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I buffed a few cards too but it's minor stuff. If I ever feel motivated, I might post a table like this for buffs & nerfs. Hoshino does feel undertuned as a result of the fundamental Reload mechanic, but not by much.
Reminder:
These are just suggestions. You decide what to do with your mod.
Gain 2 Strength.
Draw 2 cards.
If another card returns
this to your draw pile,
it costs 0 until played.
Use X Ammo.
Each deals 7 damage.
Reload automatically
to keep firing.
Put a Countdown card
from draw pile to hand
and raise or lower its
Countdown by 1.
Exhaust.
Ethereal.
Apply 2 Vulnerable to
all enemies.
They gain 15 Bounty.
Exhaust.
Gain 7 Block.
Raise or lower all
Countdowns in your
hand by 1.
Return any number of
cards to top of draw
pile in random order.
Gain 6 Block for each.
Deal 7 damage.
Out of Ammo:
Apply 2 Weak.
X times: Random card
in hand costs 1 less
this combat.
Exhaust.
Unplayable.
Countdown(1): Resets
to 1. Draw 1 card.
Countdown(5): Gain 3
Strength. Exhausts.
Gain 7 Block. +5
after Countdown(4).
Then swap this with a
random Countdown
card from draw pile.
Deal 16 damage.
Countdown(2): Resets
to 2. Apply 3 Weak.
Use 2 Ammo.
Each deals 6 damage.
Ethereal.
If below 50% HP:
Heal 15 HP.
Exhaust.
Use 1 Ammo.
Deal 11 damage.
Countdown(2):
This costs 1 more.
Reload. Until next
Reload, each Ammo
applies 1 Vulnerable.
Exhaust.
Use all Ammo.
Each deals 4 damage.
End of combat:
Gain a random relic.
33% chance to gain
a random Curse too.
Reload. Until next
Reload, each Ammo
deals 5 damage to all
enemies.
Exhaust.
Use 1 Ammo.
Deal 10 damage.
Gain 0 Block.
+4 Block per floor
climbed, then resets.
Exhaust.
Exhaust 1 random card
that uses Ammo.
Return 1 card from
discard pile to hand.
Exhaust.
Unplayable.
Countdown(1): Resets
to 1. Gain 6 Block.
Countdown(5): Gain 3
Dexterity. Exhausts.
Deal 12 damage.
Choose 3 cards in
draw pile. Discard the
rest. Shuffle draw pile.
Reload.
Out of Ammo:
Gain [E][E].
Exhaust.
Reload.
Draw 1 card.
Gain 12 Block.
Costs 0 if draw pile
was shuffled this turn.
Use 1 Ammo.
Deal 2 damage.
Countdown(1): Resets
to 1. +6 damage this
combat.
Use 1 Ammo.
Deal 6 damage.
Use 2 Ammo.
Each draws 1 card.
Gain Shield equal to
Block or vice versa.
Shuffle 3 cards from
discard pile into draw
pile. Gain 5 Block for
each with Countdown.
Deal 7 damage.
Draw 1 card.
Out of Ammo: Gain [E].
Reload 1 bullet. Until
next Reload, it deals
12 damage.
Exhaust.
Use 5 Ammo.
Each deals 6 damage
to all enemies.
Countdown(4): Stun
them. Exhausts.
Use 1 Ammo.
Deal 3 damage.
Put all copies of this
from draw pile to hand.
Trigger Happy deals
+3 damage this turn.
Thank you for the English text!
It is very helpful because I was having trouble with English translation.
Some text may be difficult to apply now (mainly for technical reasons, countdowns are used as one variable for each card), but I will consider it as positively as possible.
I checked and applied the Chinese translation.
Thank you for the translation!
https://mega.nz/file/ddtSUZaL#IGSTwlQJlyek2Tn_N_2ZwHQo301F68PYi2qZe_VSU5w
Thanks for the quick translation!
Full Salvo: This card is apparently overpower as an initial card when get upgraded.Compare to such as Ricochet Shot the Rare card,and Double Shot the Common card,this initial cards is the best choice so even you can skip almost all other attack cards and survive from early floor.Suggestion:revert to 2 cost for 5 dmg.
Jackpot: Drawing 1 card makes this card takes no card slot to play..Compare to its origin card Grand Finale,Jackpot is much more easy to play and make effect,with initial reload card this can get two-card loop much more easily.Suggestion:Remove drawing,or at least remove drawing when countdown becomes 0.
(It might be weird because I'm using a translator.)
Thank you for your feedback.
Personally, I thought the deck of increasing ammo was weak, so I buffed full salvo, but I think it might have been a little too much.
also I buffed the jackpot because I didn't think it was such a strong card if it wasn't a loop, but if the loop seems to be too easy, I think I need to do a nerf.
Thank you for your advice. I'll consider it for the next patch.
我希望作者可以考虑增强“全弹发射”这张初始卡,由于装弹机制的存在,导致在前期它的实际耗费接近3而不是2。最起码把它的伤害从4改成5,或者把费用减少1吧。
I'm curious that if you have the move mechanism of the bosses which can share to the community?
Kaitenger is too difficult under most circumstances as chapter 2 boss.
Thank you for your feedback! I feel like the bosses in Act 2 have too much HP overall.
I'll refer to it later if I need to change the balance.
As you suggested, I posted the boss information from Hoshino Mod Github Wiki.
If you are interested, please visit it.
Thank you!
https://github.com/kimjoy2002/StSHoshino/wiki
When a status or curse card is drawn, draw a card. All status and curse cards gain "Countdown (2): Exhaust".