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
Now that you mention it, I do agree that the music in this mod is a bit louder compared to base StS. I can adjust it down a little in the next update.
Gastly actually used to be at 4 Stamina with a 3 cost Intangible move, but then I buffed it because it felt a bit weak with those numbers. Since the most common stamina heal is 50% (rounded up), at 3 Stamina with 2 cost, it would get back enough Stamina to use its Intangible move, but at 4 Stamina with 3 cost, it would not. Keeping Gastly in to heal its Stamina also has the opportunity cost of not using any of your other Pokemon's moves for a couple turns, which isn't a non-trivial cost. If I need to nerf Gastly, I'd rather increase the HP cost of its moves (maybe make Dream Eater costs 2 HP instead of 1?)
1. Not sure how the targeting work but Pokemon could use better targeting. Ideally lowest health monster and whether if it can break the enemies block. In the Digletts fight it's annoying to constantly order them to switch target every turn
2. Pokemon seem to be counted as enemies instead of a separate ally class.
- Effects that hide enemies intent such as Runic Dome also Hide the ally pokemon's intent
- Don't know if it's intended but wrath also double pokemon damage
3. Removing Diglett enemy block doesn't update ally pokemon intent damage correctly
4. Alakazam's Magic Guard Power doesn't work on card effects that were modied by outside sources such as Chimera Cards
5. Saving and reloading multiple times gradually turning off the game sounds
6. Saving and loading cause the order of captured pokemon to be reversed
7. The legendary birds 0 cost moves are op imo. Infinite use of free foresight, hologram. Moltres move also allow you to view the draw pile in order, give a similar effect to frozen eye. Also agree with Gastly being op
8. I can't reproduce this but picking pokemon when in full slots sometimes soft lock the game from continuing. And sometimes allow to pick the pokemon an extra time for total of 7, but force you to remove one after the end of the next combat
Combat being a bit slower than base game is probably inevitable since your Pokemon will be taking an action every turn, which eats up time. In addition, you will spend extra time deciding which Pokemon/moves to use that you wouldn't normally have to in a different act.
Thanks for the detailed feedback and bug reports! I'll address them one by one:
1. Right now your Pokemon choose targets randomly. When I first made the Diglett encounter, I had the idea that it would "teach" the player the importance of choosing your Pokemon's target manually, but in hindsight, the hassle of retargeting every turn for that encounter would become annoying after encountering it several times. I'll update the ally Pokemon's targeting so they will prioritize enemies with no block and then low HP enemies so the player doesn't have to retarget as much.
2. Thanks for pointing out Runic Dome, I had forgotten about that :P. As for Wrath, the way it's implemented in the code is closer to "All characters deal double damage." Personally, I thought this interaction was a neat bit of incidental synergy with your Pokemon so I decided to leave it as is.
3. Will be fixed, thanks.
4. Will be fixed, thanks.
5. I tried save-loading multiple times, but I didn't notice any substantial decrease of in-game sound volume.
6. Will be fixed, thanks.
7. For the birds' moves, I wanted to try creating a cycle of 0 stamina weakish card-manipulation type moves, and I figured that their lack of direct impact on the encounter and lack of actual card advantage would keep them in check. Moltres showing the draw pile in order is unintended and will be fixed. Similar to Frozen Eye, Articuno's Scry 4 requires a fair amount of thinking ahead for the player to benefit from it, and I don't think the average player would utilize it to its fullest extent to warrant nerfing it at this time. As for Zapdos, I agree that the reusable Headbutt effect every turn has the potential to get out of hand very quickly, especially with cards like Rampage - for now I decided to nerf the effect to "Shuffle up to 2 cards from your discard pile into your draw pile". This way, the general theme of the move remains while being less immediately beneficial.
8. I think someone posted a similar bug in the bugs thread, but I wasn't able to reproduce the issue. Lemme know if you find a way to consistently encounter the problem.
Yes, I tried using Save & Quit -> clicking Continue on the main menu multiple times.
It's possible the sound bug is due to a conflict with some other mods (I tested with only this mod and its dependencies enabled). Could you provide the list of mods you were using at the time?
Would it be simple (I don't know) to add a -25% or -50% health mode to the pokemon to see how it feels?
Simply reducing enemy HP would like that would make the encounters far too easy. You could try using the SuperFastMode mod to speed up animations and see if that feels better.
In that case, I'm not really sure what the problem could be.