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Without that, it defaults to 0, which targets buffs instead of debuffs. I'd put the Tea Maid's essence onto a frost giant to remove the emberdrain, but wound up losing my rage instead.
new CardEffectDataBuilder
{
EffectStateType = VanillaCardEffectTypes.CardEffectRemoveAllStatusEffects,
TargetMode = TargetMode.Self,
TargetTeamType = Team.Type.Monsters,
ShouldTest = true,
ParamStatusEffects = new StatusEffectStackData[0]
},
Tea maid would need to be coded back from scratch i think. But i can't garantee that i would fix her at this point.
You got to enable the mods in game using the Window from the mod loader. There is also some instabilities with Rising dusk's balance mod. So if you do have it, do a test run with the balance mod disabled just in case it could be the problem
i hope this can assist you in some ways
tea maid -> when she gorge, all units on her floor have various debuff removed from themselves, including inert and burnout.
This is a way to promote synergy with other clans.
But ultimately, it is a gorge effect is meant to clear debuffs, but also inert and burnout.
I wonder if its due to other mods ive installed, although that shouldn't be a problem, since i merely use the usual mods: Mod loader / More Boss Info / Restart button / Trainworks / Unofficial balance patch
EDIT: It was the Unofficial Balance Patch that threw things off for Sweetkin! Infusions work now!
In the case that you would see no essences at all that would be one very odd bug. Mostly since a fellow content creator (Rising Dusk, creator of the unofficial balance patch) is currently going through the mod with no issues regarding essences.
Is this a tooltip issue or a design choice? Odd if its the latter, and would love some feedback on this!
Random starter card rarity can make some wonderfully nice runs!
As off now, lilley did some improvement on their code for the fix and sent them to chronometric (Arcadian's creator and one of the person who made trainwork). The rawsome has the other part of the fix, some initial code that allows modded clans to run at all in the last divinity. Both fixes together would fix thelower maintenance mods like mine and other to come.
I have zero clues when the fix will be done, but i can hope that we get it by the end of the week. If it were only me, the fix maybe would have been rushed... we can hope that the time it takes to properly release will prevent unwanted bugs.
do take a moment to ponder what shop upgrade might benefit your eaten units.
Pyre tatoe is also a strange effective unit. you can have a small board clear on demand in addition to that card's 30/30 stat line that mesh well with the few major upgrades. (multistrikes or regen build).
Every eaten unit are Classified as morsels, and such, they synergize well with umbra's relic and specialized morsel cards. Seraph the patient will also not gain attack when playing a morsel on his floor. Remnant bringing back a tanky morsel that was slay due to melee weakness will make for an unusually effective chump blocker.
Mint as proven again and again to be a power house. if you have the space and mana to play her, find a spot and she will clear a large chunk of hp from any relentless unit.
So it is required. I hope that you will have fun with the mod :D
A heart button will appear in the clan select once it work.
i would still suggest to only enable mods one at a time.