Slay the Spire

Slay the Spire

The Vessel (Hollow Knight Character Mod)
47 Comments
战个未来 1 Jul @ 12:30am 
并且,目前来说输出并没有之前那么缺乏了,但新的问题则是防御,在面对重击的情况下很难做到获得足够多的护甲,感染体系看似给了很多护甲,但是如果没有清理自己感染层数的能力,折算下来实际在回合结束获得的护甲也很有限,虽然设计有下回合获得感染层数的护甲,但尴尬的情况就在于不清理层数,本回合结束之后血量并不健康,清理层数使得这张卡等同于没有
战个未来 1 Jul @ 12:28am 
费用还是过于紧凑,但是如果能拿到金卡法术伤害+20%那张加上删卡,才能缓解输出压力,但相对应的问题是,对群的无力以及灵魂不是溢出就是极度缺乏,建议是增加一张打多段输出的白卡,比如说战士的回旋镖,以及金卡里那张先打3段伤害再加力量,这样的结算顺序是否太过于尴尬,模组并没有获得人工buff的能力,在没有加费情况下,这个临时力量基本等于没有
tlix  [author] 23 Jun @ 3:25am 
至於法術升級事件方面,未升級黑魂法術的數值平衡取在升級後白魂法術附近,只有尖嘯事件的特殊遺物能保留法術卡牌的+號。

此外,含有大量卡牌數值平衡上調的0.6更新已大致完成,目標在周末前推出。詳情可參閱github的dev版頁
tlix  [author] 23 Jun @ 3:11am 
@梦想成为小猫娘 感謝提議,但個人認為效果不太可行:
[list]
[*]一般來說遇上超過3次指定事件機率極低,加上需要不少金幣及礦石遺物的前提下,即使遇上事件,玩家素材不足的可能性極大;
[*]非法術傷害只佔整體角色傷害方式的一小部分,對感染或法術系牌組來說事件效果極有限
[/list]
不過骨釘匠的確有發展空間,如果想到可行效果時會考慮新增遺物或事件
梦想成为小猫娘 19 Jun @ 9:51am 
有个大胆的想法,能不能出个骨钉匠事件。。。(或许可以整一个苍白矿石遗物,打Boss必定掉落,其余情况概率掉落);
事件提供升级,每升一次骨钉非法术伤害+4,升级到纯粹骨钉之前可以重复触发;
每一档的升级消耗金币可设定为20+0/60+1/120+2/200+3(普通模式一局内金币获取量1000左右,这个费用设置很合理);
最好在升级到纯粹骨钉后再出个是否终结骨钉匠的事件

P.S.反映一下三种法术卡牌升级成黑魂版本后卡牌升级丢失(升级后的卡牌+号丢失)的问题,能否优化一下,继承原有卡牌的升级版?
梦想成为小猫娘 18 Jun @ 10:33am 
好的,估计是我有别的模组影响,谢谢(部分模组提供额外的boss导致直接roll不到)
tlix  [author] 16 Jun @ 9:57pm 
@梦想成为小猫娘 你所列的遺物都納入BOSS/商店/事件級別中,在一般遺物池中不會出現。可參照遊戲中的百科大全查看內容
梦想成为小猫娘 16 Jun @ 6:25am 
备注:事件查看器和卡牌池是另一个模组内容,类似于修改器,完全兼容
梦想成为小猫娘 16 Jun @ 6:23am 
我想问问作者,部分模组遗物是不是无法/很难获取,我在开自定义测试时头环都攒到100多个了但还是没有能成功拿到下列遗物(在事件查看器/卡牌池里面也看过了,没找到有效途径):
纯粹容器、萨满之石、灵魂束缚、噬魂者、沾染虚空的凝聚
123456 15 Jun @ 1:21am 
没事了,还真是我的锅,当初看了一眼11打群就没拿,是我云狗了
tlix  [author] 13 Jun @ 7:50am 
@123456 那張卡群打2次,所以是22(30)不只是11(15)
像放火的21(28)傷害還是足夠,而打小怪時抽到虛空前已全沒了,打BOSS時才比較弱(有其他方法減輕抽虛空負擔)
123456 13 Jun @ 1:58am 
感觉有些数值写的太抠门了233
像虚空触须伪3费(毕竟赛虚空)打群11有点太离谱了(指低)。
tlix  [author] 12 Jun @ 9:48am 
@sonicxjones highly unlikely, since its difficult to fit in an entire new branch of synergies into the existing card pool without disrupting the currently working ones.

