Wildfrost

Wildfrost

SoultideMod
Showing 11-20 of 32 entries
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Update: Apr 13 @ 8:39am

4.13 挑战与升级更新!(Challenge and Upgrade)
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1.风暴之心战斗更新!这会是一场困难(?)的战斗,将会分为A,B两面
A面:以 明光花瓶 进入风暴之心
B面:以 金苹果 进入风暴之心 (暂未实装!)
2.人偶进阶机制加入了详细的触发条件,主要分为战斗事件与挂饰转变两类.
3.一个新挂饰,一些平衡性调整,一些bug修复,一些图标补全
4.之后的更新中会陆续加入更多新挂饰与人偶进阶,以及风暴之心的B面,主线战斗4和7的重置,还有整体战斗数值调整
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1. Heart of the Storm Battle Update! It's going to be a difficult (?) The battle will be divided into two sides, A and B
Side A: Enter the heart of the storm with the Lumin Vase
Side B: Enter the Heart of the Storm with the Golden Apple (not yet available!)
2. The puppet advanced mechanism has added detailed trigger conditions, which are mainly divided into two categories: Battle Events and Charm Upgrade.
3. A new charm, some balance adjustments, some bug fixes, and some icon completions
4. In the future updates, more new charms and puppet advancements will be added, as well as the B-side of the Heart of the Storm, the reset of main battles 4 and 7, and the overall combat stats will be adjusted

Update: Apr 6 @ 4:50am

Update: Mar 30 @ 10:03am

Update: Mar 23 @ 9:05am

修复了一些bug,给StatusEffectTransformedNextPhase加了点约束,现在在复数张卡时能更准确的添加与移除.
Fixed some bugs and added some constraints to StatusEffectTransformedNextPhase. Now it is more accurate to add and remove multiple cards

Update: Mar 16 @ 8:51am

3.9/3.16 火与岩浆更新!(Fire and Magma)
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1.加入了两个挂饰,火焰挂饰与阴阳挂饰;以及两场战斗,战斗3和7的分支;一个新人偶米迦.
2.以及人偶进阶机制(该部分仍在调试中,不过已经可以用了,之后会对触发条件增加具体描述)
主要分为两类:战斗进阶(在原体系上获得更加独特的能力)和挂饰转变(转变体系并拥有更加强大的能力)
关于这个机制,为了避免模组定位过于重复的问题,我根据社区大佬的StatusEffectInstantCombineCard重写了个StatusEffectTransformedNextPhase,与合体不同,它的本质是拆分,允许你把一个卡拆为不同/相同的卡,并根据顺序或名称赋予不同额外挂饰,如果有想了解的你可以在MoreHeartMod的代码里找到它.
3.加入了BossRush模式,这会使一场战斗中出现当前战斗的所有Boss,与上述提到的战斗进阶有关,Debug模式加入全饰品模式.
4.一些平衡性调整,以及月底更新会重置一些老人偶的能力,并加入一场新的支线战斗,关于主线的风暴之心也已经有想法了,不过不是这个月.
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1. Added two charms, fire charm and yin-yang charm; as well as two battles, the branches of battles 3 and 7; A new companion Micah.
2. And the companion advanced mechanics (this part is still being debugged, but it can already be used, and a specific description of the trigger conditions will be added later)
There are two main categories: Combat Advancement (gaining more unique abilities on the original system) and Charm Transformation (transforming the system and having more powerful abilities)
Regarding this mechanism, in order to avoid the problem of too repetitive module positioning, I rewrote a StatusEffectTransformedNextPhase based on the StatusEffectInstantCombineCard of the community, which is different from the combine, its essence is splitting, allowing you to split a card into different/identical cards, and give different additional charms according to the order or name, If you want to know more about it, you can find it in the code of MoreHeartMod.
3. Added the BossRush mode, which will make all the bosses of the current battle appear in a battle, which is related to the above-mentioned battle progression, and the Debug mode is added to the full charm mode.
4. Some balance adjustments, and the update at the end of the month will reset the abilities of some old companions and add a new side battle, and there are already ideas about the heart of the storm in the main story, but not this month.

Update: Mar 9 @ 9:07am

Update: Mar 9 @ 8:36am

Update: Dec 3, 2024 @ 7:56am

Update: Oct 14, 2024 @ 3:03am

10/14
1.一些平衡性调整
2.第五关增加了一个特殊同伴与关卡内的特殊互动
1.Some balance adjustments
2.Battle 5 adds a special companion and special interactions within the level

Update: Oct 7, 2024 @ 7:13am

10/7
1.又加入3场战斗,嗯...怎么说呢,制作战斗比我想象的要困难,我不能很好的平衡或者让他简化,在做到让怪物之间有互动的情况下,哪怕只有一条简单的互动在实战中都会变的比想象中复杂,角色之间也一样,他们的互动远比我设计之初复杂的多使得角色过于强力,我不确定继续提升怪物的血量是否正确.
2.一些平衡性调整
3.以及再次感谢社区的各位,我学到了很多,以及如果大家有关于平衡性调整方面的建议欢迎留言
1.Three more fights, um... well,making the fight was harder than I thought it would be, and I couldn't balance it well or simplify it,In the case of making the enemy interact with each other, even a simple interaction will become more complicated than imagined in actual combat, and the same goes for the characters. Their interaction is far more complicated than I designed at the beginning, making the characters too powerful, and I am not sure whether it is right to continue to increase the monster's health.
2.Some balance adjustments
3.And again, thank you to the community, I've learned a lot, and if you have any suggestions on balance adjustments, please leave a comment