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Valonad-ValonadsKomachiMod-0.2.1 icon

ValonadsKomachiMod

Adds a Red/Black Komachi Onozuka as a playable character.

Date uploaded a year ago
Version 0.2.1
Download link Valonad-ValonadsKomachiMod-0.2.1.zip
Downloads 278
Dependency string Valonad-ValonadsKomachiMod-0.2.1

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100
TeamNeo-Sideloader-0.9.7849 icon
TeamNeo-Sideloader

Modding framework for working with LBoL entities

Preferred version: 0.9.7849

README

KomachiMod

A mod for Lost Branch of Legends that adds Komachi as a playable character. Made by Nolavthe/Valonad

Overview

  • Colours: Red and Black.
  • Cards: 74 draftable cards + 3 tokens you'll be regularly generating
  • Exhibits: 2 exhibits for each of her starting decks

Main Themes

Distance manipulation

The main theme of Red Komachi.

Komachi's main powers lie in her ability to change the distance between anything. Distance is represented in the mod by a status effect applied to enemies, which represents how far away each enemy is from the player.

The closer an enemy is, the more damage they deal and take. The farther they are, the less damage they deal and take. Enemies start at distance 3, which provides no changes to damage. The effects of the 5 Distance levels on enemies are:

  • Very Close (1): Deals and takes +100% attack damage.
  • Close (2): Deals and takes +50% attack damage.
  • Normal (3): No damage modifier (default).
  • Far (4): Deals and takes -15% attack damage.
  • Very Far (5): Deals and takes -30% attack damage.

The keyword "Displace", refers to the act of changing the distance of an enemy.

Her cards focus on dancing between the different distance levels, providing bonuses the more you displace enemies, pulling enemies in before attacks, then pushing them back at the end of the turn when defending.

Spirit Manipulation

The main theme of Black Komachi. Komachi's job as a ferrier of the dead has allowed her to be in tune with the spirits of the dead, allowing her to use them in battle. There are three types of Spirits:

  • Vengeful Spirits: Status effect applies on enemies. Has both a count and a duration which usually starts at three. Every turn, Vengeful's duration will be reduced by 1. And when the Vengeful Spirits are removed, the enemy will take double its count as damage. In addition, the "Detonation" keyword will immediately remove the vengeful spirits off an enemy, dealing their damage immediately.

Be sure to stack as many Vengeful Spirits on enemies as possible, before detonating them with a big explosion. Alternatively, you can try to detonate them as much as possible with abilities that give you bonuses on enemy detonations.

  • Guided Spirits: Buff applied on the player. At the end of the player's turn, will deal damage equal to its level to the enemy with the lowest health, then reduce its level by 1.

  • Divine Spirits: Rare buff applies on the player. At the end of the Player's turn, the player will gain barrier equal to its level, then halve its level rounding down.

Accompanying these 2 latter buff spirits is a new keyword, "Release". Release is an optional kicker cost on some of Komachi's cards which will let you remove a certain amount of Guided or Divine Spirits from yourself to activate an additional effect. Guided Spirits will always be prioritized first in paying the Release cost.

Subthemes

Spider Lilies

Red Komachi Subtheme. Spider Lily is a retainable token that provides RR mana, gives the player some Temporary Firepower, and applies 3 poison on the player. Use your effects that add Spider Lilies to the hand to retain them until a turn where you can use all of them at once and win the fight through the firepower and mana you acquired. But if you miscalculate, you will have to deal with the poison they have applies on you.

Exile Recursion

Black/White Komachi Subtheme. As a Shinigami and a ferry of the dead, Komachi has the ability to connect with the afterlife, returning the cards that were exiled to be reused once again. With cheaper cards being easier to recur than more expensive ones.

This is mainly a black Komachi ability, however, opening up the white pool will give you access to stronger Black/White cards for this mechanic. There is also an ability that lets you add a random B/W card to your hand without ever having white mana in your pool.

Shortcomings and other notes

many cards and status effects will have missing art, or have placeholder art made by yours truly. Many attack cards also lack an animation, but I tried to add animations to the more impactful attacks at least. I hope you can forgive this.

