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at java.lang.Class.newInstance(Class.java:442)
at basemod.AutoAdd.any(AutoAdd.java:130)
at eldenring.EldenRingSTS.receiveEditRelics(EldenRingSTS.java:97)
at basemod.BaseMod.publishEditRelics(BaseMod.java:2535)
at basemod.patches.com.megacrit.cardcrawl.helpers.RelicLibrary.EditRelicsPatch.Prefix(EditRelicsPatch.java:11)
at com.megacrit.cardcrawl.helpers.RelicLibrary.initialize(RelicLibrary.java)
at com.megacrit.cardcrawl.core.CardCrawlGame.create(CardCrawlGame.java:283)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:149)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)
java.lang.ArrayIndexOutOfBoundsException: 4
at eldenring.relics.MillicentsProsthesisRelic.getUpdatedDescription(MillicentsProsthesisRelic.java:80)
at com.megacrit.cardcrawl.relics.AbstractRelic.<init>(AbstractRelic.java:132)
at basemod.abstracts.CustomRelic.<init>(CustomRelic.java:12)
at eldenring.relics.BaseRelic.<init>(BaseRelic.java:27)
at eldenring.relics.MillicentsProsthesisRelic.<init>(MillicentsProsthesisRelic.java:27)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:62)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:45)
Thats probably i good time to do a rework in these guys
public float atDamageReceive(float damage, DamageInfo.DamageType type) {
if (type == DamageInfo.DamageType.NORMAL)
return damage - this.amount;
return damage;
}
Your enemies attack intents are reduced, but the damage is not actually reduced on the player. I'm not sure what the cause of this would be.
Every elden ring enemy and boss does not get their damage reduced by these.
(should probably still work with intangible)
Its cool if you dont fix it, its only when i play with both mods ofc
-Erdtree's favor is just strait up OP, so maybe remove the additional energy, and have properties of the original erdtree's favor like:
Health: add max hp
Stamina: upgrade a card
Equip Load: instead of extra energy, maybe draw an additional card at the beginning of your turn / combat? i know ring of the snake exists, so this is a direct upgrade, but still...
-Radagon's Scareseal/Soreseal: This one doesn't really matter, but the benefit of these relics are so good, maybe make the player perma-vulnerable to make it more dangerous?
I hope at least one of these ideas are good enough. I really like the mod so far, and it's impressive that it's your first. One more thing. The Winged Sword Insignia didn't work with twin strike (and maybe others). maybe thats not whats its meant for.
-So first, the blessed dew talisman could work more like pocketwatch, where if you played less than 3 or 2 cards during your turn, you could heal? The reason is because in Elden Ring you don't have to DO anything to heal, so it could be the same thing here.
-The Crimson Amber medallion could instead of adding a flat amount of health, add a percentage of the player's current health. so if i had 80 health, i would pick up the relic and gain 8 health, or some percentage (like 10). Since the talisman in-game adds an amount of health relating to your base health, i thought i would be cool to make it similar.
-For the Bull-Goat's talisman, even though it doesn't really relate to Elden Ring, it could reduce debuffs by 2 each turn instead of one?