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https://pastebin.com/84aH9uJJ
More modern mods add id prefixes to avoid exactly that problem, in the backend a card has an ID like yourMod:Followup instead.
Also happens without this mod.
Thanks for taking the time and looking through the changes, if you ever get around to it, I'd love to hear your opinions once you've played the mod and seen the cards in action.
Wrath only increases damage by 50% and divinity doesn't increase it at all anymore. And in general, cards retain their old effect if I don't rewrite the entire description in the doc.
Dude? Really?
> Wreath of Flame Scry 3. Draw 2. scry 5
This is a huge nerf of Ragnarök (taking into account the weakened wrath)
> Establishment Upgrade to 0 cost
Don’t need this
> Pray Shuffle 2 insights.
Does she still give 4 mantras when upgraded?
> Smite Deal 10 damage. Deals double damage when in divinity.
So it’s 10*2*3= 60 damage from one card that you get after each “strike”? Or do they no longer get x3 bonus from Divinity?
cost 2 energy and 1 strength instead 2 would be more balanced
> Empty Body Gain 2 plated armor if exiting stance
Does it retain the old effect? fair enough with a calm nerf
> Windmill Strike 1 Decrease base damage by 1
This card only playable with Establishment, so this change is useless
> Sash Whip Increased base damage by 1 (to 9)
> Crush Joints Increased base damage by 1 (to 9)
They don’t need this
> Deus Ex Machina Unplayable. When you draw or scry this card, add Miracle+ to your hand. Exhaust when drawn. 2 Miracle+
Changing miracles in miracles+ is a job for the Master Reality
Really?
> Followup Deal 5 damage. If the last card played was an attack, gain 2 Energy.
Too strong and make combo more easy
> Reach Heaven Increase base damage by 6 (to 16)
> Through Violence Remove retain, if in Wrath enter Calm and gain 2 energy.
These cards were pretty balanced before. But this a good idea for new card
> Rushdown 2 Whenever you switch stances, draw 1 card. 1 cost
I agree completely
> Sanctity Gain 6 Block. Shuffle a Miracle into your draw pile for every 3 Mantra you have. Increase Block by 2, decrease Mantra requirement by 1
This change makes card not that strong in combo deck and awful in a normal deck
> Conclude Increase base damage by 2 (to 14)
Ok
> Empty Mind Gain 1 Energy if exiting stance
Does it retain the old effect? if so, it's = an easy combo
Fair enough
>Blasphemy Changed die next turn to take 10 damage.
Blasphemy do not need this
> Eruption 1 Decreased base damage to 7, gain 1 energy when used in Calm. Increased energy gain
Do I understand correctly that the updated version gives 2 energy and compensates for the weakening of the exit from calm?
> Signature Move Can be played in Divinity.
Are both conditions used for it?
> Flying Sleeves Increase base damage by 1 (to 5x2).
Ok. before this card was almost useless
> Master Reality Remove cost upgrade, becomes innate.
I think you should choose one of these effects rather than both
> Swivel Increase base block by 1.
Good, now this card not that useless
> Like Water When exiting Calm, draw 1 card. When exiting Calm, gain 1 energy.
Too strong this makes calm and rushdown useless and simplifies the creation of an infinite combination