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
**edit**
Removed some bug reports that are actually not bugs I just hadn't read the descriptions. my bad.
Plushie Mark:
When dealing damage under 7 it doesn't seem to ignore block. It does however get boosted to 7. This is corroborated by the tool-tip on the enemy debuff not listing the block ignoring.
Block ignoring attacks
When certain attacks ignore block (i.e. the Norma 3 Ambush) they also ignore any statuses that include attack damage as triggers such as Flight, Plated armour and Reactive. This makes certain fights very interesting as they no longer go as intended if a trigger is missed.
Mix Phenomenon and Unlucky charm
While amusing, the changed text on Unlucky Charm after it exhausts means it can end up like Wound in the deck if Mix Phenomenon is used with 2 cards in the exhaust pile.
Invisible bomb and attack triggers
Invisible bomb triggers thorns, flight etc. making it quite unstable to use versus opponents with these effects. Of note is the Act 3 Writhing Mass, which Invisible bomb triggers Reactive, meaning that using Invisible bomb during the fight leads to heavily randomised intents. I'm aware it's likely so it can combo with Plushie Mark, but it's still fairly dangerous as it doesn't list this potential.
Ambush
When playing ambush it will apply Block ignore at any Norma level, not just 3, easiest way to test is Lagavulin as it wakes him up immediately while keeping his block active.
Otherwise glad to see the new update! Will be testing it out further at some point.
Nice Present
If cost is reduced for the card (via either Subspace tunnel or other temporary cost reduction factors) then it will continue to stack cost and card draw until it crashes upon verifying it has exceeded the maximum allowed cost
If I can figure out a work around, Ill try to fix it. If not, I may try to make my own implementation.
To be determined I suppose =]
unsure this is other-mod issue, but reported because it could be happened during fight against awaken one.