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feel like any of these changes would make it a lot easier to play without necessarily breaking the card
- Cost a set amount of gold that doesn't scale with the damage
- Only cost gold if fatal / if not fatal
- cost a set amount of gold when picked up
- significantly increase the damage scaling to make up for losing so much gold
Although personally if I were to redesign it would love to see
0 cost
deal 1 damage, permanently increase this damage by 1(2 when upgraded)
There is another trinket that I forget the name but it is essentially a mini apotheosis at uncommon. This feels like another run breaking card that can solo runs especially if upgraded. I feel this card should be rare and weigh more.
Everything else seems reasonable so far and adds some interesting selection during the runs. However a sweeping change I would consider is either adding a cap on how many trinkets you can hold or a max weight. The reason being is that the trinkets are better value than most cards at their cost so limiting a deck to a select few allows for more decision making rather than just taking all the best trinkets.
Like I've mentioned I've only ran a few runs with this mod but these are my initial observations. Otherwise the mod has earned a place on my mod list and am excited to see future updates.
I can definitely believe that the corrupted idol is too strong, I have a few ideas to fix it. It will probably involve it being much more invasive in the deck.
I kind of knew Golden Feather was too strong, it probably needs a big redesign, I have to figure this one out.
Also, I don't really want to make more cards rare, simply because there's already too many rare Trinkets, so adding more would really make the uncommon pool too small.
I'm definitely not satisfied on the max weight you have towards the end of the run, it's far too high. I'm considering a diminishing return, like making it so that the first Max weight is gained after obtaining one card, the next after two cards, the next after three, etc. That also requires a complete rebalance of the cards' weight, so that will take a bit of time to make happen, and motivation from me (I'm working on another mod right now), but comments definitely help with that.
Thanks for the response. Yeah the mod is great and has earned a permanent spot on my mod list. Looks like we are on the same page about the trinkets I've mentioned so hopefully you can find some good balance. Since my first post, I've tested golden feather in a handful of runs and can confirm that it is really busted. Once upgraded, my runs were locked.
Perhaps an overarching fix to the overcrowding of the rare pool could be to add some weaker trinkets at common rarity. Doing this would allow for more design space (if you were considering adding more trinkets), and would provide more leeway to rarity shift "problem" cards. I like the idea of common trinkets also because the trinkets would still be a powerful buff for characters as its baseline is sometimes getting to choose between 6 cards.
Finally, thanks for providing the mod and accepting feedback. I don't know even the basics about modding but I appreciate it could be tough, especially doing it simply as a hobby. I can't do much other than support this mod and provide feedback but again the mod has been excellent.
maybe it was just me and that i liked one of the other trinket choices more, but it seems that i have been skipping on taking The Plan card ever time it appears...
what do you think about doubling its cost into (2), and increasing its weight by 1 or 2 (but also adding the effect of "if you retain any of these 3 cards this turn, they become upgraded next turn". - this would probably encourage me to pick the card :)