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Maybe if it was a 1 time thing, but getting 2 exhausted cards back every turn is insane.
1:09:08 "Is this going to be a rare case where we just skip a rare card?"
Some rare cards need buffs ... Afro is a rare Caltrops, why is this rare?
Jibber is a nice idea, but the 3-energy cost = an overgrown Ritual Dagger
Protective Tentacle makes me wish it worked like a better Dodge and Roll
1:11:41 Slio9 asked that Protective Tentacle gained Retain as its buff
Also, just tested the Powerups with different characters. 2 modded and Defect. All crashed as soon as I used a second powerup.
This might be a mod conflict perhaps? I dont know how StS handles mods, but unless somebody else confirms this as well, I wouldnt worry about it, Noob Jr.
I`ll just use Gr-18 as base or leave his cards out
A enormous lots of runs end in act 1 on a elite or a random fights before the boss. Just because the basic cards are too weak.
This makes a horrible curve where you're heavily underpowered, then in late act 2 its finally fine. The moment you start to have fun, got the hang of things.. it ends too soon.
Let me know if you still have issues using cards as different characters.
Tried this once and crashed, so thought to ask if this is maybe a common problem.
Used custom endless, gave another character GR-18 deck and package, goal and marketing.
All worked fine until I played my first powerup.
Instanly crashed.
So are the powerups known to crash when used with any other character?
Haven't tried it again yet, but I tend to really enjoy mixing decks together.
Really enjoy the accumulation of power playstyle this little robot has
I agree. Delivery Bot requires powerful defensive options like the Defect if it wants to try to take on the Defect's long game style.
Other noticeable issues... why do so many cards have Purge or Downgrade? There aren't many interactions with the exhaust pile in the base game, and much less for actually getting exhaust cards back into your hand. There's no reason for Delivery Bot's deck to thin itself down to strikes and defends in 1 - 2 go arounds.
Not only does Delivery Bot not have the options necessary to survive long term against enemies (which is the playstyle promoted by the card texts), but it also has problems with additions to the deck in that your deck HAS to be gigantic, because after a single pass, it's down to basic cards.
(this is just to be able to get a good chance of playing level head cards and meeting objectives, when playing in endless mode with other mods and modded cards too) :)
ive played many bad mods before but thi takes the cake
this character definitely prefers fights over events, but elites are risky early on. You can earn relics in other ways
Way too much optimization with all the cards and relics.
My only issue is that my average run time has gone from about 1 hour in vanilla, to over 3 hours with this mod!
called "jabber"
that way you can have a sequence of cards like, Jibber Jabber
https://www.youtube.com/watch?v=yYgIegPK8ks
30:05 Afro is just thorns, should be an uncommon, not rare 👩🏿🦱
49:18 Jibber is kinda weak for a rare ... Fatal: +3 per upgrade? 😞
Makes me wish Delivery Robot had an Armaments card 🛠
@zerosiki__ It's OK to make translations, I've just been reworking/adding cards since launch so a lot of text has been changing.
I will be taking a break for travels though, so probably no updates for a while.
I have been adding a few higher cost cards, it's just been tricky thinking of effects that aren't just big damage/block.
then get a new card that you haven't unlocked yet ... it's a known bug.
I also agree that this is the character with the most benefit from a lean deck. At least in the early game where you're trying to get all 3 cards needed to "level up" before you get a bunch of int/scry/etc. Later, you can stand to add a few more cards in. By midgame, I had the upgraded power that searched through my deck for any card every other turn for free &bottled lightning on my package to start with it on turn 1 every battle for early defense &prepping the level up. By 3rd act, I had a card that let me scry my ENTIRE deck at 0 cost
Idk if support for generated cards makes more sense as a power or relic. Probably needs to be once a turn either way. Juggling's already ripe for abuse like rushdown.
Apropos, is it intentional that save & quit rerolls the marketing department?
One other point - I think cards can afford to be stronger if they're more niche. For example, a power that said "All collectible cards generated during combat cost 0 and draw a card" is REALLY strong, because it would let you play those "collect 4" level cards with very little penalty besides the original 3-energy investment.
BUT! Having to give up a whole deck slot in your deck to a niche, situational power is a big sacrifice. What if you draw it after the level cards, for example? Making it near-useless?
I think Zu is right - embracing cards that have little synergies with other cards is great, feels really flexible, and makes runs feel REALLY different.
Like, the example power I gave above: i very rarely pick the "collectibles" levels, because I don't like diluting my deck as a personal preference. But if I had that power to incentivize me to choose those levels, that run would feel very different from my normal ones!
It's much easier to get by until you find juggling if you don't draw hands full of throws, you play fewer skills in your first deck cycle which helps against the chosen etc., and rapid-fire is consistently strong tempo now.
Outstanding.
I still think strike #4 could do something more meaningful than deal damage in a minimally different way than strike #19.
Redundancy in throws makes a fair amount of sense. Replayable attacks though? You don't really need those past act 1. It's not important but there's untapped potential if you feel like spending more time on the drawing board.
For example: You learn different stats, play levels, grab collectibles, suffer penalties, yet there aren't that many cards that interact with these. Sure, twin strike benefits from strength twice and iron wave benefits from dex, but you could totally fit a few more of these humble micro-synergies.
I also made a change to the mechanic for throw cards, where getting multiple copies of a card should "merge" them, making it easier to rack up ammo. I have a few other ideas for Powers that would interact with throwing.
I'm not sure if one of the suggestions was to lock some cards to simplify the initial playthrough, but Shade/Jibber could possibly be locked since they're a bit standalone.
As for localization, I have no plans for it yet. The mod isn't super stable and I don't know Chinese.
Exhaust package, underwhelming status package, scaling by lifting, -turtling, -improving your deck on the fly, self-harm tempo. Mix and match any. Importantly, even cards that do almost nothing but deal damage are subtly different so their value is contextual.
Meanwhile LevelHead: 86 cards, 20 uncollectible so the pool is smaller than average, 30 strikes, and while the concept of powersups has merit, most of them aren't strong enough to act like mutually exclusive tempo tools whereas you could just be running one powerup and play blopfush until it's safe to dunk.
To put BGS' follow-up into perspective: What's the incentive to invest in throws? Juggling? Good start. Rapid-fire, maybe? Ok, the big one: Learn focus and upgrade all throws! Pretty good, but how do I block without blopsacks and how do my smalltime throws win with finite ammo? 800 hp is a lot to chew.
Again, satisfying core mechanic but the pool toys need spice.