and ads a lot of complexity to the runs and I love it. Hope to see some of my recommendations show up in future updates.