Try the recent version of the mod. Issues with BaseMod for Workshop compatibility should be fixed by now. Nexus BaseMod or BBE are probably not going to work with this.
It seems there's a bug going on between your abno rework mod and BaseMod for Workshop. When BaseMod is enabled and everything else is disabled, abnormality names, card titles and flavor quotes disappear although a few remains on main screen and when basemod is disabled, everything goes back to normal.
Additionally, there's the following error message appearing before the game is loaded with everything except the abno mod disabled:
(pid: virtu9.Tweaks.AbnormalityRework)The same assembly name already exists. : Virtu9CommonLORUtil
Deleting the mod folder and extracting it from the downloaded zip still brings the same message. Enabling BaseMod stops that message error, but then the display issue returns.
The tags and passive should explain it, but due to issues with the UI they might not be visible. Basically if you have allies, you get upright cards. If you don't have allies, you get reversed cards.
If the effect of Blood staggers you at the start of a turn, you are staggered for an additional turn next turn.
As a side, I really love what you did for the RRHM deck! having the card draw on Beast Hunt is such a small change but it really helps the sync out by letting you redraw the mass attacks, and it really captures the feel of the AoE spam when she gets enraged.
Blood's Stagger Damage is applied at the start of a turn, the same as in vanilla. Stagger (normally) actually lasts for two turns: first is the rest of the turn that you were actually Staggered in, then the entirety of the second turn. This situation however DOES suck as it's one of the rare cases of the Stagger actually lasting the full first turn without you being able to do anything, so Blood's Stagger Damage will probably invisibly prevent the second turn Stagger in a future build.
oh okay that makes sense for stagger to actually last 2 turns, I'm guessing this is why most stagger effects happen during combat or at end-of-turn to prevent a full 2 turn stagger. I'm guessing the simple fix is just to have Blood apply its effects at the end-of-turn instead?
(Note that I haven't played the current version of the mod, but I played an older version which had this change previously.)
Hi, can I request that the Void Discard effect be reverted to Exhaust? While I think the discard effect can have a few funny synergies with some passives, I felt like the Exhaust effect was just more potent and interesting to get as a breakdown effect, especially when its competition is the improved Erosion effect and Nihil.
A discard-your-hand to get strength+end for 1 turn feels bad at 3 cost since you are likely at max emotion and won't be refilling your light, especially when you are likely discarding cards you don't want in the first place because they stay in your deck, and now you are contending with an extra 3-cost card in your deck.
An exhaust-your-hand to get strength+end permanently feels good at 3 cost because you know the payoff is permanent even if its a steep upfront cost. The choice now would be looking at what cards you think won't be needed for the remainder of the fight and getting rid of them, which makes your deck thinner and your average draw stronger. Thematically, it makes your EGO casts stronger too permanently, since you have "given in" to the negative side.
If you know how to construct a proper discard deck, Light and draw are non-issues, and can be more reliable than normal decks in some regards.
You can alternatively simply disable the change for Void through the SettingsInfo.xml file included with the mod to allow the original vanilla Abnormality Page effect to remain for only that page. Make sure to hold a separate copy of your edited SettingsInfo.xml file somewhere else, so that when you update the mod, you can import your settings without hassle.
Some issues I encountered with the Jester of Nihil synchronization that are worth checking out to see if they can be replicated and fixed if possible.
1 - Battle symbol cosmetics are carried over to Jester of Nihil sprite. In my case, ear, headwear 3 and headwear 1 were visible.
2 - Maybe not an issue, but no abnormality music theme. Regular Tiphereth battle theme keeps being used.
3 - When synchronization is over, Tiphereth is only one who still kept her magical form which was the Knight of Despair and still had KoD cards. It's possible the issue is either from ego Tiphereth mod, Tiphereth herself or just Knight of Despair. She turned back next turn but battle was over, so I couldn't check whether she would have stayed that way if the fight kept going.
4 - When synchronization is over, music changes to guest battle theme 3 instead of Tiphereth's despite significant advantage with all but 1 enemy being dead.
Otherwise, neat idea to be able to play with the magical girls and thanks for using the one particular mass-attack sprite for Queen of Hatred.
I can confirm some of these issues when I used the Jester of Nihil synchronization!
Tested in R-Corp 2 encounter - Using Librarian Pages mod, but not using any of the modded pages/keypages from that mod.
Page was used twice - once at Emotion IV, once at Emotion V.
Bug 2 and 4: Regular Tiph Music was used during the synchronization. On synchronization end of first use, music audibly changed, but kept using Tiph music. Emotion level did not increase. On synchronization end of second use, music changed from Regular Tiph music to Warning 2 music.
Battle-Symbol-wise, I can confirm that the cosmetics (including Tiph's hair) was visible. However I think this is a base game issue.
Additionally, the synchronization lasts 2 turns instead of the 3 written on the EGO page.
