安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






https://youtu.be/BWgGaqrApto
If this mod was given another pass to trim the fat, (or, alternatively, by adding more micro-synergies between cards, like more reasons to draft "familiiars" powers) I think it could be up there with the absolute best character mods. As it stands, I like it, but I tend to start losing interest in the run around Act 3.
On the plus side: runs feel VERY different from each other. On the minus, it feels like there's less in the way of archetypes to build towards.
It's a shame, as this may have been my favorite mod for this game. I know modding is hard work, so. I'll hope this returns one day.
Begin patching...
Patching enums...Done.
Finding core patches...
Finding patches...
java.lang.NoSuchMethodException: Patch witchmod.patches.MonsterRoomPatch:
No method named [getCardRarity] found on
class [com.megacrit.cardcrawl.rooms.MonsterRoom]
at com.evacipated.cardcrawl.modthespire.Patcher.injectPatches(Patcher.java:331)
at com.evacipated.cardcrawl.modthespire.Patcher.injectPatches(Patcher.java:252)
at com.evacipated.cardcrawl.modthespire.Loader.runMods(Loader.java:334)
at com.evacipated.cardcrawl.modthespire.ui.ModSelectWindow.lambda$null$1(ModSelectWindow.java:265)
at java.lang.Thread.run(Thread.java:748)
Please fix this! The Witch seems super cool.
No method named [getCardRarity] found on
class [com.megacrit.cardcrawl.rooms.MonsterRoom]
at com.evacipated.cardcrawl.modthespire.Patcher.injectPatches(Patcher.java:331)
at com.evacipated.cardcrawl.modthespire.Patcher.injectPatches(Patcher.java:252)
at com.evacipated.cardcrawl.modthespire.Loader.runMods(Loader.java:334)
at com.evacipated.cardcrawl.modthespire.ui.ModSelectWindow.lambda$null$1(ModSelectWindow.java:265)
at java.lang.Thread.run(Thread.java:748)
If map-makers can get their stuff officially adapted into Killing Floor 2, I might hope authors could get some of these characters into Slay The Spire.
I'd like to repeat the bug report of X costs not working with Chemical X and the like. It's the only real problem I've found with the mod so far.
There's also one very minor thing: https://gyazo.com/2a56dee633fc1ec38bf0fdf4ba151c67 . Is this intended? It might only happen with the bell. 1/2
Anyway. Thank you SO much for making and sharing this. I've had so much fun with it, and expect to have so much more. 2/2
as for the bad... there is an insanely strong 2 card combo that makes you unkillable and out of 3 runs i was able to attain said combo all 3 times. now i understand others have some i-win combos, but not at 2 cards... that said, a very fun class with a ton of fun mechanics and synnergies and only the one drawback.
Same bug as reported by derekl5000 here. Chemical X was a massive waste and lost in Act 3 when I bought it over other options.
Exemple: I have doubt, regrets and curse of rust in my hand. Doubt gives a weakness on an enemy, then regret does 3 damage on a random enemy since I have 3 cards in hand, then lastly rust does its normal effect of exhausting my hand since it cannot be applied to a enemy.
I'm worried that her Cain might be too powerful (no longer allowing 3 debuffs to tick down) but the fact that I can get far but not 'win' makes me think she must be pretty balanced.