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Ascension (Frenzy-replacement)
Stage thresholds: as with Frenzy
Stat changes:
Stage 1 : -2 ATK, -2 DFN
Stage 2 : +1 ATK, +1 DFN
Stage 3 : +2 ATK, +2 DFN
Stage 4 : +3 ATK, +3 DFN, +1 Regeneration
Stage 5 : +4 ATK, +4 DFN, +2 Regeneration, +1 Mana Boost, +1 Lust Boost
Stage 6 : +6 ATK, +6 DFN, +4 Regeneration, +1 Mana Boost, +1 Lust Boost
Stage 7 : +8 ATK, +8 DFN, +6 Regeneration, +2 Mana Boost, +2 Lust Boost
Balance :
Add X Stages (using "Persistent Essence Buff Settings"): 7
Stage 1 : 1
Stage 2 : 5
Stage 3 : 5
Stage 4 : 5
Stage 5 : 15
Stage 6 : 5
Stage 7 : 5
These are mostly 5-level increments, with a safe zone (stage 4) between 15 and 29. No extra behavior post-40, but you can tack on stages 8 and 9 yourself if you like.
Stat changes:
Stage 1 : -2 ATK, -1 DFN
Stage 2 : +1 ATK, +1 DFN (total: -1 ATK, no DFN penalty)
Stage 3 : +1 ATK, +1 DFN (total: no ATK penalty, +1 DFN)
Stage 4 : +2 ATK, +1 DFN, +1 Regeneration (total: +2 ATK, +2 DFN, +1 Regeneration)
Stage 5 : -1 ATK, -1 DFN (total: +1 ATK, +1 DFN, +1 Regeneration)
Stage 6 : -1 ATK, -1 DFN, +1 PAIN (total: +1 Regeneration if you can keep your shields up, no ATK/DFN bonuses)
Stage 7 : -2 ATK, -1 DFN (total: -2 ATK, -1 DFN)
This assumes the default essence cap (40, +10 w/ specific artifact). Adjust to taste.
Frenzy :
Add X Stages (using "Start of Combat Essence Buff Settings"): 7
Stage 1 : 1
Stage 2 : 10
Stage 3 : 10
Stage 4 : 10
Stage 5 : 10
Stage 6 : 1
Stage 7 : 9
These are 10-level increments for 0-40 essence, with a bonus at the cap (stage 5) and extra if you picked up the artifact (stages 6 and 7) .
Stat changes:
Stage 1 : -2 ATK, +2 DFN, +3 Metalize
Stage 2 : -1 ATK, +1 DFN, +1 Metalize
Stage 3 : No bonuses or penalties
Stage 4 : +2 ATK, -2 DFN, +1 Regeneration
Stage 5 : +4 ATK, +1 Berserk, -4 DFN, +2 Regeneration, +1 Mana Boost
Stage 6 : +6 ATK, +2 Berserk, -6 DFN, +4 Regeneration, +1 Mana Boost
Stage 7 : +8 ATK, +3 Berserk, -8 DFN (or +1 Obey), +6 Regeneration, +1 Mana Boost
" Frenzy ": increasing attack boosts and defense penalties for high essence. Possibly also with some regeneration at high essence levels so it's not completely impossible to recover after one takes a swing at you.
" Balance ": general stat rewards (Attack, Defense, maybe some regeneration or metalize) for staying at ~20 essence, penalties around 0 and 40 (even worse at 41+).
" Ascension ": Standard power-fantasy "all the good stats at high (40+) essence levels". Granted, this might be the "default uncapped" option already, I haven't checked.
By comparison, start of battle buffs are not additive. Whatever the stage is what you get and all that you get.
once I hit the 50 – 59 stage I noticed my boost mana at 4, even though in the stage 6, (50 to 59), it’s only supposed to be at 1.
so I liked at my stats and noticed something with the permanent effect, it wasn’t just the mana stack that was going up but everything else I buffed.
At the start of each fight all the essence buffs stacks would go up by the combined amount of every previous stage including the current one.
By the end of the “hard mode” run I had 256 regeneration 24000+ shields and could hit for 2500+ damage.
Are the buffs supposed to go up at each encounter?
As an aside, this groundwork for referencing buffs/debuffs is also going to be used at some point in the Deck mod I'm writing. In that mod (though maybe not the first version), you'll be able to make your own spells/cards, so you'll be able to specify that the debuffs apply to an enemy target (though the opposite issue will exist with stuff like Binded/Constrained on non-player targets).
example : i put 10 in thorns on stage 11 and stage 2 10-19 now has 10 in thorns.
