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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3326577633
I put it in required items for a reason
Make him have something unique or at least something
I'll see to your suggestions to see what sticks but I just wanted to give some context to my balance decisions
the Dice rolls are based on vanilla numbers, just looked through the average rolls of 2-3 cost SoTC and Impuritas cards, and the benefit of using these average cards being unopposed AoE damage, as well as just completely snowballing out of control in his EGO state(most of the deck becomes 0 cost while still dealing lots of damage)
But I am willing to discuss balance ideas to make the mod better to play
I sent you a friend request and we can discuss it in DMs, better than talking out in the open here
The problem with his keypage is that although he has strong pages, you are forced to go all in on dice power passives because the rolls on his dice aren't actually that good without ANY dice power.
For example, I think that adding on-hit passives could be a fun thing, but as it stand now there is simply no space to slot those passives in, as all the dice power is needed. Once he gets to EGO form, he feels very powerful but getting there is a painful en-devour that forced you to slot passives just to survive his pre-EGOstate.
Just a personal thing but also maybe you could put 1 or 2 burn infliction on dice on some of his unique pages so that he has a place in a burn team with like philip passive rather than what he is now as a general "dps" that farms emotion coins from the AOE unopposed attacks which is only reinforced when he reaches Emotion level 4 and gains his EGO, where he gets a lot more damage.
Thank you for making this mod, I love it, and even if the VFX edits never come our I think that the current slightly scuffed ones still have their own charm.
so if there is interest, I could make a challenge reception to fight against Vergil.
VergilInitializer.GetArtWorks(new DirectoryInfo(VergilInitializer.path + "/ArtWork"));
After adding these codes, you only need to put the pictures of BUFF in the ArtWork folder in the same directory in Vergilius.dll to solve this problem.
Friend?I think I have found a solution to the problem that buff can't display ArtWork normally.
In the final analysis, the problem is that you didn't design the code to read ArtWork in your VergilInitializer.
So...I think I should share with you my solution to this problem.
The code I added in it is as follows:
// Token: 0x06000154 RID: 340 RVA: 0x00015650 File Offset: 0x00013850
public static void GetArtWorks(DirectoryInfo dir)
{
foreach (FileInfo fileInfo in dir.GetFiles("*.png"))
{
Texture2D texture2D = new Texture2D(2, 2);
texture2D.LoadImage(File.ReadAllBytes(fileInfo.FullName));
Sprite value = Sprite.Create(texture2D, new Rect(0f, 0f, (float)texture2D.width, (float)texture2D.height), new Vector2(0f, 0f));
string fileNameWithoutExtension = Path.GetFileNameWithoutExtension(fileInfo.Name);
VergilInitializer.ArtWorks[fileNameWithoutExtension] = value;
}
}
yeah the image just doesnt load
ill eventually fix it as i update the fidelity of the mod
I don't know whether this is a bug or not.
But I found a buf named "Superthermogenesis" in this MOD.
But in fact, this buf can't read its icon correctly in the game.