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@some (momi)
That's the entire point of the relic. It is designed to be annoying. First time I picked it up, I laughed as I let the relic make choices for me. If you don't like it, there are multiple simple solutions:
1. Don't pick up the relic and then complain about picking up the relic. Pick a different boss relic
2. Use StS's inbuilt mechanic of using the number keys to select cards
3. Uninstall the mod
4. Laugh as your run goes to hell because you let the trackpad make choices for you
A solid mod is ruined by an item that is significantly more obnoxious than fun - it's not like there's any time limits in this game; you're just making me wait longer for 0 effects
its purely anti-fun
i get what you were going for, but it's basically -1 boss drop if that item comes up, why would i ever want to pick it; it's simply not worth my time
i had to abandon a great run because i couldnt drop the item and it was too frustrating to keep using; at least now i know . . .
"Can you play the game even if takes twice as long because you have to check your mouse pointer location every couple seconds" however is not, it offers no interesting considerations or trade-offs, tactical or otherwise. It's simply annoying.
Let's consider a fictional, extreme example of trackpad: A relic that grants you +3 energy each turn (wow!), but as drawback you have to watch a 3 minute football ad after every encounter. Would picking this relic be your best option to win? You bet! So in a certain way, the game would *compel* you to take it. But certainly it would annoy the hell out of you. And if game design leads to frustration instead to fun, it's probably a sign it should be changed.
Now, I'm sorry if that was a bit harsh. I get that it's a cool, unique, out-of-the-box effect and by all means, it's your mod. All I'm saying is your relic collection would be better without it.
All of these have in common that they restrict tactical options, but do not lessen tactical engagement. They add specific challenges which encourage you to think about game mechanics in a different way. For your examples:
-Fusion Hammer - Changes the way you have to approach rest sites (and certain cards you would have liked to have upgraded)
-Runic Dome - Changes the way you use block to absorb damage (are you sure the enemy is not going to attack this turn?)
-Ectoplasm - Changes the way you approach shops (and possibly other encounters)
Similarily, "can you build an effective deck that doesn't play more than six cards per turn" poses an interesting (tactical) question, a new optimization problem for the player to solve. It changes which cards you should or shouldn't add and which cards you play for the rest of the run.
For a better implementation of a similiar idea, look at the ogre head (from some relic mod I guess): Whenever you target something, you have a 50% chance of targeting a different creature. It's not about fighting with your controls (which is annoying, frustrating, infuriating), but about adding an interesting drawback (in this case, it's a drawback for certain single-target effects).
Thanks for the suggestion!
I implemented this suggestion for the changed effect of the trackpad relic.
You can DM me on discord at crazybrain#4982
but its effect, not this
Thanks for the bug report, Fixed in next update!
16:32:26.505 ERROR core.CardCrawlGame> Exception caught
java.lang.NullPointerException: null
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.getCurrRoom(AbstractDungeon.java:801) ~[?:?]
at Trackpad.relics.Trackpad.update(Trackpad.java:28) ~[Trackpad.jar:?]
at com.megacrit.cardcrawl.screens.compendium.RelicViewScreen.updateList(RelicViewScreen.java:628) ~[?:?]
at com.megacrit.cardcrawl.screens.compendium.RelicViewScreen.update(RelicViewScreen.java:126) ~[?:?]
at com.megacrit.cardcrawl.screens.mainMenu.MainMenuScreen.update(MainMenuScreen.java:229) ~[?:?]
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:784) ~[?:?]
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:422) [?:?]
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225) [?:?]
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126) [desktop-1.0.jar:?]
Great mod by the way.
It was recently changed to "Whenever you spend 2 or more energy on a card, #yChannel a random Orb."
Will look into that. Thanks for the bug report
But I found a bug. If "Hand of Midas" kills one of the 3 Darklings the combat will not end after you kill the other two, they just regenerate after a turn. Even if you continue the fight until all three are killed from the Hand of Midas you will still be stuck in a battle without enemies....
On my computer setup it sways wildly over a significant part of the screen rendering the game literally impossible to play.
I'd prefer a relic that just instantly ends the game.
I suggest having it replace all targeted effects with randomized targets, keeping to the spirit of it ruining your controls without actually rendering the game impossible to play.
At the very least don't have it take effect without even being selected.
pog