As to everything else that behaves weird, some of the buffs are probably written expecting to be on enemy turns only. In cases like that that get identified, I'll have to read through the game's code to find out if that can be changed to include a behavior that makes sense for player turns. If it can be changed, it will go into Game Options Mod as an optional fix.
i'm not sure why Dignity per turn negates all the damage you receive instead of granting you the intended buff.
example:- i have no shields, take a 7HP hit but the game says, "blocked" HP does not move.
regards to persistent essence buffs
I've gone though each buff on table 1 and 2 (0 to 19 essence) and none of the buffs seem to activate, my current flat damage with magic missile is 7, so i used that as a baseline to see if the buffs where being implemented but no icon, with different number values i can say there not as it stays at 7.
i don't know why the permanent buffs aren't implementing, maybe the buffs requires an activator to trigger like at the start of a battle but i know the start of the battle buffs work.
i will continue to test after any changes as this is still a great mod and i have been enjoying this change to the game settings.
Regeneration - permanent regenerate (x) HP this turn
Obay - permanently negates your shields
Dignity - you cannot receive damage more thank this, this turn (seems to be removed when you end your turn, pointless).
Dignity per turn - stops you from taking damage (breaks the game?)
Ectoplasm - each time you take damage , one debuff is removed. permanent effect.
Internal Injury - grants effect unstoppable attacks go thought shields...
Inanimate being - target is immune to all debuffs
boost Mana - at the start of each turn gain X mana
Boost Lust - at the start of each turn gain X lust
Piercing - next damage ignores shields, decreases by 1 every time it goes over shields
Toughness - ? (disappears the moment my turn begins)
Sanctification - damaging enemy HP adds wounded scar to the spell pile
Exhaust - reduces mana recovery (can cause an underflow)
Stigma - ? (disappears the moment my turn begins)
Pain - take (x) damage at the end of each turn
Climax 1 - damages you
Climax 2 - damages you after 1 turn
Climax 3 - damages you after a few turns, factor of 10 ((x)*10)
Frail - you gain 25% less shields per spell till stack ends
Burn - take (x) damage at the beginning of each turn
Dejavu - any non-extinct spell will be returned to the spell pile for (x) number of turns
Immortal - next extinct spell you play will not be destroyed up to (x) number of times
Preperation - keep unused spells in your hand during this turn (reduces by 1 per turn)
Double Play - next mana based spell is used twice, lowered by 1 each use
continued...
Bleed - you take damage at the start of each turn
Weeken - you deal 25% less damage until stack ends
Focus - you take 50% more damage till the stack ends
Atk - increases the attack of spells by (x)
Dfn - increases the number of shields gained by spells by (x)
Inflation - ?
invincible - all damage taken is reduced to 1
Binded - permanently forces bind on player for the first turn (do not use, does not work properly)
Purify - negates (x) number of negatives effects, is reduced by 1 for each negate till 0
Thorns - deals (x) damage when attacked
Metalize - at the start of each turn gain (x) shield
Scurvy - every turn enemy gains (X) bleed added to them
Incision - every attack you do causes (x) bleed stacks
Morale - all damage is increased by the (x) until end of turn
Agile - all shields gains are increased by (x) until end of turn
Onemind - can't be tempted (use?)
continued...
Also I trued the 0-9 stage and got the same effect. So all the testing below was done at the “start of battle” buffs
also, I ran tests of all the effects using start of battle buffs. effects in follow up post.
with regards to the the 1000+ uncapped option.
let's say i want to set option 2, (10-19) to 1 str 1 def
then i set option 3 (20-29) to 2 str 2 def
i flick back to option 2 (10-19) to find it is now 2 str 2 def even though i edited the fields in option 3
i went to option 11 100-109 and saw it is also set to 2 str 2 def
i then set it to 10 str and 10 def in option 11 and also put 1 in thorns
i go back to option 2 (10-19) and it is now automatically set to 10 str, 10 def and 1 thorns
when i set it up as a costom starting from 5 options i don't get this issue.
With respect to the uncapped preset, yes, that's intentional. If you look at the mod's 3rd screenshot (essence = 126), the intent is to make your character a little stronger every 10-ish essence.
example
dignity - i think the final boss has this and i think it's a damage cap but i don't want to mess with it to find out. it would need me to do a full run to find it's effect.
I'll try to add a legend component that pulls out the name and description localization string from the game for a future version.