1 - This appears to be intended behavior. The SkinChangeType that I used is the same as the default value in the vanilla card, and so these items should also appear on the librarian using Nihil in vanilla. (To note, Crimson Scar should also encounter this effect)
2 - The music is a toggle in SettingsInfo.xml under SyncMusicEnabled. If true, then it will play the Warning theme as in vanilla. If false, it instead play the third tier theme of the floor.
3 - I've encountered this issue exactly once, and have been unable to replicate it somehow. I can tell you that the delayed transformation lasts only one extra turn based on when it happened to me. I've also encountered scenarios where the synchronization lasted the incorrect number of turns. This is pending further investigation.
4 - As related to (2), the method used to switch music dynamically is hacky and imperfect- a fix is planned once other things are out of the way.
67 comments
Also, I think the Fairy Festival page Predation doesn't give the card that it's supposed to, unless I made a mistake reading it.
Nexus BaseMod or BBE are probably not going to work with this.
Additionally, there's the following error message appearing before the game is loaded with everything except the abno mod disabled:
Deleting the mod folder and extracting it from the downloaded zip still brings the same message. Enabling BaseMod stops that message error, but then the display issue returns.
what i am doing is pick up all udjat page on 1 floor and put +prot up on my nuggets then i stall to nihil ego page and play
now all my nuggets are half health but slowly healing and stopping aattack with no-recycle with 3 light per turn>? i like a lot very funn
i want to see white night pwoer too
As a side, I really love what you did for the RRHM deck! having the card draw on Beast Hunt is such a small change but it really helps the sync out by letting you redraw the mass attacks, and it really captures the feel of the AoE spam when she gets enraged.
Hi, can I request that the Void Discard effect be reverted to Exhaust? While I think the discard effect can have a few funny synergies with some passives, I felt like the Exhaust effect was just more potent and interesting to get as a breakdown effect, especially when its competition is the improved Erosion effect and Nihil.
A discard-your-hand to get strength+end for 1 turn feels bad at 3 cost since you are likely at max emotion and won't be refilling your light, especially when you are likely discarding cards you don't want in the first place because they stay in your deck, and now you are contending with an extra 3-cost card in your deck.
An exhaust-your-hand to get strength+end permanently feels good at 3 cost because you know the payoff is permanent even if its a steep upfront cost. The choice now would be looking at what cards you think won't be needed for the remainder of the fight and getting rid of them, which makes your deck thinner and your average draw stronger. Thematically, it makes your EGO casts stronger too permanently, since you have "given in" to the negative side.
You can alternatively simply disable the change for Void through the SettingsInfo.xml file included with the mod to allow the original vanilla Abnormality Page effect to remain for only that page. Make sure to hold a separate copy of your edited SettingsInfo.xml file somewhere else, so that when you update the mod, you can import your settings without hassle.
Some issues I encountered with the Jester of Nihil synchronization that are worth checking out to see if they can be replicated and fixed if possible.
1 - Battle symbol cosmetics are carried over to Jester of Nihil sprite. In my case, ear, headwear 3 and headwear 1 were visible.
2 - Maybe not an issue, but no abnormality music theme. Regular Tiphereth battle theme keeps being used.
3 - When synchronization is over, Tiphereth is only one who still kept her magical form which was the Knight of Despair and still had KoD cards. It's possible the issue is either from ego Tiphereth mod, Tiphereth herself or just Knight of Despair. She turned back next turn but battle was over, so I couldn't check whether she would have stayed that way if the fight kept going.
4 - When synchronization is over, music changes to guest battle theme 3 instead of Tiphereth's despite significant advantage with all but 1 enemy being dead.
Otherwise, neat idea to be able to play with the magical girls and thanks for using the one particular mass-attack sprite for Queen of Hatred.
Looking forward to see this mod completed.
Tested in R-Corp 2 encounter - Using Librarian Pages mod, but not using any of the modded pages/keypages from that mod.
Page was used twice - once at Emotion IV, once at Emotion V.
Bug 2 and 4: Regular Tiph Music was used during the synchronization. On synchronization end of first use, music audibly changed, but kept using Tiph music. Emotion level did not increase. On synchronization end of second use, music changed from Regular Tiph music to Warning 2 music.
Battle-Symbol-wise, I can confirm that the cosmetics (including Tiph's hair) was visible. However I think this is a base game issue.
Additionally, the synchronization lasts 2 turns instead of the 3 written on the EGO page.
2 - The music is a toggle in SettingsInfo.xml under SyncMusicEnabled. If true, then it will play the Warning theme as in vanilla. If false, it instead play the third tier theme of the floor.
3 - I've encountered this issue exactly once, and have been unable to replicate it somehow. I can tell you that the delayed transformation lasts only one extra turn based on when it happened to me. I've also encountered scenarios where the synchronization lasted the incorrect number of turns. This is pending further investigation.
4 - As related to (2), the method used to switch music dynamically is hacky and imperfect- a fix is planned once other things are out of the way.
https://catalogue.smods.ru/archives/143469
Here the image.
https://ibb.co/chpJB3w
As you can see, I have the page for 3 scenes for testing, but the two enemies didn't have any "Vines" or "Bind" at all