Wildfrost

Wildfrost

A Bunch of Friendly Goobers!
 This topic has been pinned, so it's probably important
sunnaryisun  [developer] 10 Oct, 2024 @ 2:37am
Suggestions!
Gimme some suggestions for changes! if I love them or see them as reasonable, I'll try them out and possibly implement them!
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Showing 1-15 of 19 comments
Frootz 23 Oct, 2024 @ 8:22am 
Having some kind of hints for the special triggers would be nice, the only ones I could figure out on my own was using the inky ritual stone on inkabom and the sewing needle repairing the dummy
sunnaryisun  [developer] 29 Oct, 2024 @ 4:41pm 
Originally posted by Frootz:
Having some kind of hints for the special triggers would be nice, the only ones I could figure out on my own was using the inky ritual stone on inkabom and the sewing needle repairing the dummy

I will be removing the keyword Special Trigger in the next update, and replacing them with names that give a better hint
Minueling 2 Dec, 2024 @ 7:24pm 
So, a little suggestion, regarding the Sweets clan... could you add a flag and description for them in the clan hut? You added one for the Goobers, so I think it seems reasonable.
Yillaxalim 6 Dec, 2024 @ 6:40pm 
the shorcakes really should have something like the summoned trait, as they are really powerful.
JustASillyGuy 11 Dec, 2024 @ 4:27pm 
Can i suggest adding a config to make the goober companions exclusive to their tribe?
Noobly 16 Dec, 2024 @ 4:36pm 
Love the mod, the art is beautiful! The second tribe u added is great, though the amount of cards n crafting can make the deck a bit too much (minor issue rlly). I would love if you could add more enemy types like you did with the boss.

The Bananna Split (getting 3 specific companions) is very hard to pull off, its too reliant on getting the right companion three times in a row. Same with the companion who attacks after an enemy dies, their weapon is very difficult to find. Could this be altered in some way?

Im not sure what to do with leader whos searching for something. I won a few times with him and nothing happens. Best if it was explained.

Last edited by Noobly; 22 Dec, 2024 @ 2:34pm
Korjel 16 Dec, 2024 @ 11:36pm 
Maybe add corrupted versions(variant art) of the sweet tribe cards, once they reached the end and win the fight.
PeculiarCanine 17 Dec, 2024 @ 6:20am 
the bosses in the mod are really interesting and the art is amazing, but it would be nice for them to not forcibly override the boss pool.

At least a toggle to just let the other bosses in the pool so it's not literally always the executioners, cause i do like them, just not all the time
HakuzouFox 24 Dec, 2024 @ 9:17am 
Enemies could use a bit of a tweak, specifically the Bears and the Executioners in the first area. I would not mind if these were Ice Cave enemies, but their current stats and effects scale too high for a team that is just starting. The more I fight them, the more I dislike them, and god forbid the merchant shows up in one of those battles, which skyrockets the difficulty even more.

Making their stats weaker (hearts, attack, and counter) or reducing the power of their effects, I think should keep the battles in tune with progression.
HakuzouFox 26 Dec, 2024 @ 2:24pm 
"43 Heavy Explosion. Hits all enemies on death. Reduces own effects by 4 when hit."

Forget the fact that you thought to scale this damage far beyond what is feasibly survivable (you can't even get to 20 max HP without actually building a deck around that), but you also made this thing un-inkable, meaning I have to either frenzy it until it is no longer a problem or hope to god the boss doesn't come behind it. This is pretty much a deck check, and done in a way that is frustrating and unfun. If you do not have a frenzy build that can consistently proc that effect, or have some way to protect your leader when this thing detonates, you fail the run. Period.

On a similar topic, it really does feel that the true final boss is easier than the custom battles. I hope you intend to redress this again.
sunnaryisun  [developer] 26 Dec, 2024 @ 2:44pm 
Originally posted by HakuzouFox:
"43 Heavy Explosion. Hits all enemies on death. Reduces own effects by 4 when hit."

Forget the fact that you thought to scale this damage far beyond what is feasibly survivable (you can't even get to 20 max HP without actually building a deck around that), but you also made this thing un-inkable, meaning I have to either frenzy it until it is no longer a problem or hope to god the boss doesn't come behind it. This is pretty much a deck check, and done in a way that is frustrating and unfun. If you do not have a frenzy build that can consistently proc that effect, or have some way to protect your leader when this thing detonates, you fail the run. Period.

On a similar topic, it really does feel that the true final boss is easier than the custom battles. I hope you intend to redress this again.


Oh yeah for sure! :3
There are some enemies that definitely need some readjusting, I can definitely reduce the amount of heavy explosion that enemy has to be more forgiving as well as remove the uninkable status on the unit.

Also yes, the custom bosses are meant to be harder than most vanilla content, and I do not plan to tone down the difficulty.

Thank you for your feedback, will make those adjustments real soon!
asterstruck 28 Dec, 2024 @ 6:33am 
I love this mod, and I think the new fights are very interesting! But is there any way you could add an option to simply add them to the pool of fights instead of guaranteeing them every time? I miss some of the older battles too and I would like to have a variety
sunnaryisun  [developer] 28 Dec, 2024 @ 7:10pm 
Originally posted by asterstruck:
I love this mod, and I think the new fights are very interesting! But is there any way you could add an option to simply add them to the pool of fights instead of guaranteeing them every time? I miss some of the older battles too and I would like to have a variety

I'll see what I can doo :3
Originally posted by sunnaryisun:
Gimme some suggestions for changes! if I love them or see them as reasonable, I'll try them out and possibly implement them!

I'm curious as I never got to try, but is there an interaction between Terrormisu and the broken guardian?
Originally posted by Sal Swims in Ozernaya:
Originally posted by sunnaryisun:
Gimme some suggestions for changes! if I love them or see them as reasonable, I'll try them out and possibly implement them!

I'm curious as I never got to try, but is there an interaction between Terrormisu and the broken guardian?
Not Terror, but Tiramisu. It's awkward, since there are two versions.
Last edited by Minueling; 13 Jan @ 3:32pm
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