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05:16:20.008 INFO basemod.BaseMod> powers modified
05:16:20.124 INFO basemod.BaseMod> powers modified
05:16:20.240 INFO basemod.BaseMod> powers modified
05:16:20.375 INFO unlock.UnlockTracker> Already seen: FutabaLiL:FleetingThought
05:16:20.377 INFO core.CardCrawlGame> Exception occurred in CardCrawlGame render method!
05:16:20.379 ERROR core.CardCrawlGame> Exception caught
java.util.ConcurrentModificationException: null
at java.util.ArrayList$Itr.checkForComodification(ArrayList.java:901) ~[?:1.8.0_144]
at java.util.ArrayList$Itr.next(ArrayList.java:851) ~[?:1.8.0_144]
at FutabaLiL.cards.FleetingThought.processLastShuffle(FleetingThought.java:102) ~[?:?]
at FutabaLiL.cards.FleetingThought.access$000(FleetingThought.java:19) ~[?:?]
at FutabaLiL.cards.FleetingThought$ShuffleTracker.Postfix(FleetingThought.java:85) ~[FutabaLiL.jar:?]
at com.megacrit.cardcrawl.relics.AbstractRelic.onShuffle(AbstractRelic.java:625) ~[?:?]
at com.megacrit.cardcrawl.actions.common.EmptyDeckShuffleAction.<init>(EmptyDeckShuffleAction.java:41) ~[?:?]
at com.megacrit.cardcrawl.actions.common.DrawCardAction.update(DrawCardAction.java:122) ~[?:?]
at com.megacrit.cardcrawl.actions.GameActionManager.update(GameActionManager.java:179) ~[?:?]
at com.megacrit.cardcrawl.rooms.AbstractRoom.update(AbstractRoom.java:325) ~[?:?]
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2532) ~[?:?]
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:876) ~[?:?]
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:423) [?:?]
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225) [?:?]
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126) [?:?]
Controllers: removed manager for application, 0 managers active
On the plus side, this mod makes for a unique experience unlike any other. You clearly put a lot of thought into how it all interacts and how it's supposed to feel like when playing.
What I personally don't vibe with is how it's built around bittersweet design, as in various cards can be strong but come with a downside or prerequisite. In other words, it's like jumping through hoops to achieve what other characters can do with less effort.
I'm not familiar with the source material but I imagine this was the driving force behind your design process, which is a fine approach, but perhaps it's not advertised clearly enough. It reminds me of the Clockwork mod which understates how much work it is to get your run going.
Apropos, the one thing that stands out to me is that the first act is already the least exciting in the vanilla game, so I'm wondering what you think about how Futaba prolongs the first act further by debuffing herself and sometimes adds practically dead cards to her deck hoping to find more pieces of an elaborate puzzle.
Maybe I'm too smol brain for this mod, but I think it would go a long way if you started with prayer wheel for free just to smooth out the early game.
Thank you for the feedback! Indeed, some combinations are much more difficult to assemble than others, even within the mod. I will try to address this in the next patch.