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API

The de-facto standard core API for all Inscryption mods. This lets you create new cards, abilities, challenges, map nodes, starter decks, and more.

CHANGELOG

View Changelog

2.22.2

  • Added GetEnergyConfig method to community patch's EnergyDrone class - retrieves the current Act's EnergyConfigInfo
  • CommunityPatches: Added community config to move pelt price tags to the right of the card
  • Experimental: Changed gemified to only reduce a single cost on a card, with priority of Energy > Bones > Gems > Blood
  • Fixed positioning errors caused by having multiple custom boss challenge icons
  • EnergyConfigInfo's fields can now be modified when initialising a new instance
  • Updated installation guide on the ReadMe to match the wiki, added link to wiki.

2.22.1

  • Added IShieldPreventedDamage and IShieldPreventedDamageInHand ability triggers and interfaces
  • Added TriggerBreakShield, wraps BreakShield in an IEnumerator for additional customisation by modders
  • Added ICustomExhaustSequence trigger interface for modifying the draw pile exhaustion effect - use with Opponents
  • Fixed board slots being uninteractable if a slot effect with a rulebook interactable was reset
  • Removed debug logging related to rulebook redirect coordinates

2.22.0

  • Added FullBoon objects for each vanilla Boon
  • Added 'AllFullBoons' list to BoonManager
  • Added support for boons and items appearing in multiple acts' rulebooks
  • Added RuleBookRedirectManager and support for rulebook text redirects/page links
  • Added additional methods to RuleBookManager: ItemShouldBeAdded, BoonShouldBeAdded, SlotModShouldBeAdded, GetUnformattedPageId
  • Added GetFullBoon and GetFullConsumableItemData extension methods
  • Added extension methods for adding text redirects to abilities, stat icons, items, boons, slot modifications, and rulebook pages
  • Added ModificationType.SetSharedRulebook - used for slot modifications that should share their rulebook entry with other slot modifications
  • Added support for multiple rulebook sprites for slot modifications (SetRulebookP03Sprite, SetRulebookGrimoraSprite, SetRulebookMagnificusSprite)
  • Added RuleBookController.Instance.OpenToCustomPage
  • Added CustomDiskTalkingCard abstract class
  • Added TalkingCardManager.NewDisk and TalkingCardManager.CreateDisk
  • Fixed RuleBook construction patches having lower patch priority than intended
  • Fixed slot modification interactable being enabled when no rulebook entry exists
  • Fixed slot modification rulebook pages not working in Act 3
  • Fixed rulebook sprites being smaller than normal after flipping to a slot modification rulebook page
  • Fixed DiskTalkingCards created through the API not correctly working under certain conditions
  • Moved ConsumableItemManager patches to a separate ConsumableItemPatches class
  • Modified implementation of rulebook fill page logic to let modders patch the API logic
    • Patch 'RuleBookManagerPatches.FillPage' to do this
  • Tweaked how custom rulebook pages are added and detected
  • Wiki: Tweaked page for adding custom rulebook sections
  • Wiki: Added section on adding text redirects

2.21.1

  • Fixed RuleBookManager not syncing when playing with no custom rulebook sections

2.21.0

  • Fixed ability stacks not rendering
  • Fixed rendering error when displaying a card with tribes outside of Act 1
  • Fixed ResetShields not re-setting lostShield to false under certain conditions
  • Fixed RemoveMaxEnergy not working as intended
  • Fixed custom AudioClips not loading correctly on Mac OSX
  • Added RuleBookManager for adding custom rulebook sections (see wiki for more info)
  • Added AllModificationInfos, AllModificationTypes, and modification syncing to SlotModificationManager
  • Added additional functionality to SlotModificationManager - Infos now store name and GUID
  • Added rulebook entry support for slot modifications - use extension method .SetRulebook() when adding your slot modification
  • Added more shield-related extensions
  • Added some AbilityInfo-related extensions
  • Added ShieldManager.AllShieldAbilities and ShieldManager.AllShieldInfos for easier tracking of custom shield abilities
  • Added config to the community patches to add a forced red emission to Undead Cat
  • Modified Obsolete warning for Helpers.CustomLine to point to Dialogue.CustomLine

