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I don't think this is a good change, since it's only useful for full healer Huz, which is not the only way to play her. Also, the fundamental problem with the card is that it's a Once buff that is supposed to counter DoTs. Extending the duration by 1 turn hardly solves this. Furthermore, it screws up Healing Wounds' balancing. If you remove the Pain damage, then they become a Joey regen that can also revive allies. A better rework would be something like this:
No longer Once and only affects 1 ally. Converts (e.g. 50% of) the next instance of Pain damage into Healing Wounds.
This integrates Pain Equals Happiness better with Huz's identity as a 'counter-healer'. It also forces her to choose whether she wants to negate her cards' downsides or lessen DoTs. If she's spamming heals, anyway, she should have no problems sustaining through the added damage. If she's playing aggro, this gives her another card to counter enemy nukes. Lastly, since it no longer negates damage, we can remove Once from it.
> Alternative Shadow Curtain
I'm not sure how I feel about this one. I rely on Shadow Curtain to run Trisha in some super aggro comps, and it doesn't feel too strong to me, even with Mirror Image. Without Double Team, all that Shadow Curtain really gives you is a one-time dodge. The only scenario that would make this busted is if you have 4 stacks of Double Team, a Backstab, and 2 allies that are, or are about to be, at death's door. In all other cases, you're better off duplicating a defensive skill or a nuke (or even a set-up skill).
Being able to fix Shadow Curtain would certainly help Trisha's early game, but later on, it would make the skill completely irrelevant. Why would I want to fix a dodge that sometimes gives me crit when I can fix Shadow Slash for stacking crit that buffs the entire team (not just Trisha) + damage + resets vs full health enemies? I don't know, maybe I'm playing her wrong.
Anyway, don't let me ruin your mood. I'm happy that Chrono Ark is getting attention from modders, and I hope to see more of your in the future.
Wouldn't changing Pain Equals Happiness to single target but increasing its effect actually make it weaker? Keeping in mind that fixed abilities can't be spammed every turn on expert. But I do think this card is underwhelming as it is in vanilla right now.
Shadow Curtain modification was mostly intended as a nerf for small duo team decks where it could offer dumb levels of sustain. Although now since fixed abilities don't use Trisha's passive the extra stun and buff can be attained without wasting free cast which is neat I guess.
Anyway, card variations and tweaks can be endless and I feel like majority of the cards are in a good spot with some exceptions ofc. I mostly made these card mods because changing cards is probably the most obvious modification and it also seemed like a good starting point. However, what I think this game needs the most now is a bigger variety of challenge. Don't think regular battle pool changed too much since 1.4 which was over a year ago. And some bugs could go away too (damn you veiled sword).
Anyhow, I'm not an experienced modder or anything so delivery of new content might be (very)slow. But I'm thinking about spicing up bosses next :)
https://i.imgur.com/c5YgMIB.jpeg
Right now it negates all Pain damages and gives back half as HP, so you get 1.5x health advantage - at least that's what the wording leaves me to believe; correct me if I'm wrong.
My idea was to deal x% of the damage instantly, and to deal the rest through Healing Wounds. This would make it so you need good timing to get the full health advantage - or enough healing to brute force the pain damage, at which point you're probably OP, anyway (or about to die to fog).
Right now the card cucks bosses that rely on pain damage, e.g. Witch, while having almost no skill expression. That is why it must have Once (assuming bosses can't bypass it, which would be bad game design).
I didn't think about the fixed slot. We would probably have to give it 'Cannot be fixed' and increase the mana cost to 1, since 0 is too little for its utility.
I agree. The only character that I think really needs a rework is Azar. His illusion swords should give some utility other than damage, so that he doesn't get neutered by every boss in the game. Maybe give him a new passive that does something with the leftover swords.
Hm, maybe. I'm still relatively new, so it doesn't feel that stale for me yet. I do wish that pathing played a bigger role. Maybe the shopkeeper gets a different inventory based on how many battles you've fought, or the chest items change somehow. Give some depth to the dungeon crawling aspect of the game.
Yeah, well, you're more capable than me, haha. I could help out, but I suck at OOP, so you'd have to bear with some growing pangs. Bosses don't seem too bad for me, but I'm curious to see what you come up with.
Honestly it's really bad at this in vanilla. It has a 2 turn duration, but on the 2nd turn it wears off before pain damage tick, so you get exactly 1 turn of DoT prevention. It's really just not very good compared to other options, including her own alternative, Punish, which can do crazy damage with only moderate setups.
Hey cool to see the enthusiasm. Help with modding is not only limited to code. Sprite, effect and other asset design can be very valuable for creation of new content, for example. But just general feedback, balancing or testing can be helpful as well. If you wanna try writing some plugins by all means go ahead and don't hesitate to ask questions but bear in mind that modding is gonna spoil the game for you.
Thanks for making the plugin.
We thought through this that there is a possibility of official support for mods and workshops.
It's difficult right now, but i'll try to official support for the mod.
Please let me know if you have any questions.
Very exciting that desire for a modding scene has been noticed. Official mod support would be amazing but it's completely understandable that adding modding support is not a priority.
I may have some technical questions regarding codebase if that's ok
There was a big bug where cursed enemies failed to drop gold but latest release should be fine now.
Anyhow cursed battles in Sanctuary are pretty unfair and possibly even harder than final boss, therefore, even with better rewards aren't really worth doing. The idea was to make them cursed just for a sake of optional challenge since they can be bypassed with lifting scroll anyway. But there's an option to disable cursed battles in the final area altogether. Check out file at
<ChronoArk.exe dir>\BepInEx\config\org.neo.chronoark.runmutators.morecursedbattles.cfg
(acceptable values for cursed_battles_in_Sanctuary field are true/false)