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感觉还行吧(
就是将部分蓝卡变成了金卡,换个角度想有些其实更容易抓到了(
被steam隐藏了
也许可以选择新建一个讨论区发?
牢罗怀旧啊,提到这个就想到了初版牢罗,完全就是黑历史hh
也不知道当时是怎么敢直接端上来的hh
这倒是提醒我了,确实得砍一刀了
收到反馈,会尽快解决
普鲁托的问题等这几天忙完了马上动工
万血12刺蹲起也太哈人了,吓哭了
不过确实蓝人缺乏通用的上限。搓卡的时候 齿轮绞杀 确实是往终端方向做的hh,还有就是 共鸣之镰 也是往终端方向做的,不过触发频率有限确实一般般
牢罗好整把杜兰达尔的限制去掉,改成阶梯状越叠收益越高,整几张卡辅助快速叠层;
蓝人主要机制比较特殊,后面准备整点提升触发频率来给 共鸣之镰 快速叠高当终端;还有再引入乐团的卡把 烧伤、齿轮、吸血这几个体系补全
Oh, I forgot to adapt the dialogue box for different languages, which is why this happened. These issues will all be fixed together.
Also, for whatever reason the "headgear" (Which is missing being capitalized) relic has a 1 next to it. Which I don't understand what is supposed to mean or represent.
Also, trying to play Thought gear: Seance just makes Argalia think "10[]" which I assume the intent was for him to think "I need 10 Thought Gears."
Ah, I see — you're referring to the "Hex" debuff applied by The Collector at level 2. In Slay the Spire, effects that trigger when playing a card are resolved before the card's actual effect, and that's just how the game works — there's no way to change or fix that.😭
As for Kick reducing 2 Strength, personally I feel that might be a bit too strong (>﹏<;). Since you're losing your defensive options, maybe I can try this instead: allow those two cards to benefit from "Resonance," so they can make use of block granted by other cards. But in that case, I’d probably need to lower their base numbers a bit. ( ̄▽ ̄)"
About Perception-Blocking Mask, I mean the debuff the enemy can inflict on you. The one which adds 1/2 dazed into your draw pile when you use a skill. When you use Perception-Blocking Mask it will give you 1/2 dazed before removing the debuff, but I think that's fine because it is right on the order the events go, so this is just a nitpick. Also yeah, tags are important. I didn't check before the update, but the "Ancient Writing" event of act 2 was probably also broken if you choose the option to upgrade all strikes and defends and would do nothing, probably because the tag was missing (Now it works correctly).
The change to Wolf Time is great, given how you will get it by end of act 1/2 from a boss so you would have other cards on the way. However I would like if Kick would lower the enemy's strength by 2 instead of 1, due to how you will give up all your defends. But I did not pick any other defend cards so you can disregard it if you want as I haven't tested it much.
老哥的意思是下限高上限低吧
这么一说一对比,确实差点意思
有些地方确实我做了限制,刻意把上限卡住了,主要怕放开就导致上限起来了,然后下限也涨起来了。
不过确实是个思路,把上限拔高点但是条件苛刻一些
行,我再研究看看是那出了问题
其实最开始构想也是每个成员整个6、7张特色卡,但是发现
一是灵感有限,硬做就非常容易出现生态位重叠的情况,二是老哥提到的体系不好串联的问题
还得再构思构思哇
金卡和白卡的数量问题直到你提出来我去和原版几位角色比对了以下才发现,但是具体添加什么我也没什么灵感,属于是我自己脑子在这方面缺根筋了,不过我个人感觉蓝人因为带着乐团玩的关系,感觉体系有些多了(只token就有震颤、齿轮、烧伤、鲜血、食材,相比之下罗兰那边杜兰达尔、记忆和一点烟气的牌库就更容易串联起来),可以尝试加入串联这些体系的联动卡牌,或者像那个图书馆司书角色mod那样,对不同乐团成员的牌库进行分离,游玩时可以自定义启用什么,代价是除了代码压力外,这种方式会需求更多的乐团成员牌
环境:本mod+前置所需+Loadout(当控制台用的,指令不是很熟)
卡组只有【蓝色音律】*1和【带数学家】*1,遗物拿个不休陀螺,开能力后【蓝色音律】反复给怪上震颤,触发【心灵震颤】至自身能量6/3,敌人身上震颤*5,结束回合后,下一回合开始,自身能量3/3,敌人震颤+1变为6震颤
我去检查了一下代码,【带数学家】的效果确实是回合开始时获取当前能量然后进行调整操作,刚刚记起来可能受到小fafa、日晷的影响导致并不是按描述的能量上限判断,感觉不改也挺合理的,所以在考虑要不要改
【一起嗨皮】确实有固有词条,当时写的时候没发现,现在已经删掉了,等存一波一起更新
【傀儡线】确实忘了加升级效果,不过这张卡个人感觉需要重置一下
话说蓝人的金卡是不是有点单调?还有白卡和牢罗比也有点少的感觉,感觉应该整点残响乐团的白卡?
