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Rapporter et oversættelsesproblem
Really just asking cause I am curious and it is hard to keep track of modding teams in multible games heh, which ones are still going and which ones aren't
Hope you're doing good, cause I was a massive fan when playing what was already there
So many elements are fantastically creative.
The difficulty is very high and it was extremely rewarding to finish a 4th tribe run with storm strength 10. Thanks so much for like, 20 more hours of fresh entertainment!
Other than that, good mod, pretty fun.
as for balance it clearly aims to be harder then the base game by a long shot until you win if you get some synergy going it just becomes easy witch is bizare
it makes me feel like my expeirence is an outlier comparied to everyone else but i think the main issue is the balancing of the player mostly being all the content is behind a single faction thus no filter for cards with so many cards its just hard to get a build going in the first place and the lack of testing
all in all i think for the most part this beta version of the mod is 6/10 witch is pretty impressive for a start i look forward to checking back on it as it has many cool ideas even if i vastly perfer goobers mod i think it could stand side by side with it somday keep up the good work
Also happy to have inspired the Frost Cake
Just like in my review of Wildfrost, I will say that the balancing is really not bad. Some items do feel underpowered, but then I like that this mod is a bit more challenging than the rest of the game, especially since I've already finished all the achievements. It serves as a nice ramp up to the usual Wildfrost difficulty.
Good job devs!
I'm not the best at Wildfrost, by any means, and I get that this was supposed to be made as a difficulty increase mod, but what you're promoting and what's in the actual game seems incredibly different.
"Snowfall's difficulty is a bit higher than that of base game Wildfrost."
It's not just a "bit" higher in difficulty, it's leagues higher because enemies are buffed to high hell while the leaders and allies are stuck shooting pea shooters.
Potential turns the unit into a more powerful one from that bossfight at the cost that they can no longer equip charms. You are able to do this after the Lord Makakra? bossfight.
Eg, gromble turns into bigfoot as its the more powerful enemy from that base game fight
Firstly; Why do you hate money ?
I get that with the spawning mechanics of the first combat, you don't want the player to farm too much, but with the base deck, farming is near impossible (except maybe for the crab).
And it's quite risky, with the only snowball card you start with being a one snow only.
Still, pulling off good moves should be rewarded.
You don't need to hate money that much.
There are oblivious balance issues, but I'm sure you will be able to fix that with time and advice from the community. I have not played the game enough to give a valid opinion on how to handle it.
Thank you for your work, don't let minor mistakes crush your resolve o/
Yes, the balancing shoud rly be revisited, don't take the player tools to put on boss, because we (the player) can't have the tools of boss (Waves and Waves of ennemies / big HP), wich can be harmfull for strategies revolving around it (Hello Razor/King Moko) so it can be rly unfair for the player
Good Luck in that task, and pls put a real desciption to potential, being mysterious about gameplay is not a good idea . :D
1st boss already forces you to make owerpowered deck and i have no clue on how you're supposed to win in the cultists fight, everyone deals 50 damage and attacks 5~10 times and you're heavily punished for killing enemies (and not killing enemies as they kill each other too).
i also really don't like the chest enemy in the 2nd battle.
in general all enemies attack way to quick for how little snow you have access to and have way too powerfull effects while your companions are way too weak. leaders also have very underpowered stats (outside of numskull (but krab is pathetic tho))
Parameter name: key
System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) (at <75633565436c42f0a6426b33f0132ade>:0)
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <75633565436c42f0a6426b33f0132ade>:0)
SceneManager.GetActive () (at <a454e49456d146bcb96bd37d1ad09a6b>:0)
PauseMenu.OnEnable () (at <a454e49456d146bcb96bd37d1ad09a6b>:0)
UnityEngine.GameObject:SetActive(GameObject, Boolean)
Menu:Open()
PauseMenu:Open()
Menu:Toggle()
UnityEngine.Events.UnityEvent:Invoke()
InputAction:Run()
UnityEngine.Events.UnityEvent:Invoke()
RewiredHotKeyController:Invoke()
RewiredHotKeyController:Release()
RewiredHotKeyController:Update()
无法游玩这个mod,请问如何解决
and need chinese ,or I can help translate it
Parameter name: key
System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) (at <75633565436c42f0a6426b33f0132ade>:0)
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <75633565436c42f0a6426b33f0132ade>:0)
SceneManager.GetActive () (at <a454e49456d146bcb96bd37d1ad09a6b>:0)
PauseMenu.OnEnable () (at <a454e49456d146bcb96bd37d1ad09a6b>:0)
UnityEngine.GameObject:SetActive(GameObject, Boolean)
Menu:Open()
PauseMenu:Open()
Menu:Toggle()
UnityEngine.Events.UnityEvent:Invoke()
InputAction:Run()
UnityEngine.Events.UnityEvent:Invoke()
RewiredHotKeyController:Invoke()
RewiredHotKeyController:Release()
RewiredHotKeyController:Update()
无法游玩这个mod,请问如何解决
ArgumentNullException: Value cannot be null.
Parameter name: key
System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) (at <75633565436c42f0a6426b33f0132ade>:0)
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <75633565436c42f0a6426b33f0132ade>:0)
SceneManager.GetActive () (at <a454e49456d146bcb96bd37d1ad09a6b>:0)
PauseMenu.OnEnable () (at <a454e49456d146bcb96bd37d1ad09a6b>:0)
UnityEngine.GameObject:SetActive(GameObject, Boolean)
Menu:Open()
PauseMenu:Open()
Menu:Toggle()
UnityEngine.Events.UnityEvent:Invoke()
InputAction:Run()
UnityEngine.Events.UnityEvent:Invoke()
RewiredHotKeyController:Invoke()
RewiredHotKeyController:Release()
RewiredHotKeyController:Update()
What should I do?
ArgumentNullException: Value cannot be null.
Parameter name: key
System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) (at <75633565436c42f0a6426b33f0132ade>:0)
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <75633565436c42f0a6426b33f0132ade>:0)
SceneManager.GetActive () (at <a454e49456d146bcb96bd37d1ad09a6b>:0)
PauseMenu.OnEnable () (at <a454e49456d146bcb96bd37d1ad09a6b>:0)
UnityEngine.GameObject:SetActive(GameObject, Boolean)
Menu:Open()
PauseMenu:Open()
Menu:Toggle()
UnityEngine.Events.UnityEvent:Invoke()
InputAction:Run()
UnityEngine.Events.UnityEvent:Invoke()
RewiredHotKeyController:Invoke()
RewiredHotKeyController:Release()
RewiredHotKeyController:Update()
What should I do?
two Hogs died but Razor didnt get any frenzy and he wasnt inked. but another character with feral got two frenzy
Also the pebble pig keeps triggering whenever i draw a card or an enemy spawns
Otherwise fun mod would like to have more leader choices and more appropriate sprites for other stuff like Blessing from the darkness and a new merchant
The new route is fun, if I can make a random suggestion for it, I would like to see changes or re-sprite to the Shop / Merchant to fit a bit more that we play the bad guys :>
There have been several runs where trying even remotely similar tactics(with good luck on rewards too) to builds that virtually dominated the original game and they struggle to even survive against half of these fights.
Most notably, the Devicro fight's Shade Brewers, Monch and Chikichi all combining into an absolutely absurd "I sure hope you can survive 30+ damage with frenzy 6 every single turn, and it hasn't made it past the Monch yet"
The only time I survived was by using the shade copy on their Chikichi.
Hope this mod gets finished!
The team did not pull any punches since they started working on this!
I'l warn users in general to try enabling mods 1 by 1 to avoid crashes. Not all mods are compatible with the others!