2.20.0

  • Updated wiki sections for Adding Map Nodes, and Conditional Map Nodes; moved Special Sequencers section to Opponents
  • Fixed issues related to challlenge icon sorting when a boss icon is present
  • Fixed TalkingCardManager not properly configuring talking cards in Part 3on the page
  • Fixed extension properties for CardModificationInfos saved to the save file not consistently loading
  • Fixed cards not shaking when losing a shield
  • Fixed ShieldManager.BreakShield not being called when a shielded card takes damage
  • Added SlotModificationManager for adding behaviour to card slots; see wiki for more info
  • Added SaveFileExtensions class
  • Added support for cards costing multiple of the same colour Mox
  • Added debugging to GetCustomCardCosts method; please let the API folks know if you receive any warnings/errors marked by '[GetCustomCardCosts]'
  • Added StatIconInfo.SetRulebookInfo and StatIconInfo.SetAppliesToStats
  • Added NodeData.SelectionCondition's ChallengeIsActive and NumChallengesOfTypeActive
  • Added PlayableCard.GetShieldCount<\T>() for getting a specific shield ability's NumShield value
  • Added new config to the community patches to reduce the size of the price tags during the Buy Pelts sequence
  • Added CardModificationInfo.AddNegateAbilities extension method
  • Removed leftover debugging related to boss challenge icons and custom costs
  • P03 Face Card Displayer can now show card costs other than energy
  • Publiciser warnings from the API and Community Patches no longer appear in the console
  • SaveFile.CurrentDeck now returns gbcData.deck in Act 2
  • DeathShieldLatch can longer target cards with an active shield
  • Cards with a broken shield return to their default portrait when regaining their shield
  • Shield abilities now use NumShields to determine visual sigil stacking
  • CardModificationInfo.SetNameReplacement now accepts null value for the name replacement

2.19.5

  • Fixed pixel Bones cost icons not appearing when the cost is greater than vanilla amounts
  • Fixed interaction where a Gemified card that gives a blue gem doesn't spend the correct resource amount when played
  • Fixed active challenges desyncing from the icons when returning to the select challenges screen from a custom screen
  • Added pixel icon to Aquasquirrel (courtesy of Zepht)
  • Added GetCustomCostAmount extension methods for automatically accounting for whether a custom cost can be negative
  • Added support for making custom challenges that use the Final Boss challenge's icon format (occupying the whole column)
  • AscensionChallengePaginator's leftArrow and rightArrow fields are now AscensionMenuInteractables
  • Changed method name of GenBaseGameChallengs to GenBaseGameChallenges
  • Changed Act 1 energy cost choice cardback to match the cost's icon colour
  • Changed TestCost.OnPlayed to no longer trigger on negative values
  • CustomCardCost.OnPlayed no longer triggers for custom costs with a value of 0 (negative values can still occur)
  • Challenges no longer show dependencies/incompatibilies when viewed in the pause menu and end screen

2.19.4

  • Fixed error when retrieving custom card costs from a card with no custom card costs
  • Fixed cards with custom card costs using the pixel cost icons in some circumstances
  • Fixed modifications to base Pelt choice amounts not being reflected in-game
  • Fixed latched sigils not appearing in Act 3
  • Added config to randomise cost choice order
  • Added additional functionality to FullCardCost - see wiki and documentation for more info
  • Added TestCost class to community patches - can be added to the game by enabling "Test Mode" in the configs
  • Added extension methods for setting and getting a custom card cost using the CustomCardCost class instance
  • Custom costs now support cost tiers and checking CanBePlayedByTurn2WithHand
  • Custom costs' textures now differentiate whether they're from Acts 1, 2, or 3 when storing them post-assemblage
  • Card choices when trading Pelts are now positioned correctly for amounts non-divisible by 4
  • Modified Act 1 latch patch logic
  • Publicised a number of TradePeltSequence patch methods
  • Refactored some TradePeltSequence patches
  • Reverted undocumented changes to some SniperFix parameter names in previous version

2.19.3

  • Fixed index error related to Totem sigils
  • Fixed index error related to opponent sniper targeting
  • Fixed Shield Latch sigil not displaying the first latched sigil
  • Added config to community patches to reset Leshy's eye colour after triggering the grizzly bear sequence during boss fights

