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It's just a bit unbalanced...
The plan was for the guns to have alt-functions as well but the modding support for it wasn't there.
I'm waiting for the modding API to update, but the developers of this game are focusing on story mode right now. They may have already added it in but I'm busy with other things and haven't kept myself up to date.
I might push out a quick update addressing those things though and buffing the damage the magic guns deal right now.
Most of the guns also seem underpowered compered to the vanilla wands that can tend to match them without the energy expenditure. Giving them useful alt-functions might change that though.
I haven't removed anything with the last patch
this mod was named after the american hard rock band
Guns without roses
there is a work-around by re-adding in a new yellow rose that DOES support new roses, but then you have the chance to have both the vanilla yellow rose and the modded yellow rose in your run, which well, things will get weird fast. sorry!
With BPH now having mod support on the LIVE branch, I'll push the balancing changes discussed down below. I still don't have a content update ready though, sorry.
I'll work on it later
Out of your suggestions, I can probably add the Void Rose and a variant of the LMG, but here's a funny thing: if you have a weapon that attacks 3x or 4x, when stacking buffs it'll become unreadable what's actually happening. so I limited weapons to attacking twice (multi attacks just get really broken too.) I think there's a way to hide trigger descriptions but it's not working right now.
I also don't really want to add anything sleep related because of how broken things get really fast, so maybe they'll come back as relics in a later update.
How does this sound?
> Weak & Slow manastones are now Rare (from uncommon)
> All Rare Manastones are reduced to 4/4. (since they are all now rare or legendary, with a total of 7 rare manastones being in the game)
- Freeze spawns in ice
- Fire spawns in magmaCore
- Poison spawns in enchantedSwamp
- Everything else spawns everywhere except for dungeon (start of a run)
I'll add these changes alongside other 2/3/4/5 manastones with restrictions next update that does spawn each level. (bur i'm going on a trip soon x.x)
considering many of these stones also have special effects, it would make sense to either lower their cap to be 2/3 mana, or increase rarity accordingly, even if the passive bonuses only apply to wands
Prismatic Rose: (1x1, relic, multicoloured petals) add one of each of; weak, slow, burn, freeze and poison, to adjacent weapon for each rose (Flavour: a flower picked at the top of a rainbow)
Petrified Rose: (1x1, rare manastone, cracked stone petals) 0x0 capacity, has max capacity equal to your roses (Flavour: an arcane rose that was turned to stone and yet mana still flows within)
Overgrown Machine Gun: (1 energy, 2x3(box plus 1) legendary plant magic weapon, gun with vines and flowers all over it) deals 3 dmg 4x, +5 dmg per rose, to all enemies (Flavour: a strange gun that uses thorns instead of normal ammo!)
Gray Rose: (6 energy, 1x2, legendary accessory, gray shaded petals) add 1 sleep to an enemy, twice per combat, reduce energy cost by .5 for each rose (this flower strains to get out of bed or do anything really)
Void Rose: (1x3 or 1x2, legendary accessory, black petals with stars) adds one dodge per turn for every 5 roses (flavour: a rose that grew from the darknes, hiding you in a strange mist)
no need to be nervous! what's your idea
@kuban ban
No
Manastones: how about limiting the weak and slow ones to 3/3, while the others get tuned down to 4/4? I'm pretty sure there's only two uncommon and the rest are rare and up
Roses: Peach roses becoming uncommon sounds reasonable, yeah
Maybe. It would probably be legendary like the Missile Launcher though.
@Flip Liquid
Glad to hear, let me know if you have any proposed changes!
closest status effect to wither would be poison
as for your suggestion, i'm not sure what you mean by firing mana across a distance that has none. could you elaborate on that?