As this is only the first public version of the mod, and I only began modding 1 month ago, the balance of the mod might be a bit wack. I tried to keep the balance of the cards close to vanilla characters, but Komachi might still be a lot stronger simply due to the fact that I focused most cards on synergy with the mechanic rather than having lots of random generic cards like in vanilla. Also, distance giving a 100% attack bonus, and stacking multiplicatively with vulnerable (Distance of 1 + vulnerable will give a 300% damage bonus on enemies rather than 250%, due to... reason), is just strong as hell no matter how much I try to balance it. But I rather have a strong and fun mod rather than a miserably unfun weak character.

By the words of my fellow modder rm -rf Maxx "c": "keeping it balanced" This game is less balanced than a Jenga tower in the middle of a magnitude 8.5 earthquake, give up all hope.

If you have any feedback, bug reports, or suggestions, or just want to post about the mod, please drop by the LBoL discord server and ping @nolavthe. I regularly frequent the server and love any conversations.

The 2 Komachi Mods situation is crazy

I began development of this 1 month ago. 2 weeks later Cyaneko shadow dropped a Komachi mod which took me by a big surprise lmao. I think our mods are distinct enough in design that it's fine (Theirs is a B/W and mine is B/R), but due to the obvious nature of using the same character, lots of card arts in this mod may overlap with cyaneko's.

I am happy though, that my favourite character is the first one to have 2 separate mods dedicated to her for this game.

But I do not know if it will be compatible if you play both mods at the same time. I tried to prefix most IDs in my mod with KomachiModThing. But there might still be some stuff that cause overlapping so idk. It's probably safer to just disable one when playing the other.

Art Credits

All art is credited under Art.MD. If Art.MD isnt in the mod files, then you can find it in the github repository.

Thanks in particular to IcedLemon for making the icon for the Titanic exhibit for this mod. Thanks to the every touhou artist who has drawn wonderful art of my beloved.

Special Thanks

  • rm -rf Maxx "c": For making the sample character template that made it so easy to develop this mod.
  • Vengyre: Providing me a spreadsheet template that made it much easier to organize my cards. Also programming help
  • Worldsoul: Making a mod for my other favourite character, Shou, which encouraged me to make this mod. Also having his github repository public was helpful for referencing how some effects are implemented in a mod.
  • Saevin_7: Playtesting the mod and providing much helpful feedback.
  • Neoshrimp, gluee, and all the other people in #mod-dev: For helping me with many programming problems.
  • Lvalon: For his :skull: emojis.

CHANGELOG

0.4.4

Even more boss changes

  • The Move! Token's cost now maxes out at 1 mana. Hopefully, this will make actually interacting with the distance mechanic for the boss less difficult. It also glows when its cost is 0 to remind you to use it.-
  • Added custom icons for Komachi's new distance-based intentions.
  • Slightly nerfed the spirits' health for the fight.
  • Duration for applied vulnerable from distance tax reduced to 1.

Some changes might be an overbalance but since so many people struggled with the boss, especially due to its complexity, I'm hoping these changes will make her more forgiving. I might go back on some if she ends up being too easy.

0.4.3

More act 1 boss changes

  • Guided Spirits on the boss will now show up as an additional intention on the boss, so you won't have to keep hovering over the status effect.
  • Komachi will no longer skip your turn when she charges her last turn. She will just become invulnerable instead.
  • Act 1 boss will no longer get Flexible Work Schedule, but the Eiki mirror version will.
  • The distance change intention on lunatic will now show you how much the distance will be changed.
  • Some slight number changes.

0.4.2

Boss changes

  • Added Music to Komachi's boss fight. Remix made by Rowster: www.youtube.com/watch?v=0eGHlCiKHGg
  • The negative debuff intention for Komachi boss's Distance Tax now specifies that it applies a debuff depending on your distance
  • Reduced Guided Spirit gain from Komachi Boss
  • The move token will now be added to your hand before drawing, preventing a situation where handclog prevents you from accessing it.

Other changes

  • Guided Green+ draw reduced from 3 to 2
  • Komachi cards now have a cool scythe imprint on them

0.4.1

  • Increased Forever Cancelled's application of spirits from 2 (4) to 4 (6)
  • Increased the vengeful spirits applied by grudge of the dead from 2 (4) to 4 (5)
  • Increased the divine spirits gained by Divine Spirit Barrier from 4 to 6. Reduced the block given by the upgrade from 8 to 6. So now it gives you 4 (6) block and 6 (8) divine spirits.
  • Fixed a bug with Lonesome lily not adding the correct amount of Spider Lilies to the top of the deck on upgrade.

Boss changes.

