Touhou: Lost Branch of Legend

Touhou: Lost Branch of Legend

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VariantsC
   
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6.010 MB
22 Sep @ 12:15pm
23 Sep @ 2:59am
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VariantsC

Description
Variants C v0.5.1
under development

Korean translation by raspberry Caffeine Monster


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
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'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.

6 Comments
Tlatchga 5 Oct @ 5:41pm 
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  [author] 5 Oct @ 2:15am 
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 4 Oct @ 7:55pm 
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 4 Oct @ 7:52pm 
Really loving the mod though, Sakuya C is really addicting to smash my face into trying to make work!
Tlatchga 4 Oct @ 7:52pm 
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 4 Oct @ 7:52pm 
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.