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报告翻译问题






不過沒必要就是了...這東西就是無解的掛
BOSS:666開瓜鹽都不袋鹽
That's fair, if that was the vision for the mod then it's achieved that purpose.
Also I get the fact that people may not be a fan of something that hard coded as a loss. I personally see it as an extension of making choices that lead to unwinnable scenarios (like trying to run full dps Huzz or some nutty decisions in random events) but I agree that it would be difficult to implement in the first place.
Either way it's been great fun to play through so cheers for making it.
I think making it similar to BoF V would be a bit too complex. Personally, I’m not a fan of the idea where the run is lost just by reaching 100% synchronization, like in Dragon Quarter. My coding skills are limited for implementing such a system anyway.
The original idea for the mod was to make any run winnable — whether the player chooses to try and save their allies or simply accept they’re dead weight and finish the run in 5 minutes. I don’t think there’s much more that can be done with the current setup. I’ll patch the Bosses BGM's changes in the next update.
If you want a balance suggestion please read the spoiler text below:
Thematically, something similar to Breath of Fire: Dragon Quarter, where going into or staying in 'Villain Mode' too long throughout the run would cause a wipe as the new hero (as part of the original song) catches on to the villain presence. (lower value increase for the turn of the initial villain transform, increasingly higher percentage addition per turn end going towards the killswitch option)
That way it's more of a gamble to be the OP villain.
Rework the rare skill that puts you into villain mode to act as a 'once' skill that decreases the gauge by a percentage as well.
Also if only half of the hero complex stats (and ally hit penalties) is applied until the villain transformation is complete, that would then serve as a balance for the other Rare skill that prevents villainy.
Quite like the theme of this one, especially the addition of some of the Cytus tracks for rare skills. Only bug note is that during other Audio overrides (i.e. penultimate true end boss during a certain skill destroying sword scene) the rare skill music and the new music play at the same time (if the rare skill is played before that scene) which is cacophonous to say the least.
bug反馈:当存档、读档之后,正义之剑和光之护甲除了已经穿在装备栏的,会在背包出现额外的一份。
A very powerful character, designed to perfectly match the character's setting in the song, very interesting. Truly a super brave warrior—so strong that she don’t need teammates to hold her step.
Bug report: After saving and loading the game, the Sword of Justice and the Light Armor, will appear in the backpack in addition to the one in their own equipment column.