东方光耀夜 ~ Lost Branch of Legend

东方光耀夜 ~ Lost Branch of Legend

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VariantsC
   
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6.016 MB
9 月 22 日 下午 12:15
10 月 25 日 上午 2:11
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VariantsC

描述
Variants C v0.5.1
under development

Korean translation by raspberry Caffeine Monster
Japanese translation by 「名無しでありたい」


Adds new starting loadouts. Each loadout contains new spell card, cards and shining exhibit.

Initially, I planned to release this mod once it had a loadout for every character but *Bloody Ripper* turned out pretty good and took way more balancing effort than anticipated. Working on it gave ideas to other exhibits which could dramatically alter the way the game is played. However those might take some time to implement and polish. Hence, I want to make this mod available now instead of leaving it to collect dust.


Reimu C nothing special. For the time being.

Bloody Ripper

makes the game bloody difficult. It's the kind of exhibit which deck build needs to be centered around. Its effect need to be thought about every turn to capitalize on heal proc. And then hp bleeds out real quick nonetheless.

L7 clear is still very much possible but probably not without a few failures. There are some emerging quirks and dynamics which need to be understood. Balance feedback is very welcome.

Marisa C

get cards get cards get cards get cards

Source code: github[github.com].

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Mod has a config toggle for making new starting cards pooled or not (pooled by default).

Changelog
---
'0.5.7002' Add Japanese translation. Thanks to 「名無しでありたい」.

'0.5.7001' Workshop update.

'0.5.7000' Update for LBoL 1.7.0

'0.5.6100' Fix MarisaC compatibility with runLogger.

'0.5.6000' Fix MarisaC not working.

'0.5.5000' Update for LBoL 1.6.0 beta. Not compatible with previous versions.

'0.5.4200' Fix config.

'0.5.4100' Change starting cards pooling rules. New starting cards are not pooled unless the player has corresponding loadout exhibit. Configurable.

'0.5.4000' Cap Ever Hoarding numbers, add certain anti-stall mechanic.

'0.5.3000' Improve MarisaC starting deck, change Ever Hoarding rare probability, change how Innate keyword works.

'0.5.1100' Make MarisaC spellcard once per battle to prevent stalling for P.

'0.5.1000' Add MarisaC.

'0.0.4200' Update for LBoL 1.42.

'0.0.4100' Start using batch loc, instead of global loc.

'0.0.4000' Hickeys+ cost 1 instead of R. Adjust Blood Drain trigger order when discarding a Knife (matters for Mito no Mitsukuni).

'0.0.3200' Added Korean translation. Thanks raspberry Caffeine Monster!

'0.0.3100' Exposed localization files.

'0.0.3000' Initial upload.

8 条留言
neo  [作者] 10 月 16 日 上午 3:29 
Nah, don't plan to work on this mod for the time being.
Seven ate you 10 月 11 日 上午 11:29 
Not sure if you plan on making another variant for Reimu, but it'd be cool if there was a variant that had a relic that gained bonuses for having cards retained. Reimu has a lot of cards that retain and no bonuses for actually retaining them, without adding Marisa.
Tlatchga 10 月 5 日 下午 5:41 
Playing a lot more SakyuaC, I would also reccomend having the Blood Drain healing happen BEFORE death triggers, that makes it more possible to survive the wisp enemies that explode on death- thought I would heal and killed 3 of them in the Rin fight, and died to their death explosions and got no healing.

That said, I do agree SakuyaC can get really strong in the late game if you spec it right, but that's not really an issue considering that other characters can go infinite and become infinitely strong (i.e. infinite damage/infinite block, maybe infinite buffs/healing with the right setups), so maybe that's food for thought on balancing SakuyaC's late game. Regardless, loving the C sets, though ReimuC and MarisaC have not help my attention in the way that SakuyaC has. Thanks again!
neo  [作者] 10 月 5 日 上午 2:15 
Glad you're enjoying this. Honestly, i haven't played SakuyaC in a long time but i remember early game being extra hard and probably requiring a bit of luck. It's definitely possible, i cleared with her several times, even without certain rare exhibits which makes SakuyaC pretty busted.

I do like your suggestions, particularly the one with 6 stacks but idk how i feel about tweaking balance since i haven't played her in so long. Maybe it's ok for SakuyaC to be a bit of a puzzle character for masos, heh.
Tlatchga 10 月 4 日 下午 7:55 
Another thought would be making throwing knives leaving the hand without being played build up the blood drain counter, though you'd probably need to make it a counter of 6 and playing attacks increment by 2, and non-played knives increment by one.
Tlatchga 10 月 4 日 下午 7:52 
Really loving the mod though, Sakuya C is really addicting to smash my face into trying to make work!
Tlatchga 10 月 4 日 下午 7:52 
Another way that might be workable is making the blood drain status effect go to one stack at the end of turn instead of zero, that way if you can only play 3 attacks in a turn, you can still heal the next. Alternatively to this, make the blood drain attack counter not decrease at turn end so you can set up to be able to heal with 2 attacks instead of always needing at least 3 attacks per turn to heal.
Tlatchga 10 月 4 日 下午 7:52 
The RNG bled of 1-3 on every card seems really harsh- maybe make it so the bleed is equal to the Blood Drain counter (so any card with zero progress towards gaining blood drain bleeds zero, the first attack and any cards between it and the second attack bleeds 1, and so on). This would help make the drain more predictable, still make you want to be aggressive and attack a lot in one turn, but would also not super punish players if they dray a bricked hand- they can defend up then play an attack or 2 for minimal bleeding and still make progress in the fight. As it is now, it feels like unless you highroll the early card rewards, you just don't have the sustain to make it.