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
- Crystal Ball has completely bricked my magic run; once I connected it, all mana stopped flowing correctly. None of the "When mana flows through this..." items were correctly triggering anymore, despite having a network properly set up. Disconnecting the Crystal Ball did not fix the issue; it had permanently bricked the network, to the point where reorganizing my inventory to restore the network to its original setup and throwing away the Crystal Ball did not fix it.
- Spectre Helm appears to not work at all. I might be missing something, but it appears to have a broken interaction with being Ghostly; since it doesn't register its own position, it doesn't count itself as being "in the top row", disabling the item and preventing it from doing anything.
- Living Pebble fails to gain any benefit from Brick Plate; this is a problem that I think is happening to a fair few items that don't have an inherent activation or the property another item is giving them (for example, Living Pebble gaining a +Block property). There's other interactions/nonbos like this; this is just the one I was able to easily reproduce.
Great mod btw!
I can confirm the same issue for me. I have what I thought would be a fun structure based thing going, with 4 Parapets arranged on top of 9 Living Pebbles, 1 Living Brick, and 2 Living Plinths. It seems to maybe only partially trigger? Ostensibly I should be getting (with my arrangement) 16 block right out the gate from this arrangement. (I also have a bronze breastplate for +2 more). But the first turn of each combat I am seeing a grand total of 11 block appear.
I also have 2 haste being applied through reforging on 1 of the plinths and that is clearly not being taken into account at all (perhaps I need to arrange things differently but it stings if haste isn't applied first before the block is calculated). Maybe this is by design but it still feels wrong, like I'm not being rewarded at all for my expenses to make my system better until after the 1st turn - also the parapets seem extra worthless if they don't receive the haste bonus to make an impact on the first turn using the haste.
This is killing what I thought would be a really fun endless run to see how mighty I can get my system.
I do love the modpack though. Thanks so much for adding so many cool things! Thank you extra for your efforts to maintain it!
Link to picture of my setup after starting combat: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3074416727
***Also I noted that the parapets aren't dealing any damage. I haven't done the math on later turns to see what happens, but as you can see the units only took 37 damage which completely accounts for the expected damage from the living objects when there should be an additional 2 more damage from the parapets being affected.
****Also I don't see a version number posted in the change notes like the top of the bug reports requests so I cannot confirm the version of my mod vs the version that is most recently uploaded. I probably have the right version, but I cannot confirm it.
*****Final Final Edit: I can also confirm that several items have text that isn't coming through correctly, or the images aren't coming through correctly. Lil Ghosty comes to mind for one that has question marks for its image. The legendary slippers have trigger description text errors to list a couple.
******Did an uninstall and reinstall of the mod + restart of the game, interactions remain the same.
Not much can be done about things not having innate effects, base game defaults them the buff to an On Use trigger which is useless. For consitency sake we left out "deals 0 damage" or "gains 0 block" and similar effects out of our structures since base game doesn't do that and it feels wrong to call ourselves a seemingless addition when they'd stand out and promote using FD structures with FD structures over mixing in any base game ones. Funnily enough for a long time with unofficial tools it used to work differently where the intended "Each turn" would be applied instead but we got no idea what changed when for it to not be the case anymore, lol. For now we decided to leave it for when we can edit base game items and if that doesn't suffice, for when the Java API gets introduced. We patched a ton of missing text and textures this friday's update... that I have no published and delayed till next friday due to uni getting in the way, c'est la vie. Thanks a ton for the thourough report tho!
I mean, you make a super fun mod, you get a super thorough report back on it!
On a different run I noticed that Loan Sharks, when destroying them without paying for them, note that it will cost 10 gold and 10 life. Something is off there as what I am seeing is actually 10 gold and 1/2 your current life total.I haven't had an instance where I was damaged so I can't report back if it is half the current total or half the max health. But I was noticing big swings in HP and got confused.
Charged Mace uses X amount of energy. Where X is your current amount and deals increased damage based on the energy consumed. It consumes all energy without providing additional damage
Comet/shooting star. Supposed to deal 10 with a Use Every Turn line. However the weapon itself can be used infinitely in a turn as it has a zero energy cost.
Loan Shark can be cheesed with the Ginger relic. By moving an accessory (or a second loan shark) adjacent to the first it will be dislodged and it will trigger a second payout of the 20 gold. This can be abused quite hard with the accessory that allows you to spawn a Load Shark every turn allowing you to amass a significant amount of gold in a single fight with each loan shark producing a total of 40 gold each time.
Blood Stone- Is a cursed gem, it shows it gives +4 damage to adjacent weapons but does not list that it deals 4 damage per attack back to the player.
Diamond Shard- red error stating Error: Description for modifier could not be generated. And gives no indication what the bonus is.
Horror Hook does not properly show its rotational facing in the tooltip. Instead of saying Above, Below, Left, or Right based on the way its rotated it just says [Rotational]
Tartiana- Alt Use gives weapon +3 burn for a turn. Alt use and dragging does not function. Consuming the cherry by clicking it uses one charge and doesn't do anything.