另外【一起嗨皮】的描述好像有些问题,这张卡用着感觉是固有但是没有固有词条,施加【虚弱】的回合也是1回合而不是实际上的3(4)回合;
【傀儡线】升级前后描述没有变化,用起来也没发现有什么改变
==============================================================
蓝人真好玩啊嘿嘿嘿嘿,刚才转起来一回合干掉了以撒mod里凹凸的两个阶段,魔法:进攻跌上神坛!
And about the previous discussion on Wolf Time generating overly strong "Kicks" and "Punches": I've nerfed Punch_Algaria by reducing its base damage to 3, while buffing Kicks_Algaria by increasing its damage by 2. However, I also raised its base cost by 1. Hopefully, this makes the overall power level more balanced (probably?).
Thank you for the feedback! I just realized that Strike and Defend cards have their own tags 😂 — it makes sense now that they're meant to be identified by those tags.
Looking back at my old code, I can't believe how many things I hardcoded instead of using tags😂. It's kind of hard to take seriously now.
As for Blue Dance choosing a single target, that was intentional because it's meant to trigger Azure Echo. I didn't implement logic for hitting all enemies since I was worried it might get confusing. So for now, I'm using a single-target selection as a workaround (maybe I'll add multi-target support later?).
Regarding Perception-blocking Mask: during testing, I noticed it doesn't apply "Dazed" anymore — only "Artifact." Not entirely sure why that is, though.
ok,我再看看是怎么个事
感谢反馈,问题已经修复
收到,我去检查看看
感谢反馈,我看看怎么个事
有点困难哇。英翻交给ai我还能检查一下,韩语只能全交给ai了,翻译质量如何无法确定
另外【带数学家】的自动调整震颤的逻辑似乎很怪,3费上限(BOSS遗物一加一减)时发生过用澜舞设置成4震颤的怪在下一回合开始时加了1震颤变成5震颤了,也有的时候1震颤的怪回合开始时震颤下降到0了,至少来1点保底吧pls
感谢反馈,问题已经修复了
ok,感谢反馈,已经修复
颜色冲突这个只能说尽量避免了。
但mod毕竟这么多撞车很有可能,这里还是建议角色mod游玩时尽量不开其他角色mod
当然反馈了我还是会调整一下的
阿哲,颜色又冲突了
稍等我重传一下
java.lang.IllegalArgumentException: No enum constant com.megacrit.cardcrawl.helpers.CardLibrary.LibraryType.Algaria_COLOR
at java.lang.Enum.valueOf(Enum.java:238)
at com.megacrit.cardcrawl.helpers.CardLibrary$LibraryType.valueOf(CardLibrary.java:405)
这个确实没想到,现在把这个修了
我不到呀,很久之前偶然在贴吧翻的顺手存了,具体哪里的俺也不清楚
You're right, I did overlook the possibility of obtaining it early on. Simply removing the keyword wouldn't align with the original design intent, since those two cards aren't actually part of his own deck. I'll need to think about how to improve it.