2.19.2

  • Fixed activated abilities not being interactable in Act 3
  • Fixed cards with costs above vanilla defaults not displaying
  • Added debug logs to AddCustomTribesToList (used to add custom Tribes to the list of obtainable Totem tops)

2.19.1

  • Fixed API not retrieving pixel card costs above 5

2.19.0

  • Fixed decals added via temporary mods not being cleared from the base card
  • Fixed merged and totem sigils being uninteractable if the icon has been flipped vertically
  • Fixed pixel Shapeshifter patch not correctly patching DisguiseOutOfBattle
  • Fixed temporary decal mods not being removed in Act 1
  • Fixed softlock in Part 1 during the boon-gaining sequence
  • Fixed all copies of a custom challenge becoming activated/deactivated when the page is reloaded
  • Fixed Sentry ability softlocking when the base card dies before all Sentry stacks are triggered
  • Fixed softlock when talking card dialogue cannot be parsed in certain conditions
  • Added public method GetIjiraqDisguises to pixel Shapeshifter patch for easier modification of Shapeshifter for modders
  • Added variant of PeltManager.New
  • Added variant of PlayableCard.AllAbilities that accounts for negated abilities in TemporaryMods
  • Added support for creating custom card costs using new class CustomCardCost; see wiki for more information
  • Added ability to remove gems costs from a card using CardModificationInfos
  • Added a number of extension methods for CardModificationInfos (RemoveGemsCost, SetCustomCostId, etc)
  • Added helpers for getting TextBox.Style from CardInfo.temple or the chosen ambition
  • Rewrote CardModificationInfoManager's id system for setting persistent extended properties in a CardModificationInfo's singletonId
  • Rewrote pixel Shapeshifter patch to RevealInBattle to hopefully prevent errors in Act 1
  • PeltManager.New now throws an error when getCardChoices is null
  • Changed LogLevel of dialogue event insertion message from Info to Debug
  • API death cards now use the clean singleton id when creating the death card info mod
  • Temporary decal mods are now removed from Act 2 cards instead of being cleared
  • Opponent snipers will now target a random slot if there are no opposing cards (previously only targeted the opposing slot)

2.18.7

  • Fixed softlock during Act 1's final boss cabin/boons sequence
  • Fixed startup errors relating to ShieldManager transpilers
  • Fixed resource drone not showing up outside of Act 3
  • Fixed latched sigils not visually disappearing when using RemoveTemporaryMod to remove a latch CardModInfo
  • Fixed stack sigil icons not correctly replacing the '1' in stackable sigil icons with the appropriate stack number
  • Fixed Act 2 Tutor sequence displaying the wrong number of cards above the max of 42
  • Fixed temporary mods not correctly updating a card's shield count above 1
  • Added extension methods PlayableCard.AllCardModificationInfos(), PlayableCard.RemoveCardModificationInfo()
  • Added SpriteType 'PixelStandardButton'
  • CustomTriggerFinder now caches the list of non-card triggers before iteration
  • ActivatedDamageShieldBehaviour now inherits from DamageShieldBehaviour instead of ActivateAbilityBehaviour
  • ActivatedDamageShieldBehaviour now implements the logic from ExtendedActivatedAbilityBehaviour
  • Mud Turtle now has a broken shield portrait (identical to its alternate portrait, which is unchanged)
  • CardTriggerHandler.RemoveAbility now only destroys the AbilityBehaviour if triggeredAbilities no longer contains the corresponding Ability
  • Act 2 Tutor now supports multiple pages of cards

2.18.6

  • Fixed Royal fight softlocking if config option 'Hide Act 1 Scenery' is set to true
  • Fixed activated custom challenges not remaining activated when returning to the challenge screen
  • Fixed TransformIntoCardInHand and TransformIntoCardAboveHand not checking for TriggersOncePerStack
  • Added missing null checks to ResourceDrone patches
  • Added pixel icon to Transformer
  • Transformer sigil icon will now display the number of turns till evolution if it's greater than 1
  • Transformer and Fledgling sigils now correctly update their display when evolving into another card with the Fledgling/Transformer sigil
  • Certain shield-giving effects no longer reset shields to prevent incorrect shield totals
  • Improved the 'Custom Card Costs' section of the wiki