  • Reduced the damage from Scythe of the reaper (the multi attack) from being 6, 7, 8 on normal, hard, lunatic to being 6,6,7
  • Indolent Strike's damage reduced from 20, 20, 22 to 18, 18, 20
  • When using her defence move, she will now apply Flexible Work Schedule on herself (and on Eiki). As a small compensation, the block she gives herself from the move itself has been reduced from 12 to 8 (on all difficulties). Also, the barrier she gains has been reduced from 10, 12, 14 to 6, 8, 10. "Each time an enemy's Distance is changed, gain {Level} |Block| for every level of change."
  • Reduced the amount of guided spirits she gains from 4, 6, 8 to 4, 5, 6
  • Some nerfs to the spirits she spawns.
  • Fixed a bug with the tokens generated by the Komachi boss being upgradable when they shouldn't be.
  • Fixed a bug with the Komachi Boss not clearing her Guided Spirits when charging her last word.
  • Fixed a bug with vengeful spirits dealing their explosion damage when automatically killed by Komachi losing

0.4.0

Updated to 1.8.

- Added an Act 1 boss. Now you can fight Komachi as other characters and get access to her cards and exhibits.

- Added Japanese Translation. Courtesy of Neff.

New Cards

Five new cards, mostly to expand on the Spider Lily playstyle:

  • Storm of the grieving dead: An X cost aoe attack that takes advantage of your Spider lilies.
  • Riverside View: A rare RRR ability that constantly generates red lilies and gives more upsides to playing them
  • Lily's Embrace: A Red-Green off colour ability that gives you amulets every time you play a Spider Lily
  • Stygian Reel: The first off colour card to interact with distance. It's a Red-blue attack that pulls the enemies then pushes them back at the end of the turn.
  • Posessed Armament: A black ability that's basically just dark dancer, but for vengeful spirits instead.
  • Parasitic Pollen: A Red-Green attack that interacts with poison and spider lilies. If you want more specificity about what these cards do, check them out in the collection.

Card changes:

  • Spirit Return no longer reduces your amount of draws. I realized this effect was too harsh on a 4 mana rare, even if the exile recursion is strong. So now the card should be more pickable.
  • Scythe of Final Judgement is now an aoe attack.
  • No hard feelings buffed: now applies vengeful spirits when unupgraded.
  • Eye of the storm's release effect changed from giving 6 (8) barrier to 10 (12) barrier.
  • Riverside Garden's unupgraded cost changed from 2RR to 1RRR. This is to prevent it from being shown to KomachiB.
  • Spirits of the firm's release costs increased from 4/7(6) to 6/9(8)
  • Spirit Catalyst now costs 1BB (B) -> BBB (B). To compensate, the unupgraded version now has retain similar to its upgrade.
  • Extinct Fauna of the Sanzu River's cost lowered from 5 (4) total mana to 4 (3) total mana.

Other:

  • Distance Damage modifiers are now configurable in bepinex/config.
  • Komachi's starting money is now lowered from 120 to 104.
  • Fixed Auto-Discard. Now it works like Auto-Exile (discard on exceeding the hand rather than discard on reaching the hand limit).
  • Fixed a lot of text mistakes.

0.3.7

  • Added Korean translation. Thanks to coward_montblanc for making it!
  • More english text mistakes were fixed.
  • Lonesome Lily's cost changed from G (0) to just G. Its upgrade no longer changes its cost.
  • Extinct Fauna now lets you use its effects on the same turn that you play the ability.
  • Changed some attack animations.

0.3.6

  • Fixed Vengeful Spirits' highlighting not wearing off when its duration is increased from 1 (Due to cards like Spirit Catalyst).
  • Fixed Lonely bound Spirit not being detonated by the detonate token or by Komachi B's ultimate.
  • Scythe of Final Judgement unupgraded damage changed from 21 -> 22.

0.3.5

  • Added Spanish translation. Thanks to xerox asutnima for making it!
  • Some english text mistakes were fixed.
  • Changed Abundant Floating Spirits' first release cost from 6 -> 4.
  • No hard feelings block changed from 14 (17) -> 14 (18).
  • Eye of the storm block changed from 14 (18) -> 16 (20).
  • Spirit Barrier upgraded cost changed from BB -> 1B.
  • The divine spirits gained from Souls at the end of the Road for each card in hand changed from 1 (2) -> 2 (3).
  • Scythe of Exorcism damage changed from 16 (22) -> 18 (24).
  • Endless Way block changed from 14 (18) -> 13 (17).
  • Ferriage of the deep fog Vengeful Spirits applied per distance level changed from 3 -> 3 (4).

