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You have a few effects which start a new turn after ending your own. You appear to be using a custom function for this, which is usually a bad idea for mod compatibility. Try the method used in the Watcher's Vault card.
The art is good, cards are concise and clear. While I was offput at the beginning by the use of symbols for less than or equal to, I saw the length of the cards it was on and understood why.
LoseBlood could be renamed to Bloodloss or Bleeding over here in English.
The character feels weak and I don't understand why, as we struggled on ascension 5 and 10 to make this work.
5 strikes and 5 defends is bad. I know the Silent does it, but the Silent has loads of draw and discard in their toolkit to work around the fact that they have too many starters. Consider cutting down to 4s/4d or, since you have two starter attacks, 3s/5d.
We will watch your continued development with great interest.
- Grimm(BLACKSOULS)
- grimmMod
--GrimmMod initialize--
java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at com.evacipated.cardcrawl.modthespire.Patcher.initializeMods(Patcher.java:49)
at com.evacipated.cardcrawl.modthespire.Loader.runMods(Loader.java:501)
at com.evacipated.cardcrawl.modthespire.ui.ModSelectWindow.lambda$null$1(ModSelectWindow.java:285)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.NoSuchFieldError: Grimm_COLOR
at grimmMod.<init>(grimmMod.java:53)
at grimmMod.initialize(grimmMod.java:64)
... 8 more
And seems like Berserker Roar's card pool doesn't have Mad Bow Jubjub, Soul Harvest and Butcher's Chainsaw, is this intended?
Overall, yeah this update is amazing, old cards like Cleanse and Green Power feels like a better pick now since Grimm self-inflict debuff a lot more frequent thanks to Bloody Carthus & Commence Slaughter; and Berserker Roar give the best YOLO experience I've seen interstingly, my win rate became a lot higher with Berserker Roar run kek, if Grimm have Feel No Pain from Ironclad or a relic with similar effect then he's unstoppable
I have fixed the HP lose bug of Madness, Catherine and Goose, also add new card support for LoseBlood.
@Miya
已经修复了③⑤两个bug,更改了④的描述,①⑥将作为卡牌的特性保留,②我无法复现因此不做修改
2023/09/26
增加了两张新卡牌 狂战士咆哮 和 屠宰开始,修复了部分bug,调整了部分卡牌的效果
⑥金字塔使得梦灵牌无法进入弃牌堆从而相当于伤口(与此相比的是虚无卡即使有金字塔也可以自我消耗)
既然说到梦灵牌就顺便说说个人看法:尖塔是强调卡组循环的,但格林除了神速外没有主动弃牌的手段,所以梦灵卡难以单回合内循环,这些卡都应该进行一次调整
帮助抓些虫:
①如果剩余至少2个敌人,则电锯打1血敌人依然可以多次吸血(这和铁甲战士的收割不同),如果目标是仅剩的敌人,则电锯击杀后还能再打1次并吸血(费用许可的话)
②用深海骑士之锚攻击飞行怪时会有异常,比如只有深海骑士之锚会忽略飞行的减伤,但其他攻击卡会正确地受到飞行减伤
③骑士之剑+触发切换只给1+1虚弱 但描述相同的黑暗剑+可以施加1+2易伤
④用擦除移除至少3个负面效果时实际会获得2费而不是1费
dunno if this is fixable or not, but worth nothing nevertheless
Also wish LoseBlood have more skills or support for them, Chainsaw full heal everry time is hilarious I wish it ended up even more broken lol
抱歉,我这里无法复现这个问题,请重装一下mod看看能不能解决。另外,也可能是跟其他mod发生了冲突
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.NoSuchFieldError: Grimm_COLOR
at grimmMod.<init>(grimmMod.java:53)
at grimmMod.initialize(grimmMod.java:64)
... 8 more
这段日志显示了一个Java程序的初始化过程,其中包含了一些类和方法的重定义(Retransform)。然而,在执行一个名为"GrimmMod"的模组的初始化方法时,程序遇到了一个NoSuchFieldError的错误。具体来说,这个错误是由于GrimmMod类中引用了一个不存在的字段"Grimm_COLOR"导致的。可能是这个字段被修改或删除了,而GrimmMod没有及时更新导致的。需要查看代码并对其进行调试以解决此问题。
作者救命!!!
Fixed the bug about the keyword Undead,and add a Japanese translation.
I use machine translation to write the Korean decription. If it has problems, please notice me, thanks.
@st37071556
時間はかかりましたが、日本語訳を作ってみました。
Black Rabbit Ring and Reinforce also works though mainly due to repeating attack cards to play with switch shennanigan, so overall the good options are among common and rare, imo those are enough to support armed & switch
Curious at how would you draft your run with Grimm though, since most of the frontload is from Switch cards so I can't see why they aren't worth drafting.
I think it might be kinda hard to balance cards that either do something extra or don't - they'll either feel too powerful or not worth drafting. It's just not very consistent in a game that tends to focus on consistency. Maybe if you started with Switch activated it would feel more strategic, and inicentivize drafting Switch cards more/
Thanks for update,I've added it.
@Zu
Thank you for your suggestions, but I think there are too many descriptions related to loseBlood, so I don't plan to change it at present.
@Skyfall Terminus
I have modified the animation of RagnaBlast and RottenScythe according to your suggestions. For other weapons, now there are so many attack cards in this mod, so I tend to conceive some skill cards before add new attack card
About animation effect, I'm looking forward to your result! Had some other idea for it though, like Drake Sword (Hellkaiser weapon) can use Inferno attack from Hexaghost of Act 1 (the 6 hit move with fire engult over the screen); and maybe Moonlight Greatsword can use Hyper Beam of Bronze Automaton of Act 2? Firing a really huge laser beam is the closest to Moonlight Rend, so that's where my idea came from. Anyway, wish you the best luck!
seems something is updated on this mod, so i updated some text for korean trans. so can you update these?
暂时没学会怎么加这个音效,等以后的版本会进行尝试
Have fixed the Knight Pride bug, thank you for reporting.
@Skyfall Terminus
I use LoseBlood instead of bleeding because there are some mods use bleeding as debuff name so I was afraid of conflict. For the animation effect, I still need some time to study which one is more suitable.
@Sagil
Have fixed the Keyword bug, English Translation can display keywords normally now.
@arex10
Have fixed the Holy Banner bug, thank you for reporting. I also changed the effect of Acrobate Evade and Erase to make them less overpowered.
But overall Undead is pretty overpowered, like Requiem get Grimm to ideal HP zone to enable all cards require low HP plus protection via being unkillable, which also refund 10-20 HP depend on how many Undead turns left when the combat end. Spamming cards like Uchinagata (pay 10, AOE 10 dmg) and Broken Sword (pay 8, single 19 dmg) or Bloody Carthus (pay 5 draw 1-2, gain 2 energy) without the fear of dying is nutty under Undead turn, also Dead Man Blow exist
- The block card with artifact and the block card that removes debuffs seem overpowered, especially in combination with the card that grants 2 str and 2 dex for a turn. I'd consider making the artifact card exhaust and making both of them uncommon or rare. Compare to Panacea which grants artifact, is uncommon, and exhausts
- The power that grants 1 energy and 5 heal per turn cannot be used if you already have the power that plays the first attack twice. Not sure if this is intentional or a bug. Both of these cards are very powerful, and I would consider upgrading to rare
- Starting relic seems weak. I did the boss swap at Neow almost every run, but maybe I did not fully understand the power of undead. I almost never used it or madness in any runs.
- Agree with other comments that bleeding (lose blood) is underpowered. Maybe make it more similar to poison?