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In the mod's base class, there is a check for which language is active in the game. I only check for the languages I have a translation for, everything else pulls the English text files.
If you want to make a mod of my mod, you can patch that class and have it check for JP.
Or if you give me the translations, I can enable that check and have it fetch your translations.
I'm working on a Japanese translation for this mod, but for some reason it won't apply.
Is there some special specification built in?
原文:別Mod(Yorigami Sisters Mod)ではお世話になりました。
こちらのModの日本語翻訳を作成しているが何故か適用できません。
なにか特別な仕様を組み込んでいるのでしょうか?
Thank you!
Sadly, I don't know Japanese past some of the basics, so I am relying on people with proper Japanese knowledge to translate, so there are no plans for it currently.
Oh dang, sorry, I didn't see any of these posts.
Glitter must have been coded with the idea that it will always only affect the player, so the Gensokyo mod makers must have coded it to always damage the player.
It's a shame it does not work properly, but there's not much I can do.
I fixed Retreat's Chinese description. I'll upload the fix later this week, along with some other changes I want to finish first.
Use Humors Possession(joy) can give your debuffs to all enemies, in Gensokyo mod there is a monster called Gloop, and it can give player a debuff called Glitter (it will make damage for debuffs), but even use Humors Possession(joy) and give this debuff to enemies, it will still cause damage to player.
I cannot read and write Chinese, so the translation was done by people who messaged me and offered translating. So I cannot translate those lines myself.
Crane and Tortoise should only draw 1.
I just checked, it seems the Chinese version uses the wrong variable to display the card draw value (judging by the formatting of the entry).
I'll fix it and upload the correct version soon.
As for the bug, (I could gather the context from machine translation), I found the issue and fixed it.
Oh, so Trapped is not even required, but it only happens with the Noh Dancer modded in? Okay, that's very interesting, and should limit where I need to search. Thanks for the info!
I'll test (and try to fix) it on my end as soon as posible.
It can trigger with only 2, and it doesn't require any of Kokoro's debuffs either. This bug still happens if I play any other character, vanilla or modded - the only requirement seems to be that Noh Dancer is installed. And yeah, this happens with any other combination of HP bar debuffs. I've seen this with The Hydrologist's Hot/Cold/Thermal Shock, Potionbrewer's Toxic, Hierophant's Piety, etc..
I'm still around, working on my next mod. :)
Oh, that sounds annoying. Does this happen only whith Replay the Spire active?
How many HP Bar altering effects does it take until this bug happens? You stated 3, is that the minimum?
Does this happen with other combinations of HP Bar debuffs, too?
I don't have access to my code base for a bit, so I cannot check this for myself right now, but I will once I have access again. No promises I can fix it if the problem lies within Replay the Spire though.
In the imgur album I linked above, you can see in the first image I applied Kokoro's Trapped debuff, as well as Silent's Poison and Necrotic Poison (from Replay the Spire/Infinite Spire). The debuff previews on the slime's HP bar should show a small section worth 4 HP that will be affected by Poison, another bigger section worth 8 HP that will be affected by Necrotic Poison, and a smaller section worth 2 HP that will be affected by Trapped. However, the HP bar instead becomes entirely orange, as with what happens when you deal damage to an enemy. When I attack that slime again, the HP bar for that slime goes crazy and shoots off the screen.
Yeah, that's definitely a bug.
I fixed the problem. It was an easy fix, too.
Or would have been, had my programming environment not made me export my new mod I'm working on instead of the Noh Dancer, and in turn made me question my sanity for an hour. xD
Now to hope I didn't break anything else with my fix. xD;
It is as follows: my turn starts, I draw cards and it *attempts* to play the drawn Encore card by playing the "drag the card into the middle" animation, but then Sealed effect pops up, asking me to discard a card, and blocks the animation. And after I discard different cards it doesn't play, staying in my hand instead. Seems like a bug. And the weird thing is that it sometimes does work as intended.
That's a cool one, I wasn't expecting it!
I could have sworn discarding Encore cards would still cause them to play, but I just tested it on Reimu and with Red Curtain and the Gambling Chip, and sure enough, you are right, they don't play.
I'm going to leave this as is for now, as I'm either concept makes sense ("you drew it so it plays" vs. "you discarded it so it shouldn't play"), but should I make some bigger changes to this mod again in the future, I'll may try and have the cards auto play despite being discarded.
Also, very keen eyes, it is Beatrice's dress.
I wanted to have a few references to non-Touhou works (a lot of which to old Noh theater plays), but a lot of them got scrapped by the end of development.
Edit: it works when Sealed asks you to discard 2 cards, but not 1. Dunno why.
That's odd. I haven't changed anything for the unlocks since the initial release, and this is the first time I'm hearing this.
I'll see if I can make a debug option in the config menu that unlocks everything for cases like yours.