@iPhaedos glad you enjoy it. the theme/playstyle is mostly fixed now, but numbers probably still need some adjustments.
iPhaedos 11 Jun @ 9:41pm 
This character is pretty fun. Took a little while to find the synergies, but I am liking it so far. Great work!
sonicxjones 11 Jun @ 7:13am 
Are you considering adding character cards like the Bug Knight Mod?
tlix  [author] 9 Jun @ 10:43am 
infection is a significantly more difficult branch to tackle due to how i designed it. essentially, im trying to promote more infection applications than having higher infection stacks, but it usually gets tricky to work around due to the decaying part of infection. still trying to figure out the solution for this, but its not a easy problem to solve unfortunately due to having many moving parts at once.

currently i wont have time to release a balance patch quickly due to my other duties, but ill still keep on gathering ideas for future changes, so keep em coming
tlix  [author] 9 Jun @ 10:39am 
@Yve1tal thanks for checking out the mod! you can check below for my response regarding the balance concerns with my scuffed chinese, but the main idea seems to be the resource gain-value imbalance, with the main issue stemming from soul costs (being an extension of energy).

i think the draw issue could likely be circumvented through buffing cards in general so that you arent forced to take as many cards as now, with an already very good amount of draw + ethereal provided from the existing card pool.
tlix  [author] 9 Jun @ 10:34am 
所有平衡調整更新會在0.6版本推出,不過目前本人有其他事在忙,未能在短時間推出更新,請見諒。不過會繼續整合不同意見,有待足夠時間測試時同時作出更改。
tlix  [author] 9 Jun @ 10:33am 
@战个未来 感謝詳細的解釋。關於花費靈魂的卡牌強度,由於在起初設計角色時估計有很多方式製造靈魂,所以大約把能量比值假定成[2靈=1能],導致目前傷害可能不足。目前正在考慮提供更多方式製造靈魂或增加耗能卡牌數值的方向,歡迎繼續提供建議。

至於感染系方面,原意是希望能給玩家一個不需要高層數而造成足夠傷害的疊傷方式,所以低層數、高頻觸發是符合當初設計想法。只是很多時候跟中毒相似,如果不是本來有其他感染卡輔助下很難造成傷害。因為感染沒有間接傷害的方式,在不少情況下總傷害顯得比中毒差,會嘗試從增加疊加層數方面作出調整。(如果行不通會可能會考慮廢除掉層的部分,但可能需要再調整自身感染系卡牌的感染層數)
Yve1tal 9 Jun @ 6:00am 
this character is too weak,first,a lot of cards need souls to use,you need to attack to gain souls,or maybe some other cards,but,whichever one you choose,you need to cost at least one hand slots and maybe some energy cost,and here comes the question:the thing you can get from this card is so less than the expense of the souls obtainment,this make this character became so powerless;second,the infection is just the weak version of pressure points,it‘s too hard to do some useful damage.i love your mod,and i love little vessel too,so i hope he can do as good as when he in the hallownest.thanks
战个未来 8 Jun @ 10:13pm 
我认为灵魂对于卡牌强度的影响过于巨大,看似很高的数值在消耗灵魂的前提下,变成了亏费用打出,收益并不符合预期,灵魂和费用的比值大概在1.5左右灵魂=1费,并且对于过牌而言给的数值太吝啬了,并且强力牌往往意味着2点甚至3点的灵魂需求,并且还限制性的拥有“消耗”

所以我觉得你可以考虑下先全面加强卡牌的数值,再进行针对性的削弱
战个未来 8 Jun @ 10:13pm 
感染类似于观者的点穴,但是沿用了与中毒一样的掉层,由于给的数值太低,并且高得层的感染牌还会给自己也感染,掉血和防御是必须面对的二选一,与前面提到的法术问题一样必然面对费用紧张,加上感染的数值过低,虽然1费叠2次2层感染看似美好,实则还是太弱,作为立即结算的伤害,高频触发会让怪物在层数不高的情况下血量就已经见底,面对低血量群怪感染体系的金卡成了个笑话,高血量的群怪又面临着巨大的防御压力,导致叠不起层数。
战个未来 8 Jun @ 10:13pm 
我是靠模组解锁a20直接玩的,并且我还增加了不少扩展遗物事件的模组,开局的强度比正常游玩还要高得多,但大多数情况下我在第一层快要到boss的时候,卡组里抓了不少+灵魂的牌,却没有几张值得抓的过度的攻击牌,或者说多数的攻击牌和打击的区别不大,导致输出匮乏。