0.3.4

  • Fixed Souls at the end of the road returning the exiled cards to your deck after the draw step. Meaning you draw nothing unless the enemy gave you statuses that turn. It should let you draw cards normally now.

0.3.3

  • Scythe of Exorcism's release effect now gives you an amulet.
  • Shinigami's Finesse now gains accurate on close distances.
  • Fixed a bug with Abundant Floating Spirits.
  • Lock on amount applied by Endless Way increased from 2/4 to 3/6.
  • Close Quarter Defence now applies temporary firepower down on a close target rather than giving you additional block.
  • Fixed a bug with Exchange of the living and the dead.

0.3.2

  • Fixed Equalize Distance not drawing the correct amount of cards.

0.3.1

  • Added a new keyword, Auto-Discard. If your hand would reach its limit, discard auto discard cards before that happens!
  • Spider Lily now has Auto-Discard. It's also the only card that's gonna use it lmao. Your hands won't be clogged by flowers any longer.
  • Talkative Ferryman now gives you the correct amount of the buff. Used to give you 4 regardless of upgrade.
  • Fixed a bug where the guided spirits tooltip would give out an error under niche circumstances.

0.3

Bug fixes

  • Fixed a bug with Reaper's due that stopped you from spending non W, B, or P mana from using it. Added a QoL number to the card text that shows the spirits you will gain from your pending mana.

Reworks

I added lots of secondary release effects to cards.

  • Spirits of the Firm gained a second release effect. You can release 7 (6) spirits to add |Detonation| to your hand, in addition to its bonus Vengeful Spirits infliction. This is now the second card to add a detonation token to the hand, besides grudging strike. The additional cost for this is the same as for Grudging strike.
  • Chain Detonation changed: -- Spirits applied changed 5 (7) -> 4 (6) -- First release cost "Detonate that target again" changed 5 (3) -> 4 (3) -- Now has a second release cost: "|Release| 8: Apply |Vengeful Spirits| equal to the amount detonated, again." I always found the concept of this card detonating multiple times a turn to be funny but found the original release effect to be underwhelming, but that detonate+apply again on the same cost would be overpowered. But making the second application of spirits to be an even more expensive release effect works I think. Though if it may be too cheap do tell me.
  • Afterlife Passage+ can now exile cards from the discard pile in addition to the hand. Just a slight buff to make the upgrade actually worth something. I think keeping it only to discard instead of discard+draw like other cards is a good balancing measure for how good its effect is.
  • Abundant floating spirits reworked: Old text:
    Deal 14 (18) damage to each enemy.
    Apply 4 (8) |Vengeful Spirits| to each enemy.
    |Release| 5: This attack becomes |Accurate|.

New text

    Deal 14 (18) damage to each enemy.
    Apply 4 (6) |Vengeful Spirits| to each enemy.
    |Release| 6: |Choose|: This attack becomes |Accurate| or Apply 4 (6) more |Vengeful Spirits| to each enemy.
    |Release| 12: Deal 12 (15) |Accurate| damage 2 times to each enemy, then apply 12 (18) |Vengeful Spirits| to each enemy instead.

This was always just a "3 mana Spirits of the firm that also does damage" in my mind. Not interesting. SO I thought about giving it a multi attacking effect to really hone in that this card wrecks grazers. Also gave a choice to the first release effect to make it slightly less useless against non grazing enemies.

  • Double Hooking reworked. Old text: Discard {Value1} card, then target up to {Value2} cards in |Exile| whose total cost is less than {Value3} each; Return them to the hand. They temporarily cost 0. New text: Discard {Value1} card, then target up to {Value2} cards in |Exile| whose total cost is less than {Value3} each; Return the first to the hand and return the second to the discard pile. They temporarily cost 0. This card was just busted. But I wanted to keep in the effect of recurring two cards to reference its namesake card from yugioh. I think sending the second one to discard is a good compromise.
  • Scythe of Final Judgement reworked. Old text:
    Deal 30 (35) damage. Deals double damage if the enemy has |Barrier| or |Block|. Damage reduction of far distances increases this card's damage instead.
    When an enemy is defeated using this card, add 1 (2) |Spider Lily| to the hand.

New text:

    |Displace| to any distance.
    Deal 21 (28) damage. Damage reduction of far distances increases this card's damage by double the amount instead.
    When an enemy is defeated using this card, add 1 (2) |Spider Lily| to the hand.

