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
例如让某些牌能够帮队友回血之类的
不过目前我并没有对联机模组做特别的调整(还有太多内容要做,暂时没那个精力)
根据一些玩家测试联机的结果,联机是好玩但有时候会在奇怪的地方闪退或出bug,暂时分不清什么模组什么原因造成的bug
现在才做2个BOSS而已,预计是要把忘却大部分经典的BOSS都做出来
先这样试试看
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3433319964
"你的Steam路径\steamapps\common\SlayTheSpire\sendToDevs\logs\SlayTheSpire.log"的最下面十几行看到。
如果已经重开游戏的话SlayTheSpire.log会被洗掉,但同个资料夹内应该会有之前的log的压缩档,可以看时间得到那次的错误讯息
你有用其他模组吗?
像是防打这样在目前的卡池里比较多的体系就很容易抓牌,而且格挡和打击本身就是数值,即使抓不到觉醒产生联动也能继续打。
但是如果我想玩环娜,就会因为环娜只有3张卡、不打觉醒积累不了负熵,打了之后又没那么能起效导致这个体系其实根本没得玩。没有环娜自己启灵的回合结束负熵积累,触发不了回环效果的两张指令真的没办法发挥出很大的作用。
我的预感是,随着未来更多拥有独立词条的角色加入同一个卡池,构筑难度的差别可能会愈发明显。不过我也没有什么好的改进方法…
我觉得这个模组还是未来可期的。玩的几把都让我觉得很有意思,希望能够看到其他界域的更新!
For example, there should be a tutorial screen for how to use Posse/Exalt, but since this mod is still unfinished, it has not been made yet.
Regarding the icon, maybe I can add a toggle in the mod config to use the icon of Morimens or not.
Due to the nature of the game it's based on, the cardpools of these characters are much more narrow than is usual for Slay the Spire characters. This means that you have to put together many characters' kits just to have a functioning character, and even then a lot of them have mechanics that don't really make a cohesive whole. In addition, you'll see a lot of repeats, and even the characters' base cards appear in card rewards. The result is that there isn't very much variety in deck builds across runs, and weaknesses in a character's kit (card draw availability, defensive cards, etc) are amplified due to how few there are.
If it were possible, I'd like to see character's kits be adapted to fit the Slay the Spire style, but I understand that would be a lot more work tuning the numbers to an amount that leaves the kit functional while also working within the system.
[4?/3]
The mod doesn't appear complete at the time of writing this comment, as all of Act 1 is overhauled with Morimens-style enemies, but most of Act 2 (aside from the boss) and all of Acts 3/4 remain untouched. I look forward to seeing this mod in the future - it's like if Morimens wasn't a gacha game. Not having to treat a game like a second job is a positive in my book.
Overall, a fun mod, but essentially just playing Morimens without the grinding.
[3/3]
Starting with 5 energy in Morimens is designed to help counterbalance the fact that you're normally juggling four characters, each with their own mechanics, Posses, Aleimus charge, etc. in that game. But in this mod, all of those things get condensed into one character, meaning that you're charging Aleimus far faster than even Morimens' standards. There was almost never a turn when I couldn't use either the Posse or the Exalt, and usually I was using both. Which means even more energy, which means even more cards get played, which means even more keyflare/aleimus. It's a vicious cycle.
[2/3]
Like the game it comes on, this mod iterates on the STS formula with very nice animations as well as additional mechanics like Keyflare and Posses, which functions a lot like Potions in that they cost no energy to use for an immediate bonus. Unfortunately, Morimens and Slay the Spire very much do not see eye to eye on game philosophy because Morimens is a gacha game; its cardpool and enemies have many mechanics that would be considered bad ideas in STS, such as infinite healing, infinite scaling, easy access to unlimited strength gain, 0 cost card/energy gain, and unblockable damage, which in theory can all balance each other out. Of course, that only works if the enemies also scale to such a degree; Whale Leap is an example of this, quickly scaling to numbers that even the Heart couldn't compete with.
[1/3]
这次新增的第二层BOSS「鲸跃」才是真的高难度
不过考虑到每个人玩卡牌游戏的天赋/熟练度/喜好不同,未来应该会在模组设定中新增可以调整怪物强度的选项
但至少现在有关闭遇到忘却前夜怪物的选项了
能不能请你下次遇到时把错误讯息发在讨论串?
以及你有使用其他模组吗?
未来自己写的版本应该是会有一键切换功能的
但是现在就算异画也可以看到效果阿,滑鼠移上去就行了
这是为了享受全图卡面的妥协