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2022年3月7日 11時17分
Kaycee's Mod V0.30
Patch notes for the Kaycee's Mod beta

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https://steamcommunity.com/ogg/1092790/announcements/detail/3132821459653119350
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31-39 / 39 のコメントを表示
Hell_March の投稿を引用:
I agree ant queens are sub par. Perhaps instead of spawning an ant when played. Why not an ant egg ( much like a raven egg that evolves over a turn ) that spawn every turn or every other turn instead of only once when the ant queen is played
That's not a bad idea but I think it might be too late for a change that complex since it involves adding a new card and complete new sigil effect. Ant Queen would be fine if Warren buff moved to it instead, not too strong not too pathetic. Ant sigil as a whole sucks in any deck that doesn't go all-in on ants, that tweak means you might actually sometimes want an ant sigil because you use it for interesting Myco creations or on certain cave trial rewards.
Spyro の投稿を引用:
Will the game come to Switch soon?
I really dont think it ever will, sorry
Hype for new boss!
My biggest disappointment in the base game was not getting to fight *spoiler* (though, mind, it was PERFECT for the mood of the story. That feeling of lost potential, the realization that it's all legit *spoiler*)
BUT NOW,
HOLY COW!
Can't believe the amount of work you guys put into this extra content, tailored to user criticisms, and managing to do so without compromising the base experience. Hat's off to you. Thank you for going above and beyond.
Loving the new boss, and watching the end credits again brought a tear in my eyes! People complain that the early phases are too easy, because it doesn't play a lot of cards, but I do think that it's balanced! Very nice work!

Still hoped for a slight fecundity rework. As it currently, it's use is very situational, and needs a lot of planning. In Act 1 it was a puzzle reward, so it made sense that it was an OP thing similar to trifurcated or undying, where it matters little what unit it is on, that unit can be a carry of your deck. It's mostly useless on 0 or 1 cost cards, because those are two weak without a secondary sigil like double strike, and its useless on 3 costs because by the time you get to play the second 3 cost the game is over by either winning or loosing.

A sigil should not be ONLY useful if you pair it with 2-4 flames or 2 sacrifices altars and a mycologist. It should either give 2 copies so its worth to be put on low cost cards again or something.
Yar?
i feel like the artwork is hinting at a multiplayer mode (prob not but im hoping its foreshadowing it)
A.M. 2022年3月12日 19時25分 
Totopo の投稿を引用:
The final challenge added is AMAZING. Perfect way to cap off the experience. Half of the rest of the patch is iffy though:
Languages are great.
Non-sacrificable cards can be sacrificed with triple blood sigil? That's a buff for the Beaver, which was already buffed to be strong, odd. Makes enough sense for consistency I guess, and will be good for mods that add un-saccable cards.
Bell Squid gains power from Daus Chimes? Weird. Daus 100% needed a buff, but I don't think this helps. It's a fun interaction at least.
Myco issue fixed is ok, Myco was strong enough but this is basically just anti-frustration. Same with Pelt Lice issue.
Kraken keeping sigils is great! That card deserved it.
A buff to Warren and Beehive sigil? I don't get it lol, Warren was already really strong. Poor Ant sigil, it was the worst of the card-generator group and now the gap is MUCH wider. Beehive went from C to low S tier, but Warren just went from low S to top of S tier, while Ant Queen still sits in D tier. This really feels like it should have been for Beehive and Ant Queen and not the Warren. I do like that it's at least only added sigils, and not innate ones.

I'm really hoping there's still some minor tweaks outside of bug fixes. Important ones include:

GetFairHand (the mechanic reducing turn 1 hand RNG) is the biggest flaw in the mode, hands down. Not because it can put unplayable Bone cards in your turn 1 hand thinking they are "playable", but because you can abuse it to force the game to draw you a single super-buffed card every single fight on turn 1, which invalidates the Deckbuilding (because you only need to care about 1 card) and also the Fights (because you can skip 99% of them before Leshy gets a turn through a guaranteed OTK). The game would be much more enjoyable if GetFairHand was removed completely, but a tweak like having it only activate if your deck has 3 or more cards that are playable on turn 1 is also a massive improvement. Fecundity had to get nerfed because it was unbalanced, but Fecundity was a non-issue compared to GetFairHand abuse, which means once you get 1 super-buffed 0/1 cost card in the deck you can force the game to draw it turn 1 if you remove all other 0/1/bone cost cards, and then skip any fight with it. I've heard the bone bug will be fixed, but this is actually a BAD thing for hardcore players if the rest of the mechanic is left alone, because the bone bug is the thing keeping Fair Hand Abuse from being too easy to do in 100% of runs.