Keep up the good work!
Thank you for your comment!
I usually order the updates in the order I implement them (unless I can group together similar topics). Maybe I should take a better look into how impactful they are after all. xD
I always enjoy seeing design decisions on why blaance patches turned out the way they did, so that's why I write down my decisions as well. I'm glad there are people out there reading and enjoying these notes.
Well, before I started with this mod, I was in the design phase for a 2D platformer that I wanted to make. But then I took a break from it and eventually started the Noh Dancer mod.
So, once I'm done with this mod, I may return to my platformer... is what I would have said two weeks ago, but I recently got some ideas for a new StS character mod, and all of a sudden, I had written down ideas for half the cards I would need to make a full character. So, I guess, once I'm done with the art for the Noh Dancer, I'll go straight into the next mod. xD
Your rework for Popularity Explosion (PE) to no longer be overwritten was such a godsend when you did it, feels silly it was listed as the 8th bullet point when it suddenly made so many of Kokoro's cards no longer feel mutually exclusive. Still in love with that update.
Your constant update posts are infinitely appreciated and very enlightening, its a huge sorrow when your mod is the only one I've seen with them.
The new artwork update is great, the stories the cards can tell on their own now (New Mask of Hope>Unstable Emotion) are great but the fact that you're still updating this is its own reward at this point.
Still one of my favorite mods with the amount of care and design put into it, whenever you feel finally finished with it I only hope I can see what else you move on to, based on this alone.
Meanwhile, I forgot if this was a thing before, but if combat ends due to trapped, you can see the next card in your draw pile peeking out. Also, if time eater drops below half health due to countered, he needs an extra turn to notice he's meant to cleanse now.
Custom end screen for heart victory is also a really nice touch.
And should you work on the card art again, when it comes to cards that produce or react to particular emotions, try to incorporate that emotion's color or similar hues more prominently, even if it's just the background or a filter.
Recognizing things at a glance is a powerful tool. You see this a lot on defect and watcher cards. Some of yours too. Sometimes it's not as clear though.
Thank you for offering your help with translations!
I'm all for adding more languages. The more people can comfortably play a game, the better.
There's always the risk that some cards may slightly change...
As for sending the translation, you can upload it to a file hosting service and then give me a link to the file. That should be the easiest way, I think.
If the file also contained some notes on which words are keywords, that would be very helpful.
Thanks for the feedback!
I'm glad you are enjoying the mod!
I was striving to go for a mod that feels like it could go in the proper game, so keeping the power level low (compared to other mods) was one of my goals.
For now, the only things I've planned is updating the card art, bug fixes and the one or other card replacement, should I still find some card that I don't enjoy or think of a card that would help out in an underdeveloped area.
But you never know when and in which ways inspiration might strike.
I see what you mean with Countered and Trapped. They are both status ailments that like to go into a defensive build. The thing is, Countered works alongside Trapped, and I wanted to have another debuff that sticks around for a while to help out with the damage that Trapped can do.
I'm not sure how many of the Unlock Levels you have reached, but there are more Trapped support/ payoff cards that explore the mechanic a bit more deeply (which is also true for two other mechanics).
It's true that trading the starter relic is very risky, but there are a couple of cards that straight up give Popularity, which re-enable the two starting cards. But admittedly, they will be useless until you find such cards.
I was thinking about giving Kokoro two starting relics for this purpose, or implementing the Popularity mechanic a different way, but I decided against it. Maybe I'll rework it in the future, but I'm going to keep it for now.
Thanks for the feedback!
As a dev, it's hard to gauge how many new keywords is too many if you gradually add new ones over the development time, as you get used to the old ones by the time you introduce another one.
I'll definitely keep it in mind for potential future projects.
As for the "whammy form":
Popularity Explosion is supposed to be the big payoff for when reaching full Popularity (kind of like how Divinity is the payoff for Mantra builds).
I wanted to distance myself from just manipulating damage numbers in my payoff stance, and considering how modal cards are a big thing in this mod, I thought it would be cool to see these cards go wild.
I agree that this form of the card is wordy, but I prefer to have all necessary text on a card, rather than stating "combines effects from all other forms", especially since it allowed me to slightly change the effect text (e.g. Reckless Masks does never Exhaust in Popularity Explosion, unlike the other Emotion versions).
Pure gut feeling but that really makes me think a character is well designed, just because it makes me feel like I'm playing vanilla instead of another Power Fantasy mod. Feel like I've got a ways to go before I've really learned the character and can even talk about its balance, but that just means tons more playtime.
Beyond the balance design, the art is wonderful, the lore/references fresh instead of hamfisted, and it even comes with interestingly designed unlockables?!? Forgot those were even a thing.
10/10 mod so far, thank you for the hard work and looking forward to anything else you have planned for it.