Library Of Ruina

Library Of Ruina

Project Arenuvestin [Not under active development]
Xela  [developer] 5 Feb, 2022 @ 10:19pm
Mod Discussion
Discuss with others about the mod. Generalized Topic.
Last edited by Xela; 5 Feb, 2022 @ 10:21pm
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Showing 1-15 of 27 comments
Narkle 6 Feb, 2022 @ 5:11am 
You know, it'd honestly be quite interesting to see an enemy applying a debuff that reverses all healing, maybe have them also periodically "heal" all enemies as well. It'd be a pretty big counter to hauler passives and just generally make for a fun debuff in my opinion. With reversing healing i mean that healing would damage you instead of restoring hp. Not actually too sure if you could code something like that though but i thought the idea might be neat.
Xela  [developer] 6 Feb, 2022 @ 10:52am 
Originally posted by Narkle:
You know, it'd honestly be quite interesting to see an enemy applying a debuff that reverses all healing, maybe have them also periodically "heal" all enemies as well. It'd be a pretty big counter to hauler passives and just generally make for a fun debuff in my opinion. With reversing healing i mean that healing would damage you instead of restoring hp. Not actually too sure if you could code something like that though but i thought the idea might be neat.

I had a battle that inverses all mechanics. I'll add that to the list. Though, it'll be a while until then.
Narkle 8 Feb, 2022 @ 5:07pm 
Got the suggestion that you may want to add anti stealth mechanics, aka an ability that clears enemy untargetable effects if there are no targetable enemies, this is mainly cuz there's a gebura strat were as long as you survive 1 turn you can effectively become immortal. Just a way to prevent cheese like that really.
Xela  [developer] 8 Feb, 2022 @ 7:12pm 
Unfortunately, I will not do that for the enemy version, Although the character is technically Angelic, the player base will definitely have a fit over that. I know because it already did that.
C-Vale 12 Feb, 2022 @ 4:16pm 
I noticed that the gate cards gain extra die under certain effects, although I do not know what causes it. I am pretty sure that it involves vanguard art and the fourteenth gate, although I do not know passive or effect states that it does that.
C-Vale 12 Feb, 2022 @ 4:19pm 
Also: the fact that there is no stance change per turn limit means you can do things like keep changing to the gate deck to use the light restore and change back until everyone has max light.
Xela  [developer] 13 Feb, 2022 @ 10:30am 
Thank you for your input, though, while that method can be abused, it typically takes a hour to do so.

I will look into it at some point though. For the moment, I'm working on another battle.
Narkle 13 Feb, 2022 @ 11:40am 
switching stances multiple times sometimes renders you unable to do anything for a turn, almost as if you get staggered. Not sure what triggers that but it sure as hell is annoying and can make you lose a reception.
Xela  [developer] 13 Feb, 2022 @ 8:07pm 
Unfortunately, that would be the BattleUnitBuf overflow.

Or, having more than 15 Statuses at a time.

Unfortunately, I am not capable enough to create some code to override and patch that, however, I am in an ongoing war against it.
Narkle 14 Feb, 2022 @ 5:36am 
I get the feeling that the one "instantly kill target if they are hopeless or staggered" card is gonna break effectively every other modded boss on workshop lmao. Maybe change it to doing [insert amount] more damage if they are staggered or hopeless since insta kills go through damage limits? It just feels like for such an easy to get card it's incredibly busted, I mean you use that + the devourer of gods insta stagger and boom you just got a 2 card free win combo.
Xela  [developer] 14 Feb, 2022 @ 6:00am 
That's a good point.

You're not wrong.
Xela  [developer] 24 Feb, 2022 @ 4:13am 
I will be honest, I struggle with making a fun mechanic for Saijin.
Narkle 24 Feb, 2022 @ 5:03am 
Not every enemy has to have a completely new mechanic, take gibbous for example, the bosses in the lower stages of that mod have effects very similar to each other. Don't try to make completely new groundbreaking mechanics for every single enemy, save it for the bosses that are supposed to seem hype and all. Not saying you should make them boring ofc but you don't need to put that much energy into random lower tier fights, hell even base game doesn't put extremely flashy mechanics on their early/mid game fights.
Xela  [developer] 24 Feb, 2022 @ 5:35am 
Fair enough.
Narkle 27 Feb, 2022 @ 12:09pm 
Not quite sure if i should put this here but the attack of the enemies in the latest reception are far louder than any other attack in the game, i have sound pretty low and they still make me flinch.
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