2.18.5

  • Fixed DrawCopyOnDeath creating warnings in the console
  • Fixed talking cards locking the camera view when obtained during the Trapper boss's final phase
  • Fixed ResourceDrone softlocking during Leshy's goodbye sequence if ConfigDefaultDrone is false
  • Added missing null checks
  • Added PlayableCard.GetStatIconHealthBuffs()
  • Added PlayableCard.TransformIntoCardAboveHand() - variant of TransformIntoCardInHand that incorporates MoveCardAboveHand
  • Added FullAbility.SetExtendedProperty for setting an AbilityInfo's custom property during ability creation
  • Reverted change to resource drone preventing it from being parented to the scale outside of Act 1
  • Improved visual fix for the full pack Pack Rat sequence

2.18.4

  • Fixed Sniper sigil targeting the wrong side of the board
  • Fixed placeholder tribe choice icons being placed incorrectly
  • Auto-gen tribe choice texture is now only created if the tribe can be found in tribe choices

2.18.3

  • Fixed resource drone behaving incorrectly outside of Act 1
  • Added null checks to various custom triggers
  • Added more extension methods for CardInfo and AbilityInfo
  • Added PlayableCard extension methods: AddShieldCount(Ability), AddShieldCount<T>() and AddShieldCount(Ability), RemoveShieldCount<T>()
    • These affect the internal numShields field, and do NOT add or remove ability stacks
  • Added alternate portrait 'SacrificablePortrait' for when a card can be sacrificed in Act 1 or Act 2 (part of the SetShaking method)
  • Added methods for getting the emissive portraits for extra alt portraits (EmissiveSteelTrapPortrait(), EmissiveBrokenShieldPortrait(), etc.)
  • Expanded SniperFix sniper logic with additional methods for easier patching and modification:
    • DoSniperLogic() - controls whether to use player or opponent sniper logic
    • DoAttackTargetSlotsLogic() - controls attack logic for each target slot
    • GetValidTargets() - returns the list of card slot the player and opponent can target
    • PlayerTargetSelectedCallback() - called when the player selects a valid target
    • PlayerSlotCursorEnterCallback() - called when the player's cursor enters a slot
    • OpponentSelectTarget() - returns a card slot for the opponent to target and attack
  • Revamped the wiki to (hopefully) make it easier to navigate and read through

2.18.2

  • Fixed abilities marked TriggersOncePerStack not actually triggering once per stack on evolution
  • Fixed CardManager.Remove not actually removing cards
  • Fixed mods on card clones being lost during card sync
  • Added extension methods for setting the emissions for SteelTrap and BrokenShield alt portraits
  • Added Config to disable boss scenery for optimization purposes
  • Exposed EncounterManager.NewEncounters so JSONLoader may replace existing Encounters
  • Refactored Act 1 energy drone movement logic, added support for 'immediate' bool (Default Drone must be true)
  • Act 1 energy drone game object is now named 'Part1ResourceDrone'
  • Act 1 energy drone is now correctly synced with the scale when Default Drone config is false

2.18.1

  • Fixed BoxCollider null reference during Act 3 Build-A-Card-Sequencer
  • Fixed Act 3 bone displayer screen changing to static whenever P03 changes their face
  • Added TryGetGuidAndKeyEnumValue for getting the mod GUID and key from enum value
  • Custom regions now store their mod GUID

2.18.0

  • Fixed SetPixelAbilityIcon() not accepting 22x10 textures for activated abilities
  • Fixed IModifyDamageTaken priority sorting being reversed
  • Fixed null errors in TakeDamage and custom trigger calls
  • Added extension methods for getting emission portraits, setting animated portrait
  • Added CustomFields helper for associating data with objects or classes
  • Added IModifyDirectDamage, IOnTurnEndInQueue custom triggers
  • Custom Tribes now store their name and GUID

