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- 1 actually useable card
- 2 skul's, which you've already turned down 5 times each
Would be better if you had those in a seperate reward
This character is not balanced. I like the custom music, though.
@GhostRC - The free card is whatever the first card you play that doesn't cost 0. If it' an X-cost, it'll play for free just like any other card while checking your current energy as the X. It's fully intended!
@DingoEatingBaby - Much appreciated! At a guess that's probably Oblivion being left out of the tooltip and not updating properly. I'll fuss around with it and see if I can't dig it up.
@Coolupcool - Grim Reaper is a skull that's built into the Together In Spire Booster Pack, and designed for multiplayer play. He was in the base mod briefly, but never obtainable through regular gameplay. He got moved to the booster to open up design space for him, and that's why he was moved.
Small bug report: There seems to be something off with the damage preview. I was using Champion and Dark Paladin skulls. When I was in Wrath mode, and i had stacks of Oblivion, the tooltip for Rising Slash would say for example "Deals 16 damage twice" Then when i used it, would do 32 damage twice. Best guess is it was leaving out the Wrath bonus since it's not a core class mechanic for Skul. Nothing serious, and i'd rather it underestimate damage than overestimate. But if you end up working on an update, wouldn't hurt to take a look at it.
Hey, thanks for the feedback as always!
The flexibility and variety is the gameplay feeling Skul gave that made me want to even start this, so the full circle of him having the same interaction with other mods gives me some real joy! And hearing that anyone loves it enough to keep coming back's just as flattering - people enjoying what amounts to me fanboying over my favorite game is happy all around.
I'm really happy with the skulls slowly falling in line with each other in terms of feel and power over their updates, and I think from here it's up to getting more feedback here and there for edges to sand off I think for the most part after Frost and Paladin's reworks that I've finally got most of the skulls where they belong, not overpowering others or being left out in the cold, with just three left to look at for wildly different reasons. If you (or anyone reading, mind) can think of any skulls, relics, cards that need a look-at, I'm always all ears!
Still my favorite mod. Every single run win has crazy variety and synergies with other mods like Infinite Spire and Biomes. Just cleared one with the relic Ring of Challenge that gives you +15 gold per stack of buff you give the enemy, but with thief that gold gain turns into damage. Totally broken
And thank you!
It's been an honest joy just to work on the mod, and the feedback and opinions from people have helped more than I can say in finding and fixing everything I can to make the mod the best I can feasibly make it.
I only hope that the recently added content - and the content upcoming soon - rings the same pleasant bells for you when you get a chance to poke your head into them!
can you make korean version
I think it was very strong. I didn't grab any new SKULL to swap to -> so swapping off of Champion back to Little Bone made enemy damage go from like 80 down to 20 (Little Bone reduced damage taken by 1, so 19). Sure, I'd be in danger every other turn, but it didn't matter most of the time as nothing could survive turn 1. All that said, I didn't fight the Heart in the end, but I went to a modded act 4 instead (Pale of the Ancients). The heart's immortality would've certainly given me a headache.
It's okay ✿薇薇睡不醒✿, encouragement is plenty! I appreciate your interest a lot!
To hows212121, it's like the Chinese translation I'm planning on working on - I can't promise much past making an attempt since I don't speak the language so can't fact-check anything that I make. I don't want to push out a half-baked translation, so it's very slow going.
To Dice_24K, how did that card feel? Did it feel like it gave too much, or was it a kill-or-be-killed kind of deal? I was thinking on if it was too strong or too situational, so insight on someone's experience is great!
If necessary,I can provide some help.
And speaking of machine translation--
如果机器翻译是胡言乱语,请见谅:
✿薇薇睡不醒✿,我真的很感谢您的关注!遗憾的是,我不会说中文,无法独立完成翻译,而且我担心机器翻译会让我无法理解。如果有需要的话,我很想从事翻译工作,但不知从何下手。
Great Warlock - This Skull is going to get a hard rework and probably an entirely new gameplay style. I'm not happy with how Concentration feels, and the rework Warrior got freed back up the space in the 'Concentration' area for Great Warlock to get some new tricks.
Frost Skull - Frost Skull right now is very hard to do more for - the power of an on-demand 7 Tungsten Rods and %HP Loss means he's effectively hardbound to bosses but also excels at them but ALSO can still drop dead by Cold Cutting at the wrong time but ALSO can reasonably stall non-scaling bosses forever. I've got a rework idea in mind to give him his own place, but it'll be a bit to get cleaned up.
Werewolf - This Skull is on a teetering point and just needs cards that are more agreeable with it to take advantage of its strengths. It'll probably need the most adjustment of any Skull still up for grabs to land in a steady spot that doesn't cause problems. Just like Dark Paladin, he's staring down the barrel of a card pool rework but unlike him he's least likely to take any core Skull changes.
Champion - Yeah, you hit it on the head. Champion was built around the idea of making the right choice or prep to get the payout. Leaving Champion also doesn't exit Wrath to give other Skulls the option to access it and an opportunity cost that keeps it from ever being a no-brainer (pun intended). His card pool will probably get tweaked sometime soon to clean up his empty edges. His Block anti-synergies didn't pan out as nicely as I'd hoped.
Skeleton Shield - I was worried that the strong defense that made up his identity would end up too strong even trying to rig him to struggle at fast damage, so I've settled for trying to make sure he's *fun* to make up for the situation. His orb dex will probably go from 3 to 2 to make him run damage races more tightly, but that's probably the most that'll change.
Hunter - The minigame between evoking now or later was intentional! It's part of why the swap adds an orb slot, too. Arrows passively generate another arrow at turn start, you don't have to be Hunter for it to happen! Their evoke fires EVERYTHING including the new ones. So with 6 full slots, Bonepiling 3 will shoot 9 in total but leave your slots empty. If any of that's not working true, please gimme a jab so we can figure out what's broken.
F Tier (needs a lot more tuning):
Frost; Maybe if bonepiling gave more charges (2-3x more) and/or there was some way so that the charge could be preserved for all attacks in that turn (+give more damage reduction scaling according to freeze charge level until start of next turn or something) this would be a worthwhile pick. I can see how this skull could have utility against enemies with huge hp pools. But it feels way too undertuned currently without any significant synergies.
D Tier (needs tuning, cont):
Great Warlock: Also too situational. I can see the design intent behind it, but the fact that bonepiling pushes the reward back along with pushing the reward up makes this feel too slow for me. Swapping into Warlock to hasten the card countdown is also very committal. Needs a lot of 0 cost cards to be effective. But it those 0 cost cards bonepile at all (which many do), the reward gets pushed back. There need to be more reliable ways to decrement the counter or a bigger reward, or some kind of passive buff to accumulating concentration that makes the in-between worth it.