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有一说一,这角色拿了树皮以后是真起飞了,再重调出一堆能力药,一回合开几十个能力都行
(for the scrolling, maybe a small message can appear at the top of the buff/debuff area, and then maybe pressing control+mouse wheel can scroll the current list of buffs, left by 1 slot per wheel scrolling step, or it's time limited so scrolling with any speed of mouse wheel scrolling, and any amount of scrolling, only shifts the list to the left by a maximum of 1 position per real time seconds or something but i try and have another think about how it could work)
I don't think the base game updates at all. If someone makes that fix, it should probably be added to a mod, possibly BaseMod.
can i check if you would be ok with the possibility of another modder utilising the code of the potion sack (or yourself if you are willing and able), so that a vanilla bug can have a fix?
someone mentioned that the feature / fix was actually available in your mod (as a starting point) and they could be right :)
basically it was to try and cater for lots of potions, but not just 3 minorgatherer ones, but more actual ones:
https://steamcommunity.com/app/646570/discussions/2/3425563679846572880/
It's a very fun character btw
https://steamcommunity.com/app/646570/discussions/2/3553931489678246167/
(i know you mentioned liking to keep the gather to original ideas, so i posted separately in steam forums something that maybe one day we will get to play with your cool gatherer mod too) :)
btw there was 1 potion (energy potion) in think from the Treasure mod, which i wish would trigger in all relics which do something when a potion is played :) it does trigger for somethings but not all
The other day I made a list of changes I'd like to make, and there were tons of them. Then I lost interest in it because it takes too much time, and I'll have to contact the translators as well.
If I'm going to update this mod, it will be a very small one, only fixing the most critical issue. I haven't decided what that issue is, and thus I'm not sure when that will happen.
https://steamcommunity.com/workshop/filedetails/discussion/1611788501/3394037847183314405/
what if there was a BuildUp card, which did the damage (but based on the number of unique card 'names' for which you actually have multiple copies of :)
so for example, if my deck has a basic strike x4, a basic defend x 5, 1 reaper, 1 uppercut, and 2 punishments, then BuildUp would have a multiplier of 3....(counting strike, defend, and punishment unique names, since i have multiples of those 3) :)
As for the end scene art I guess that makes sense. Maybe since you can't (I'm guessing) commission art for it or anything, you could make the ending just lines of text reading what she does after slaying the heart. Just so it's not ironclad.
My example idea is
"And so the heart withered,
the Spire slept,
the Gatherer, collected a lily growing atop the spire,
one that could complete her most valuable elixir."
Ya know? I'll not pressure you much more on the matter. I'm just taken aback everytime a mod character has simply Ironclad's ending. XD
About Toy Ornithopter: It was immediately obvious that healing 5 HP whenever you use a lesser potion was too overpowered. You could always heal to full hp, ignoring any mistakes you made in combat.
So I tried to reduce the healing amount. But even if it's reduced to 1 HP, you can always heal to full by using "stalling" strategy; don't kill the last enemy and use lesser potions over and over. I don't want to promote this, in fact the nerf makes the problem worse, because you need to stall longer. So sadly, I decided to make Toy Ornithopter not work on lesser potions at all.
About Victory Scene: Well, I obviously want all of my characters to have unique victory scenes. The problem: I not good at art, and drawing for victory scene is much harder. Sorry, it's not going to happen soon.