2.17.0

  • Fixed card extension GetAbilityStacks() being able to return a negative value; minimum value is now capped at 0
  • Added ability interfaces IModifyDamageTaken, IPreTakeDamage, which trigger at the start of PlayableCard.TakeDamage
  • Added PlayableCard extension method ResetShield(Ability) for only resetting shields belonging to a certain ability
  • Added ShieldManager class and changed how shields are managed in the game's logic
  • Added abstract classes DamageShieldBehaviour and ActivatedDamageShieldBehaviour
  • Added support for adding alternate portraits for SteelTrap activation and broken shields
  • Added portrait setters SetSteelTrapPortrait(), SetBrokenShieldPortrait(), SetPixelSteelTrapPortrait(), SetPixelBrokenShieldPortrait()
  • Added support for adding new language translations
  • Added AbilityInfo extension method SetHideSingleStacks(), affecting how stacking sigils are affected by being hidden (see wiki)
  • DeathShield ability now has a custom AbilityBehaviour attached to it
  • DeathShield ability is no longer passive, and can stack
  • TakeDamage trigger now requires damage to be above 0 to activate
  • Cards can no longer lose shields from attacks that deal 0 damage
  • Damage dealt to cards can no longer go below 0
  • Updated the wiki with sections on the additions
  • Zombie Parrot is now part of the Avian tribe

2.16.1

  • Gem Shield sigil now visually applies the Armoured sigil to cards in Act 1

2.16.0

  • Added interface IGetAttackingSlots for altering the order cards attack in, see the wiki for more information
  • Added out-of-turn (cards attacking outside of their owner's turn) damage support
  • Added PlayableCard extension method GetAbilityStacks()
  • Added PlayableCard extension method TransformIntoCardInHand()
  • Moved SlotAttackSlotFixes and SelfAttackDamagePatch from community patches to the API, renamed to SlotAttackSlotPatches and DoCombatPhasePatches respectively
  • Made community patch method RandomAbilityPatches.GetRandomAbility public

2.15.2

  • Fixed cards not evolving correctly if the Fledgling sigil was obtained via card mods (card merge, totem, etc.)
  • Moved the Squirrel Orbit community patch into the main API
  • Added SetTransformCardId(), GetTransformerCardId() for controlling the Transformer evolution separate of the standard evolution
  • Transformer sigil will now also check for a card's API-set TransformerCardId if no card mod is found
  • Transformer sigil now also adjusts Blood and Bone costs when transforming
  • Transformer sigil now correctly works for cards without a defined evolution/transformation

2.15.1

  • Fixed Transformer sigil disappearing upon transformation in certain scenarios
  • Fixed Act 3 Bone Display checking the wrong card cost, resulting in the display always appearing
  • Fixed Act 3 Bone Display null error in certain Acts

2.15.0

  • Fixed friend cards created by G0LLY not having any mods
  • Reverted previous change to cloned CardInfos
  • Tweaked RandomAbilityPatches to hopefully prevent obtaining sigils already possessed by the card
  • Added cost display support for Act 3
  • Added bone counter for Act 3

2.14.5

  • Cloned CardInfos now only copy over Gemify mods, unless they possess BountyHunterInfo/DeathCardInfo/BuildACardInfo
  • Fixed certain card mods duplicating when the card evolve
  • Added ResourcesManager.RemoveMaxEnergy, ResourcesManager.ShowRemoveMaxEnergy extension methods

2.14.4

  • Fixed the first energy cell remaining closed in Act 1 when battle starts
  • Added new field to PeltManager.PeltData 'peltTierName' used when trading pelts
  • Added extension method PeltData.SetTierName
  • The Trader will now speak the correct name of custom pelts when trading with them
  • Added DialogueManager.GenerateTraderPeltsEvent for creating custom dialogue events spoken by the Trader when trading a custom pelt
  • Added DialogueManager.GenerateRegionIntroEvent for creating the dialogue event played upon entering a custom region

2.14.3

  • Fixed Act 2 bug relating to stackable sigils and activated sigils in the deck display menu
  • Fixed dynamic costs still not working in Act 2
  • Fixed dynamic gem costs checking ResourcesManager instead of OpponentGemsManager for opponent cards
  • Fixed dynamic costs not checking for owned blue gems
  • Fixed dynamic costs not updating energy display correctly
  • Changed dynamic costs to patch SetInfo instead of Awake
  • Re-added dynamic cost error messages for when the card or card info is null
  • Added ResourcesManager.Instance.GemsOfType(GemType) to check for owned gems of the specified type

