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报告翻译问题






The future projects section seems interesting.
Picking up units such as Cloth and Tiso meant no focus charm, no void charm, no lumen vase for them. I remember a time I picked up these units, found a void charm, and had little to use it for. Even if effects need to be changed, effects being boostable seems more exciting.
I've been playing the mod a lot recently and I've enjoyed the changes so far.
My losing team was the Hornet Variant which gets spikes on redraw bell, Cornifer, Booshu and I think Mask Maker.
Anything I can do to fix that?
This card is bound to the deck for 2 reasons: For one its thematically accurate, and secondly its supposed to feel like a junk/curse that constantly threatens your plans.
If luck is on your side, maybe you can remove it via charms that give consume.
That is why it really pains me how much i dislike void mask.
I hate "bound". If i want to play a deck that does not use void i would like to remove the card.
Why force the mechanic? The mechanic is good enough, players will use it on their own in some runs, no need to force it.
Keep it up, Love your work!
Despite all this, I'm not a fan of platformers and have never played Hollow Knight :P
I wasn't a huge fan of the previous way you dealt with void, the way it intertwines with ink and the shade soul is a lot of fun.
I've been obsessively playing this like I was regular Wildfrost, including seeing how many cards I can gold. Quirrel ftw
because of the names apparently
when this happens i'm unable to start an unmodded campaign until i beat it with a base game deck
like the game entirely just crashes when the mod is off
This is more of a nitpik/suggestion, to have a way to randomize the unique leaders like other tribes to have different stats and skills between runs. For example The knight or Hornet could be using one of their special moves in the portrait of the card and their stats and skills could be slightly different for that card giving adding little thought on who to pick as your starter.
Overall i can see the charm (get it) of the mod and i think they put in quite some thought into how to make it fun! kudos to you!
( i do think the "frenzy on kill" charm was overkill, and paired with barrage its very very potent)
fun parts include balancing bell chimes with giving up card usage and the mechanic of cards having new effects when drawn!
parts that could be better include the void mechanic, in which it felt like it introduced way more randomness into the math... and made me just wanna avoid any card with the void attribute, even if the card's effect seemed cool...
thanks for the cool mod!