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Thanks for the feedback, as to not spam the comments I won't reply to every part, but part of the reason I'm not making changes quickly is that I have to wait and contact the original authors since I don't want change their contributions willy-nilly. Also, I don't agree with some of it. I'll likely make small changes to Gaze and the Thief's relic.
Working as advertised but very strong. Maybe make it 1 Strength per 3 cards?
Miniboss's attack/ability is unclear. It eats the other enemies and turns them into highly-killable shades?
Thief of a Billion Guards - Master Thief's Presence - At the start of each combat, apply 3 Vulnerable and 3 Weak to ALL enemies. Upon pickup, gain 800 Gold, for what that's worth at this point.
Miniboss is not threatening and is easy to kill. Reward is strong but unbalanced and only a little thematic. Could it be something like "Whenever you deal attack damage, gain 1 gold"?
Miniboss is extremely fat and hard to kill. For comparison, Giant Head has 10% more HP but usually takes 5-6 turns to kill. Transient has 999 and is generally unkillable in 5 turns, barring an infinite combo. And since Timic doesn't really pose a threat, it ends up feeling less like a miniboss and more like a pinata. Is there a way for it to have an attack that deals damage based on the amount of gold the player has?
Reward is rather niche, so I suspect the point was never for this miniboss to get killed efficiently.
Overall I rate this as "cute" but it doesn't inspire terror or get the brain-juice flowing like the other ones do.
Good miniboss, thematic reward, reward does nothing in some fights and is mediocre in others.
Gaze Monster - Abyss Pearl - Each turn, the first Attack you play lowers its targets' Strength by 2 this turn. The second Attack you play inflicts 1 Vulnerable. The third Attack you play gains you 5 Block for each target hit.
Miniboss presents a novel puzzle but is otherwise maybe too easy- 2nd power doesn't really matter, so maybe just make the first power "each card you play increases adjacent cards' costs by 1". Reward seems balanced and on-theme, maybe a little weak tbh
Ink Man - Inkheart - You can see and play the top card of your draw pile.
Extremely annoying miniboss, but balanced. Reward is OP. Maybe make it so you can play the top card, but it's obscured?
Miniboss is very difficult due to high armor, seems balanced due to difficulty to acquire and once-per-turn effect.
Applying multiple Weak/Vulnerable effects simultaneously seems to apply [E]/draw effect multiple times (i.e. a card applying 2 Weak and 2 Vulnerable draws 4 cards and gains 4 [E]; also, this happened during the same turn as a Weak effect was already applied.). Might need more testing.
Seems to apply [E]/draw effect even if the Weak/Vulnerable gets blocked by artifact, not sure if that's intended.
Bandit King - Scarf of the Bandit Ninja - At the start of each combat, obtain 2 random Relics for that combat only
Good miniboss, fair reward, seems to be working fine, no notes.
I didn't realize this was still being updated if needed, so sorry about that, but the Finale of Promise infinite feels like one thing that might be worth fixing if possible.
I guess there is also that bug I mentioned earlier with Eternal Princess deciding to pay a visit during the "fight an Act 1 boss" event and breaking textures, but that one was incredibly niche considering how many things have to align for you to experience it.
After getting two copies of Finale of Promise+ through any means, if you can get one in hand and one in the graveyard, you can spend 0 energy and infinitely select Finale of Promise+ and any 1 cost card to keep playing copies of any 1 or 0 cost card in your discard pile infinitely. Does require you to intentionally keep it going, but it can be stumbled upon on accident fairly easily (at least based on my experience of accidentally stumbling upon it), and it results in pretty much an instant-win against anything except Time Eater. I include Heart in that because you can scale to ludicrous degrees in that one turn and can easily block beat of death with the occasional block card.
I knew that in advance, but even lasting only one turn, it can still be pretty powerful, decks that play a lot of cards can get a lot out of it, artifact will block the debuff if you have any of it, and there is also cards like limit break that can get a lot of value out of it even if it only lasts one turn, i.e. the limit break doubling or tripling works off of the temporary value and permanent value combined I am pretty sure.
Though personally, Black Blade isn't the main problem for me. Eternal Princess gives two rewards, and the Finale of Promise is both fairly strong on its own, and gives some extremely easy infinites if you have the right card or get lucky. By that I mean if you have a card like Nightmare that can duplicate it, or get an event that can duplicate a card, or otherwise manage to get two or more copies.
As for your feedback, I find it hard to act on it, since you seem to have misunderstood the relic. Black Blade, the reward from the princess only gives you strength for that turn. Not permanently.
So I have to assume you either had another relic that negated strength loss or your run was so much of a cakewalk that the relic wasn't even noticeable to you.
InkHeart is a decently strong relic, but that's just the mechanic of what it does. Can't really nerf it without some invasive adjustments I don't think are necessary.
Give me some actionable feedback on balancing the relics with explanations as to what is too powerful and how you would fix it, and I will probably act on that.
Anyway, update with a fix for the Gremlin Horn bug will be out in a sec.
That can at least help with disabling ones that you aren't fond of or which have OP rewards, I am still trying to figure out what final list I want to go with for potential minibosses myself.
Not exactly something that would come up often, but figured I should mention it.
I ran into a problem with the gremlin knight's relic while playing downfall. it triggers more than once per turn, and doesn't seem to have a limit on how many times it works, so I was quickly able to get an absurd amount of cards and energy. I used an AOE weak/vuln on three enemies and got six energy
It would be really cool if the randomizer that choose the miniboss that appear was 'player-based' and not 'run-based'
because right now this makes everyone encounter the same enemy when playing in multiplayer
if every player could have his own nemesis it would be really cool !
with a config tickbox maybe to true/false the same mob for everyone
I simply can't for the life of me figure out why this is happening. Nothing in the Gremlin Knight or this mod points me out to anything useful, nothing in the base game points me out to anything useful. For now please just go to the config menu and turn off the block end turn.
How does he softlock you? Does he come into the combat and nothing happens? Does the combat not end after everybody is dead? Is it when he runs? Or also when you kill him? Are there multiple ways he can softlock you?
Please give me an exact description of how it's happening and what the circumstances were.
I really do love this mod and I was super excited when I got my second relic stolen
It adds a weird kind of random difficulty that I enjoy. I've never been into ascension so this mod lets me increase the difficulty another way.
You all did a really nice job here and I'm glad you did
if anyone has encountered this before and knows what mod causes it please let me know
Love it!