Thanks for detailed report, as always.
You’re welcome. Thanks for the continued and high-quality updates.
but since it is already hopelessly busted, maybe it is ok
Oh, right, wool thread isn’t the only one. Well, it would make having an item for a combo even more likely, which is the one balancing factor… But I guess there’s already a good chance that you get a good combo.
what do you think of adding counter to it, say 1 per turn? Would it be enough nerf to make it somewhat “fair”
A nerf like that would be reasonable, it would still be really strong.
I’d suggest giving it a more thematic downside instead, like giving 1 confusion every time it successfully triggers. And if that’s still OP, you can up the confusion gain.
or is it better to leave it to player’s self-imposed limitation to pick or avoid that item?
Well, for me, I guess it’s better if it’s already balanced for my purposes and I don’t need to come up with the limitation. In the long run I end up picking limitations, anyway, but if it’s more balanced, these limitations can have more variation.
The downside of a change like this would be that paradoxical figure would become slightly more complex than it already is.
The issue is that some upgrade limitations are absolute (e.g. imposed by ascension), but some are relative (e.g. cost reduction only works while cost is >0, but if you increase card cost for some reason, upgrade will be available again).
I don’t think that’s what I mean.
For carnival trick and some other cards, the cost reduction upgrade seems to only work while that cost is 2 or more. Yet, when un-upgraded, the max displays as if it could also be upgraded at 1.
Un-upgraded carnival trick reads like you can upgrade the stamina cost to 0. After you upgrade it, suddenly it has minimum stamina cost of 1.
So do you think it is a better fix to always show “max total upgrades” (but that number would in very rare cases grow after modifying the card by other means), or to show “upgrades remaining for this instance of card”
I’m for showing the maximum N that you can currently get in the title of “card name +N” via upgrading that instance of the card. As I understand it, that’s the expected behaviour right now.
That bug was devious. …
I see, so it was the porcelain dove, I’ve been wondering why it was only save files from that run causing this bug. Yeah, I didn’t notice the other bug. Glad you could fix it.
did you manage to win that battle?
Yeah, took me a few tries. I think I won by having all existing enemies be bound, only killing sanguine orphans.
What are your opinions on the final quests overall and their individual level of difficulty?
It’s a great addition. I think turmoil, failure, oppression, and blaze are the more generally difficult ones.
The conduct I arrived at is to pick one or two at the start of the run, so that I can build around it if needed. Currently I’m usually doing failure or turmoil, whichever shows up first. Haven’t tried blaze or oppression yet, these seem more hit or miss when using all ascensions.