2.14.2

  • Fixed Overclock patch not checking for the correct Acts
  • Fixed appearance behaviour's Card field always returning null in Act 2
  • Added OverridePixelPortrait virtual method to PixelAppearanceBehaviour to allow for changing card portraits in Act 2
  • Added CardInfo.SetPixelAlternatePortrait() and Cardinfo.GetPixelAlternatePortrait() for storing alternate pixel portraits
  • Re-added SetTerrain method without optional bool parameter
  • SwitchToAlternatePortrait and SwitchToDefaultPortrait now work in Act 2 using the above system
  • Removed cost-related error spam in Act 2

2.14.1

  • Custom tribes are now given a placeholder reward cardback if one isn't provided
  • Fixed visual error when flipping a custom tribe choice for a tribe without a custom cardback
  • Fixed pixel stat icons not hiding the underlying stat number
  • Fixed ChooseTarget null exception
  • Fixed opponent cards with mods not being created properly (eg Bounty Hunters)
  • Fixed being able to ring the bell in Part 2 during the Tutor sequence
  • Fixed GBC packs not checking for onePerDeck when selecting possible cards
  • Fixed decals added via temporary mods not clearing from cards in Act 2
  • Changed what vanilla abilities are marked as Act2Modular (see the Part2ModularAbilities file for the full list)
  • Removed leftover debug info during start-up
  • Added CardInfo.SetCardTemple()
  • Added CardModInfo extension methods SetTemporaryDecal and IsTemporaryDecal (primarily for internal use, maybe you'll find a use for it)
  • Added GBCPackManager.ModifyGBCPacks function for altering what cards can be found in GBC card packs

2.14.0

  • Fixed Sniper duplicating attacks from sigils like Double Strike
  • Fixed interaction between Waterborne and Fledgling in Act 2
  • Fixed Cuckoo sigil softlocking in Act 2 when making a Raven Egg
  • Fixed sigils added via temporary mods not displaying in Act 2
  • Fixed hiddenAbilities not affecting sigil display in Act 2
  • Fixed Handy sigil visual bug outside of Act 2
  • Fixed Shapeshifter special ability in Act 2
  • Added pixel sprites for Raven Egg and Cuckoo/Broken Egg
  • Added ResourceBankManager.AddDecal(), PlayableCard.AddTemporaryMods(), CardModificationInfo.AddDecalIds
  • Added AbilityInfo.SetPixelIcon(string pathToArt), CardInfo.RemoveAppearances(), CardInfo.SetDefaultEvolutionName()
  • Added DialogueManager.PlayDialogueEventSafe - combines TextDisplayer.PlayDialogueEvent and DialogueHandler.PlayDialogueHandler for multi-act support
  • Added support for directly loading AudioClips via the GramophoneManager
  • Added support for adding decals to pixel cards via DecalIds
  • Added pixel portrait for Ijiraq
  • Added support for changing costs midbattle using CardModificationInfos or a HarmonyPatch
  • Changed TranspilerHelpers.LogCodeInscryptions to also function as an extension method for List<CodeInstruction>
  • FullSpecialTriggeredAbility now stores the ability name and mod GUID
  • Temporary mods can now be used to add decals to a card
  • CardRenderInfo.OverrideAbilityIcon now works for Act 2 sigils
  • CardInfo.SetTerrain() now has optional parameter 'useTerrainLayout', defaulting to true
  • Made method used to add stacks to pixel sigils public
  • Updated the wiki

2.13.3

  • Fixed null error when opening card packs in Act 2
  • Fixed pixel cards with activated sigils showing the activated sigil icon twice (does not fix the button obscuring sigils)
  • Added new helper class GemsManagerHelpers with helper methods: OpponentHasGems, PlayerHasGems
  • Changed how Act 2 descriptions are altered to prevent conflicts
  • True Scholar now correctly requires a Blue Gem to be owned prior to use

