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DD is my game of all time so this was rly nice to see but man is this just insanely out of control!
All of these things should be limited by exhaustion or purging so you cant just keep using it.
And dont even get me started on "draw 2 and reduce a cards cost to 0 for combat" that costs 1 and doesnt exhaust...
Graverobber pick to the face can soft lock you out of the game and you have to reset the fight if you play it with empty draw pile
Throwing Knives do not knock birds even tho throwing knives deal 1 initial damage each
1 note i have to give tho is the 1 cost Attack that stuns enemies who intend to attack - if you get a thin deck, this card wins the game by itself, as the stun causes the enemy to attempt to repeat their action next turn, if you have any way to fetch it they get stunlocked; if not you can skip every second or third attack they make
I'd strongly recommend either making it a 3 cost or making it Exhaust when used
how did you get / see that card. Sounds like a debug testing and shouldnt be in the card rotation
Bone royalty isnt a card in this mod
The Plague grenade triggers the blight damage that would have been applied to an enemy. Other cards apply Blight
Vestal should be fixed, the latest version of the card has "Retain" so make sure you have that version and tell me if you are still seeing the crash on that update.
Sadly the Stun cards cannot work how I would prefer due to Slay The Spires original code. It pauses enemy cycles instead of skipping it. Adding a flat exhaust to them is a way to stop them from being strong but it is a very big nerf. Especially since Ethereal doesnt seem to be doing enough.
Shieldbreaker is super strong but I love it thematically. Might just up the cost, but 2 Buffer will stay.
And finally thankyou all for playing!
Some additional notes:
When you smith Rampart it goes from 2 mana, 7 damage + 7 block to a 1 mana 10 damage + 10 block which is an insanely strong upgrade. Maybe it should preserve it's original 2 mana cost.
Shieldbreaker power is completely broken, Buffer is already a good card but this one is insane.
Open Vein has a typo "Until end of tun all attacks..."
Other than that the mod is pretty solid and does a good job at staying thematic
The bonus to keeping stress low is that in the later areas of the floor you will not be dealing with overstress affects and can afford to take more hits without worrying about it.
Light in general is a side-mechanic not a true build-around mechanic. If you are focusing on a defensive style then having some high-light generators helps since it is the main way to get Dexterity. And vice-versa low-light.
It is now fixed, thankyou for playing and reporting.
Please change Vestal so she's always playable
Vestal should also raise the light level by +1 per turn
If the light is too low, all she does is raise the light level
Also I'm not really digging the pros/cons aspect of "Light", there's no incentive to build light beyond a certain level and combo with some of the cards and provide greater bonuses.
Potentially an issue with the fight itself.
I will fix the tooltips
at com.megacrit.cardcrawl.actions.common.DrawCardAction.update(DrawCardAction.java:146)
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)
Game crashed.
Cause:
java.lang.NullPointerException
at DarkestMod.cards.powerVestal.canUse(powerVestal.java:49)
at com.megacrit.cardcrawl.cards.CardGroup.glowCheck(CardGroup.java:442)
at com.megacrit.cardcrawl.characters.AbstractPlayer.onCardDrawOrDiscard(AbstractPlayer.java:1677)
at com.megacrit.cardcrawl.characters.AbstractPlayer.draw(AbstractPlayer.java:2099)
<splitting comment bc 1k chars limit>
<postin' logs to another comment>
idk if we're supposed to be able to get a second torch card? since it starts in the deck? like ive only ever seen base characters get them from the match cards or duplication events/mirror item, not like, battle rewards? dunno if intended.
I appreciate everyone who has played and enjoyed this mod.
https://pastebin.com/FUgf0TUF
Thanks for the mod, it is very funny to play
Ethereal kept on StunningBlow upgrade, as a slight nerf
Upgraded Highwayman power still only gives 1 grapeshot per turn and not 2.