Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Cause:
java.util.ConcurrentModificationException
at java.util.ArrayList$Itr.checkForComodification(ArrayList.java:901)
at java.util.ArrayList$Itr.next(ArrayList.java:851)
at theWidow.actions.WidowDowngradeCardAction.doDowngrade(WidowDowngradeCardAction.java:105)
at theWidow.actions.WidowDowngradeCardAction.update(WidowDowngradeCardAction.java:54)
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:876)
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:423)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)
If you upgrade it, that common Hide is blocking for 10 and dealing 5+4+3+2+1 = 15 damage. And again, that's 15 damage that sticks around between turns.
And the scaling is insane. Play 2 upgraded (common!) Hides on the same turn? You're dealing 10+9+8+7+6+5+4+3+2+1= 55 damage for two upgraded commons.
The silent has a block card that blocks for 6 and deals 4 damage, that upgrades to blocking 6 and dealing 8. If you play two of them, you're dealing 16. If you specifically get (and draw and play) the upgraded Power that makes shivs more powerful, then you're blocking for 12 and dealing 40.
This character can block for 20 and deal 55 with two upgraded common, no Power card necessary. It's extremely broken. Still fun though.
Unfortunately, Web is the siingle most broken mechanic I've ever seen, lol. One mechanic lets you block AND deal damage AND scale AND deal AoE? Just....holy crap lol. Any time I draft even a little web on this character I feel like an unstoppable, unkillable god. Which is fun in its own way, don't get me wrong, but it's kinda against the spirit of Sts.
There are a million ways to balance Web, but probably the easiest is to reduce it to zero after an enemy attacks. I think this would actually keep the damage values about in line with the base game.
Another card lets you pay X to use a 0 cost card in your hand X times, another bizarre but well-thought out effect.
The web mechanic is alright, the upgrade combos are pretty interesting, and I think the character's probably a bit overpowered compared to others if you can control your deck too much by removing cards, but it's definitely well thought out. Nice work =3
The potion synergy is also a bit op if you get Sacred Bark, Potion Belt and especially Toy Ornithopter; with just Toy Ornithopter, a single Anarchy card can provide up to 40 damage and 20 heal, which is increased to 80 damage with Sacred Bark, and 120 damage + 30 heal if you have all three potion relics
Also, several of the block options seem a little strong, as most of them generate the same block as a similar card deals damage.
Otherwise I appreciate the intent of making a character that fits with the rest of the game!
a couple of things i noticed (maybe a conflict as i had some other mods enabled too) was that some of the cards which give a potion, dont actually give a potion if you defeat the monster.
like the Forge card, it does some damage, and then usually gives me a blessing of the forge potion. but if i have empty slots for potions, but the damage kills the enemy, i dont actually get an potion.
if there was a way to still be able to get the potion, it could be useful, such as using it before a boss battle, to have 1 extra potion in the belt to help :)
Unlocks are a tricky topic; I'd love to design Widow expecting people to play her again and again to learn the character, but that's just not reasonable for a mod. Most people will probably do one or two runs and then move on, and feel left out if the most interesting/synergistic cards are gated behind unlocks.
I really do like this character but I do find myself limited in the cards. I would suggest to have a reward unlock system as you get more points with each play through like the basic characters to have people keep playing her.
@Your_souL You're right! I don't know how I missed that, the newest version has a fix.
@No Toast ( °□°) ︵ The potion deletion I thought was decently intuitive, but there's always room for improvement! Potions in those slots now get "salvaged" and appear in the combat reward after the fight. The Unstable Cell fix is also a little wonky, but it functions as it should on the newest version.
Anarchy’s potion slot reduction won’t let you keep potions that aren’t in your usual slots even if there’s room for them.
Unstable Cell won’t play itself when upgraded via Cyberheart, and only plays itself once when used with Refine.
But I face one bug: Gemini card do nothing if you play smt with card manipulaions, for example picking a card in hand for upgrade.