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"Anatomical" for the card "Omega Contagion" does not work on Mystic. See the attached screenshot, she should have -6 strength but only has -3 strength.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3144747646
Edit: "Omega Recall" repeats itself in its English description: "At the start of your turn, draw 1 non-Status card. If your hand has more than 3 or more Status cards in it, draw 1 additional non-Status card"
Card should either say "more than 3", or "3 or more" depending on if it activates at 3 status cards or 4 status cards.
Edit 2: "Omega Bonk" does not have its damaged increased by "Vigor", unlike all other cards that deal damage based on "Buxom". "Vigor" is still consumed when using "Omega Bonk", even though no bonus damage is granted.
@Toad Style could you please fix it?
Max Bounce looks to be in a bit of confused state, at the start of every battle, the total Buxom storage begins unaffected by the Relics equipped, so it will fall into Break mode if the starting Buxom is higher than the default storage value. It will suddenly "Un-break" when the relics kick-in but it still loses the Max Bounce as a result, so the bounce cards can end up covering the deck at times. I remember there were around 50+ bounce cards flying about at once when I used the Chibi cards... so that was a thing.
Any time two Omega Recalls are active, only 1 new card is drawn but the game acts as if two cards are overlapping; under certain conditions I have not yet discerned, it will even bring the card back to hand if you played it (animation shows it zipping back out from discard to hand).
In addition, it counts cards exhausted with effects like Omegabsorbtion; such cards are blank translucent rectangles vaguely colored by type of card it's trying to pull (e.g. a Curse card is a translucent black).
Furthermore, it does not play well with full hands. I had a run with Dark Embrace received through an event so I frequently had full hands every turn, and Omega Recall tried to give me an 11th card which was not selectable unless I used another card first to get it into the 1-10 range.
If I had to hazard a guess as a lay person, Omega Recall's code is processing prior to other game state checks such as how many cards the player should draw or where a card currently is.
I'm Japanese, and this is my first time doing localization myself. I'm really enjoying the game balance, and above all, the art is amazing.
However, there are a few things I noticed that I'd like to report:
・Bug Report
In my environment, “ΩRecall” also caused a bugged behavior.
ΩRecall Behavior
- Adds a non-Status card to the hand (works correctly)
Adding one more: abnormal behavior.
The same card added in step 1 is duplicated into the hand with different card IDs (e.g., the 5th and 6th cards in the hand).
Though rarely reproducible, a discard pile bug also occurred where the duplicated card occupied the space between two discard zones.
Also rarely reproducible: after using the card once and transitioning screens between the discard pile and the hand, a blank version of the same card appeared and functioned as if it had the same effect.
・Behavior Issues
“OmegaCurse” functions correctly, but its behavior as an X-cost card feels inappropriate.
After upgrading, it should allow discarding multiple cards at once.
The process should take the X value, discard X cards outside the loop, and have other effects occur X times in the loop.
“ChibiCommand” seems to require exception handling when looping.
Unless a cap is placed on the strength gained, under certain conditions the strength can increase infinitely and the game may soft lock.
Is it intentional that “OmegaBonk” does not apply Strength?
・Typo / Display
“BraCloset” should have a boon after being upgraded,
but no such indication is shown.
(If this is a localization issue, I apologize—in my localization, I made sure it appears.)
That’s all.
Thank you for your continued work—I’ll keep supporting you!