你设想的卡牌之间的互动因为过低的数值,导致付出的费用与灵魂和收益不匹配,并且还得按照一定的排序先开出能力之后才能实现,如果不是强化后固有,在卡组塞入虚空的情况下,容易进入亏费开不出能力,迫于防御而不得不放弃的死循环。
tlix  [author] 8 Jun @ 4:21am 
@战个未来 比較正規角色的卡組,我反覺得數值已設得比較高,加上卡牌之間的連動潛力強,初始卡組威力大,1層基本上打得相對輕鬆(進階15+的測試結論)
战个未来 7 Jun @ 11:58pm 
太弱了,数值建议给高点,不然1层遇到精英直接没了
ink 7 Jun @ 7:19am 
我喜欢你
tlix  [author] 6 Jun @ 3:06am 
thank you all for checking out the mod, a content update will be released in a few hours.
yarmon 5 Jun @ 8:09am 
I love you!! Hurray!
怀刃 4 Jun @ 3:22am 
thank for your chinese,this mod is so cool.:steamthumbsup:
QEQ 2 Jun @ 1:59am 
nb
luisomat28 1 Jun @ 8:32am 
Using the infection to cut down enemies is so fun!
心梦审判 1 Jun @ 4:42am 
love~
tlix  [author] 31 May @ 6:18am 
Small but major update: A zhs translator has approached me and we are currently working on zhs localization files for the latest version (ver 0.4.1) of the game.
Gnar丶小莫 30 May @ 5:08am 
可以有中文翻译吗
tlix  [author] 30 May @ 12:18am 
while i can read chinese, i only play both games in English so i can't provide translations myself, sorry :(
梦想成为小猫娘 29 May @ 3:07am 
Chinese needed
jingmo 28 May @ 11:17pm 
good
Oct. 28 May @ 7:56pm 
a good mod.but i need chinese
tlix  [author] 28 May @ 4:53am 
@the sis the issue is due to the way localization files are handled and loaded when the game language is set to chinese, so unfortunately I won't be able to fix the issue from my end until chinese translations are available. please relaunch the game in English.
the sis 28 May @ 3:20am 
finditexetremelyhardtoreadwithoutblanksbetweenwords
U77654 27 May @ 11:56pm 
very cool
tlix  [author] 27 May @ 11:22am 
@Cerberus the crash on game launch should now be fixed in the latest patch. unfortunately since the only currently supported language for the mod is English, all the text from the mod will be loaded in English only.
Cerberus 27 May @ 10:23am 
basemod.patches.com.megacrit.cardcrawl.localization.LocalizedStrings.EditStrings.Postfix(EditStrings.java:9)
at com.megacrit.cardcrawl.localization.LocalizedStrings.<init>(LocalizedStrings.java:228)
at com.megacrit.cardcrawl.core.CardCrawlGame.create(CardCrawlGame.java:260)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:149)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)
Cerberus 27 May @ 10:23am 
Mods in stacktrace:
- vesselmod (0.3.0)
Cause:
com.badlogic.gdx.utils.GdxRuntimeException: File not found: vesselmod\localization\tur\CardStrings.json (Internal)
at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:136)
at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:602)
at com.badlogic.gdx.files.FileHandle.estimateLength(FileHandle.java:233)
at com.badlogic.gdx.files.FileHandle.readString(FileHandle.java:198)
at basemod.BaseMod.loadCustomStringsFile(BaseMod.java:833)
at vesselmod.VesselMod.loadLocalization(VesselMod.java:214)
at vesselmod.VesselMod.receiveEditStrings(VesselMod.java:207)
at basemod.BaseMod.publishEditStrings(BaseMod.java:2588)
at
Cerberus 27 May @ 10:23am 
Hi. I got a crash while I was trying to start the game can you help thanks a lot. I will share crash report with another comment
Game crashed.
Version Info:
- Java version (1.8.0_144)
- Slay the Spire (12-18-2022)
- ModTheSpire (3.30.3)
Mod list:
- basemod (5.55.3)
- stslib (2.11.1)
- spireTogether (6.4.20)
- coloredpowertips (2.3.0)
- GifTheSpireLib (2.0.1)
- OptimizeTheSpire (1.2.0)
- ramsaver (0.2.3)
- RelicStats (1.2.2)
- Rodion (1.0.2)
- vesselmod (0.3.0)
tlix  [author] 26 May @ 7:58am 
@Luenix thanks for checking out the mod!
Luenix 25 May @ 8:29pm 
Dope, thank you kind dev