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Докладване на проблем с превода
Small bug report: There seems to be something off with the damage preview. I was using Champion and Dark Paladin skulls. When I was in Wrath mode, and i had stacks of Oblivion, the tooltip for Rising Slash would say for example "Deals 16 damage twice" Then when i used it, would do 32 damage twice. Best guess is it was leaving out the Wrath bonus since it's not a core class mechanic for Skul. Nothing serious, and i'd rather it underestimate damage than overestimate. But if you end up working on an update, wouldn't hurt to take a look at it.
Hey, thanks for the feedback as always!
The flexibility and variety is the gameplay feeling Skul gave that made me want to even start this, so the full circle of him having the same interaction with other mods gives me some real joy! And hearing that anyone loves it enough to keep coming back's just as flattering - people enjoying what amounts to me fanboying over my favorite game is happy all around.
I'm really happy with the skulls slowly falling in line with each other in terms of feel and power over their updates, and I think from here it's up to getting more feedback here and there for edges to sand off I think for the most part after Frost and Paladin's reworks that I've finally got most of the skulls where they belong, not overpowering others or being left out in the cold, with just three left to look at for wildly different reasons. If you (or anyone reading, mind) can think of any skulls, relics, cards that need a look-at, I'm always all ears!
Still my favorite mod. Every single run win has crazy variety and synergies with other mods like Infinite Spire and Biomes. Just cleared one with the relic Ring of Challenge that gives you +15 gold per stack of buff you give the enemy, but with thief that gold gain turns into damage. Totally broken