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
总的来说就是,游玩时感觉有很多垃圾时间,纯粹拖回合叠收益,而不是思考如何决策。
除此之外,这mod其他方面蛮不错的。
“蓝色激光”“御4无人机”遗物“微缩星河”的“科学”没有侧边描述
“打击”错误地出现在了对对碰事件当中
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(ArrayList.java:653)
at java.util.ArrayList.get(ArrayList.java:429)
at action.showsOrbAction.SakuyaExchangeAction.update(SakuyaExchangeAction.java:23)
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)
loving the mod so far
蓝仪式卡我觉得还好
热豆腐升级后的提升应该挺显著的 应该是不会给保留的 因为这张牌是无条件加血上限 如果一直呆在手里减费 减到0费就用就有点太强了
最后,重做卡牌的话,除了单卡强度和机制联动,建议也在卡组整体的层面考虑,即启动端、运转端、防御端、输出端和消耗端(临时删牌)。现在看来,星极的卡池中,启动端、运转端和消耗端都相对匮乏。
我这几天发现,星象研究这张卡,文本上没写消耗,实际上却有消耗,虽然斩杀叠起来后效果确实有点强,但文本没说还是提一下。还有就是感悟到星极的运转思路更接近战士,五神秘主要是帮助启动,卡组不够精简的话,启动完也转不了几轮,所以她需要尽可能地临时删牌,但她的选择性删牌能力单一(主要是无差别删卡),同时能消耗其它牌的牌都自带消耗,只能靠黑洞+预见卡的配合。
以后应该也会去掉或者更改一些凑数卡 加一些跟机制联动更好的卡
不过这个5科学效果弱是故意为之的 因为卡在-4 +40%伤害其实是挺强的 所以就是鼓励玩家尽可能不要到-5 也因为这个原因 再加上叠力量快 所以易伤卡给的不多 要不然两下给Boss打骨折了(
总之我还是比较喜欢这个mod,喜欢她越来越好吧。
目前试过去到的有星束交汇,氦闪,热豆腐,电弧发射器,黑洞(就这玩意给我坑没了)
可能还有更多
doge
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)
java.lang.NullPointerException
at tutorial3.Card.VoidCloud.triggerOnGlowCheck(VoidCloud.java:45)
at com.megacrit.cardcrawl.cards.CardGroup.glowCheck(CardGroup.java:447)
at com.megacrit.cardcrawl.characters.AbstractPlayer.onCardDrawOrDiscard(AbstractPlayer.java:1677) at com.megacrit.cardcrawl.characters.AbstractPlayer.draw(AbstractPlayer.java:2099)
at com.megacrit.cardcrawl.actions.common.DrawCardAction.update(DrawCardAction.java:146)
at com.megacrit.cardcrawl.actions.GameActionManager.update(GameActionManager.java:179)
at com.megacrit.cardcrawl.rooms.AbstractRoom.update(AbstractRoom.java:325)
Yes, the fundamental concept can still be "2 opposing forces." I'm just saying you can tweak how it works exactly.
One example of many:
Both have separate counters but both can still go negative and even have a penalty associated with this. How? Say a card used to give 1 Mysticism. Tweak it so it gives 2 Mysticism and -1 Scientism. Now you have bonus defense but deal less damage. If you play its counterpart for -1 M / +2 S, you would end up at 1 /1 for each.
And again to clarify: The limit doesn't need to be 5 and each point doesn't need to be 5%. These numbers are flexible.
But I think the counteraction of scientism and mysticism is actually interesting,which requests you to consider more about which card you should play.If it is countered separately,you'll have both effects and can easily win the game,which makes the game boring.
Your suggestion is also reasonable.Maybe I will consider this and change the mechanic.
所述Bug已经修复。
1*6确实太强了 已经砍到1*5了(升级后1*6) 不过作为金卡来说感觉也还合理
能多次强化那个卡之前我还以为弱了 现在看来应该加一点数值然后加个消耗 可能是因为我这太菜了 不怎么玩小循环(不过卡组设计的时候还是比较倾向于局内烧牌小循环的)对这个消耗的理解有点问题。。。之后可能会改这个
局内叠数值快速成长这个其实可能算是核心玩法了 加减神秘值 预见之类的和这个比起来都是添头
毕竟在方舟里的技能就是直接加数值(
但代价就是启动比较慢 局内前期相对比较难过吧。。。2层卡组没成型的话要吃很多战损 我玩的时候就经常在2层暴毙了 卡组成型了就好打不少
总之感谢游玩 之后可能会继续进行一些平衡方面的调整