Its cost is changed from 2RR (1RR) to just 2RR. Just so it wouldn't powercreep taste of death. This card had the problem of both having the coolest name ever but also wanting to keep it faithful to the same spell in SWR. But the original felt really underwhelming. It intentionally doesn't have accurate because its description in soku specifically says it's easily grazed. The defence wrecking was just a tacked on thing. But I think reducing its base damage while making a card to just choose your enemy's distance captures how impactful it could be pretty well. While doubling the far distance bonus is just because why not? Maybe overtuned?

  • Shiki Eiki Teammate's ultimate skill changed. Old Effect: Return up to 2 (3) exiled cards to the hand. Their cost becomes 0 this combat. {PlayerName} doesn't pay the |Release| cost of cards this combat. New effect: Choose up to 1 (2) card(s) in the |battlefield| and add them to the hand.Their cost becomes 0 this combat. {PlayerName} doesn't pay the |Release| cost of cards this combat. This is mainly the reason for most of the new release effects above. I wanted to make Eiki's ultimate effect more easily usable and more impactful. It now can search and 0 out any card from the battlefield so that if you want a release card to use immediately, you can. Otherwise you can still pick back up a broken exiled card if you want.
  • Ritual of Ecstasy's Will now give you the option of which effect to use if the target is at a distance of 3. Updated text
    Invert target's |Distance|, then apply 1 of these effects.
    If the target's distance is {three}, you can choose the effect.
    If the distance was reduced, draw {Value1} cards. If it was increased, gain {Value2} graze and {Block} block.

Old text: If the distance was reduced, draw {Value1} cards. Otherwise, gain {Value2} graze and {Block} block. Changed because the old text was ambiguous to some players. This makes it both clearer and more flexible, to let you draw if you need it.

Simple changes

  • Close Quarter Technique+'s Guided Spirit gain changed 8 -> 6. Its bonus defence changed 8 (11) -> 10 (14)
  • Ethically Sourced Break's heal changed 5 (6) -> 10 (15). Upgraded Barrier changed 50 -> 45.
  • Endless Way+ cost changed from 1B/R to B/RB/R (Aka, two hybrid Red-Black mana)
  • Equalize distance rarity changed Uncommon -> Common. . Unupgraded version draws 2 cards per displacement.
  • Grudging Strike's unupgraded release cost changed 4 -> 3
  • Lifespan's End+ cost increased from 0 to W
  • Moving Defence now only adds a "Manipulate Distance" for every enemy whose distance is at 4 (3), up from 3 (2)
  • Move and Shoot damage changed 14 (17) -> 12 (16)
  • Shinigami's Finesse rarity changed Uncommon -> Common.
  • Taste of Death's unupgraded damage changed 16 -> 15. Taste of Death+'s cost is now changed 2R -> 1RR (Now unchanged from the unupgraded version).

0.2.1

  • Fixed a bug with Residual Aether not giving the correct amount of Mana shown on the card, only giving 1 mana no matter what.
  • Fixed Gold Sarcopha-galley only showing the top 5 cards of the deck instead of the entire deck.
  • Fixed Grudging Strike not having the release keyword being related to it. (Ie, not explained on the side of the card)
  • Fixed Grudging Strike not removing Guided Spirits when using its release effect.
  • Scythe of Wandering spirit renamed to Scythe of Draining Spirit, to make it clearer from the other card, Scythe of Roaming Spirit

0.2.0

  • Added Art for all cards
  • Changed names of cards: Retreating Sanzu Boat->Protective Sanzu Boat. Ghost Wall-> Spirit Backing
  • Human Spirits passing by+ gives 6 Guided Spirits down from 7.
  • Fixed Scythe of Exorcism relating to itself rather than to spider liies.

0.0.2

Bugfixing

  • Fixed a bug with eye of the storm where activating the release effect to pay for divine spirits just pays using the guided spirits you just gained from the card itself instead.
  • Upgraded Reaper's due nerfed. The spirits gained and applied from coloured mana is 8->6 now. The guided spirits gained from any mana is 6->5 now.
  • Nerfed upgraded damage of move and shoot from 20->17
  • Downscaled some arts so that the mod isn't huge for no reason. Size was halved.
  • Fixed colour sorting in the collection. White cards will now correctly be at the end of the collection alongside the rest of the off colours.