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Makes sense. Thanks for the look into your mind for that one.
Ah, is that what it was about? Good to know! Looking forward to playing Enduring Ad Hominem.
Understandable, I imagine it would be a lot of work even now. ...Though I wouldn't mind lending my mind for these, either.
Thank you, both for reading the feedback, and explaining your thoughts in response. I'm gonna check out that Plundak mod!
Swift and Replenish: The net effect is that the card's draw effect takes place without having to pay any energy for it.
Ad Hominem: The first Boosted used to be Enduring, then Klei changed it. I'll update mine to be Enduring instead.
Arint's Last Day: It did cross my mind back when the mod was in early development, which discouraged doing such a thing at the time as the card designs would not be stable. However, actually doing so now would require me to manually sift through all the cards, which I've already recently done for my Plundak mod and it was tiring. Maybe in the future.
Ad Hominem: There are two Boosted Ad Hominem there, and yours is 4 Composure to all instead of 3 from the base version. Did you intend to have it take 2 Renown instead of one? Perhaps this should be Grand Ad Hominem. Maybe make it 5 Composure for 2 Renown? Ultimately up to you, really.
...Huh, guess that was it. Well... since I'm here, I'm gonna suggest two ideas for Smith card upgrades, since he seems to have very few extras compared to Sal and Rook: Grand Parvenu and Grand Tempt: Both will increase their damage by 4, but also increase their cost by 2.
...One last thing. Do you plan on giving this some compatibility with Arint's Last Day?
Dynamo Round: You have two different Boosted upgrades. I recommend renaming yours to Enhanced Dynamo Round.
Bog Symbiosis: Really appreciate the change. Now it's useful no matter what!
Tall and Twisted Headbang seem a little underwhelming of a upgrade, even if it's +2 maximum damage with their condition fulfilled Maybe make it 3-10? In for a shill, and all that.
And another thing: I'm curious about what inspired you to have your Swift upgrades replace single-card draw effects with Replenish.
Speaking of Improvise... I will concede that Improvising a card from your draw pile might cost less due to how you'll gain access to that card anyways, but it does feel a little imbalanced, if only because there isn't a Pale Ergo... to balance it out. Either that, or changing it so that it Improvises two cards from your draw pile. Either/or.
And as for Twisted Rebuttal? 0 cost cards are easy to play and hard to find. Draw Swift Rebuttal too early, and it loses out if you have no 0-cost cards to play and replay. Twisted Rebuttal gives you the ability to play an extra card by giving it to you early, thinning your draw pile and allowing you to reach other key pieces of your deck sooner, if not immediately.
I'll work on the other pieces of feedback in the meantime, thank you for submitting them.
Enduring Agitation... It may give 1 less Heated than Pale Agitation, but it's still cheaper than Agitation and can be played repeatedly. Makes it a little too divergent, perhaps?
Grand Appeal is basically a WAY better version of Boosted Appeal. Maybe make it cost more to compensate?
Initial Bulldoze has Ambush and Expend appear twice.
There are two Tall Dagger Throw upgrades. You may wanna rename yours to Lucid Dagger Throw.
Sticky Sharpen has Sticky and Expend appear twice.
Restored Hilt Bash has Replenish a little too far from the rest of the text. Minor thing, but still.
The Visionary upgrades for starting cards don't have the upgraded borders in the Compendium.
Grand Thinking and Heavy Fight Dirty still soft locks you, so it's looking like there's still some bugs with these and the other Heavy/Grand upgrades to those Improvise cards. Maybe borrow some coding from Smith's Wild Rant?
Why do Twisted Ergo... and Twisted Rebuttal have stronger effects compared to their Boosted counterparts?
Only bug I found so far.
macOS,2020.05.12
After some more testing I think my first point only really applies to basic negotiation cards because the odds of getting a destroy effect on them are significantly higher than on battle cards. So, I think just diluting their upgrade pool with more upgrades can work. Which is fitting for the mod.
I also found that the basic training perk works extremely well with resets. It halves the XP requirement for all basic cards which can be a balance concern. But it is a perk and is self-imposed in that way so deciding if it’s a bug or a feature is 100% up to you.
As for specific cards I am mainly concerned about cost reductions, but I need more testing to be sure about them.
1. That was kind of the intention of the reset feature, to require more XP but eventually get what you want! I'm not sure what to do about that, do you have any suggestions?
2. Good suggestion, I'll take a look at how card XP requirements are spread out.
3. I'd love to hear specific feedback about those upgrades. Feel free to create a forum topic instead of a comment if you feel like you need more room to do so.
1. Resets on basic cards
The problem here is that basic cards can roll Destroy effects. So just resetting until you get rid of them is a bit too powerful, especially when the alternative is to keep a 4 dmg Elbow strike for the rest of the run.
2. Long XP cards
Some cards have very big XP requirements like Duster . And with so many upgrade versions resetting is (arguably) a bit too punishing. I think maybe resetting a card should put it to only 1/3rd XP instead of 0. As it scales with the XP pool itself, only cutting one use from something like Boulder stance but 3 uses from a card like Duster .
And there are a few specific upgrades that I dislike but those are minor and the mod itself is capital G Great