Anything at all to address Mantis God. Make it 1 per deck like Ouroboros/Long Elk, replace it in the Starter Deck with a regular Mantis, Make it a 2 blood 1/2. Any 1 of those 3 brings the game far closer to balanced, while keeping the card strong, you could even do 2 and the card would still be above average. Currently the card is so far above the curve that even if GetFairHand is fixed it's a problem when it's in a starter deck and the game has events like Myco and Goobert that let you make even more copies of it.

Quite a few cards are far too weak: Static Card, River Snapper, Rat King, Red Hart, The Daus are all cards you realistically should almost never pick outside of very niche situations if you want to win consistently. These are the cards that need buffs, not already strong cards like Warren. Even past those, there are cards like River Otter, Adder, and Mole that really just kinda suck on average, those 3 all fall in the "at least give them 1 more health" group.

Angler and Trapper/Trader essentially do not have a 2nd boss phase, because any ok player will never see them take a turn in phase 2 unless they know they have victory locked for turn 2 afterwards. Angler buckets deserve Stinky and Mighty Leap so they are slightly less of a joke. Trader phase should get some sort of boost like having the back row cards move forward instantly if you buy the card below them, which makes the phase actually a minor threat compared to the current fight where I can play my OTK card in lane 2 on phase 1 to beat that phase, and then spend the free pelt on lane 2 to guarantee victory if the other 3 cards didn't spawn with Mole sigil. Those fights worked in Act 1 where you didn't know the gimmicks in advance, but unlike Prospector they do absolutely nothing threatening to a player that sees the gimmick coming.

Having an uneven number of challenges for the last row is mildly ugly, I'd hope for at least 1 more challenge to even it out and give some more variety and difficulty on the high end. Simple effective ones could be "Max hand size of 5, cards you draw while holding 5 force you to discard down to 5" or "Less Buff tiles on the map".

Bonus: Having played with the patch for a day, Warren buff was a mistake. The card is way too good now, too many combos are absolutely broken beyond fairness. Unkillable is unlimited sacrifices and chump blockers, and that's a single sigil 2 other cards can give it. The strongest use for Ouroborus is now saccing it on your Warren. Gotta be undone, Warren is too fast and cheap for this much power, sigils like Hoarder or Trinket Bearer or so many others just are way too strong when your 1 cost card doubles them on top of providing 2 sacrifices/blockers. Beehive is extremely strong now, but at least it's slow enough to not be broken, that one can stay I guess.


The mode is so close to amazing, I'm hoping the last patches iron a few of those things out and then from there fan mods will be paradise.

Its so overpowered like- I was running ant run all challenge, haven't cleared a "all challenges" run, and I love ant. my opening pick was warren cockroach for a infinte warren. Starting out, that means my whole deck would go on the board so long as warren was pulled. I picked up another warren, and sacced the Ant Queen on it. Next board, I mushroom combined the ant generator warren with the infinite warden. The card was now the run winner. Absolutely insane, honestly.

Every Warren spawned a ant spawner infinte rabbit, which would be used to place the ant, over and over.
A.M. 2022年3月12日 19時27分 
Cpt.Roberto の投稿を引用:
Loving the new boss, and watching the end credits again brought a tear in my eyes! People complain that the early phases are too easy, because it doesn't play a lot of cards, but I do think that it's balanced! Very nice work!

Still hoped for a slight fecundity rework. As it currently, it's use is very situational, and needs a lot of planning. In Act 1 it was a puzzle reward, so it made sense that it was an OP thing similar to trifurcated or undying, where it matters little what unit it is on, that unit can be a carry of your deck. It's mostly useless on 0 or 1 cost cards, because those are two weak without a secondary sigil like double strike, and its useless on 3 costs because by the time you get to play the second 3 cost the game is over by either winning or loosing.

A sigil should not be ONLY useful if you pair it with 2-4 flames or 2 sacrifices altars and a mycologist. It should either give 2 copies so its worth to be put on low cost cards again or something.
I feel just buffing fecundity to spawn 2 of the card and then losing the sigil would be enough. Honestly, they ended up making warren fecundity 2. at least dam builder is natrually attached to a 2 cost beaver and they can't be sacc'd!
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投稿日: 2022年3月7日 11時17分
投稿数: 39