2.13.2

  • Fixed Hoarder sigil breaking when used by opponents in Act 2
  • Fixed Hodag special ability not working in Act 2
  • Fixed cards marked as AffectedByTidalLock not being killed by Tidal Lock when it's on a giant card
  • Added card extension methods SetAffectedByTidalLock and HasAlternatePortrait
  • Added ability extension method SetPart2Ability
  • Added AbilityCardMetaCategory AbilityManager.Part2Modular
  • Added pixel portraits for Empty Vessel and its Gemified variants, Ant, Bee, Dam, Chime, and the Tail cards
  • Amorphous sigil now works in Act 2
  • Vessel Printer sigil now works in Act 2
  • Trinket Bearer sigil is now disabled in Act 2
  • Hidden abilities are now properly hidden in Act 2
  • Fledgling sigil now properly shows the required (up to the number 3) in Act 2
  • Fledgling sigil's rulebook description now updates to show the selected card's actual number of required turns
  • Squirrel, Aqua Squirrel, and Rabbit are now marked as AffectedByTidalLock
  • SteelTrap sigil no longer changes a card's portrait to the closed trap; will now switch to an alternate portrait if it exists

2.13.1

  • Fixed custom items falling through reality
  • Added card extension method IsAffectedByTidalLock
  • Mental Gemnastics sigil now works in Act 1
  • Tidal Lock sigil now works for non-Moon cards

2.13.0

  • Fixed DontDestroyOnLoad warnings when using custom items
  • Fixed weird spacing for Mox cost textures in Act 1
  • Fixed player death cards not inheriting Energy, Mox, or custom costs
  • Fixed the hint dialogue for insufficient Energy in Act 1 being the wrong colour
  • Fixed ExtendedActivatedAbilityBehaviour discarding negative activation cost modifiers
  • Fixed Sniper not accounting for custom sigils that modify attack slots
  • Fixed Tutor not working in Act 2
  • Added more extension methods to BoardManager
  • Added new card extensions SetGemify and SetGemsCost(params GemType[])
  • Added catch-all cost textures for when Blood or Bones go above 13
  • Added CardModificationInfoManager and DeathCardManager
  • Added extended property support and extensions for CardModificationInfo
  • Added Blood activation cost support to ExtendedActivatedAbilityBehaviour
  • ExtendedActivatedAbilityBehaviour now calls PostActivate() if a card dies from paying the Health cost
  • Leshy now recognises death cards with multiple costs in his dialogue
  • Leshy will now let you create death cards with up to 8 sigils
  • Minor adjustments to some cost textures
  • Rearranged order of Mox cost textures to align with order of Mox on the Gem Module
  • Removed empty cost textures for Blood, Bones, Energy, Mox from the community patches
  • Sniper patch's methods are now public

2.12.0

  • Fixed ExtendedActivatedAbilityBehaviour's Health cost not subtracting Health correctly
  • Fixed softlock in Act 1 during death card creation
  • Fixed custom cards that start Gemified not working as intended when obtained in-game
  • Potentially fixed softlock when making terrain for a region
  • Added further checks to challenge icon-related patch to prevent softlocks
  • Added decal, appearance behaviour, and Gemified card support for Act 2 cards
  • Added Singleton<OpponentGemsManager> for keeping track of opponent gems
  • Added new helper method for creating Sprites from resource files in an assembly
  • Added new SpriteType for creating pixel card decals
  • Gemified visuals now work correctly for Act 3 opponents
  • Cost choice node now offers each Mox colour individually
  • Added new config "Default Drone" to change the model and position of the Energy Drone
  • Amorphous sigil now activates when used by opponents or obtained via evolution/temp mod
  • Owned Mox in Act 1 now updates when a card is hooked by the Angler or via the Hook item

2.11.2

  • Fixed starter deck custom unlocks not working
  • Fixed card icons not being properly centred for starter decks with 4+ cards
  • Cards in Acts 2 and 3 can now display up to 8 sigils
  • Blood tokens in Act 3 now appear to the side of the board instead of on it
  • Blood tokens now stack on each other when there are more than 4

2.11.1

  • Fixed regions in Act 1 being out of order
  • Fixed the console message concerning custom dialogue events not giving the right amount

2.11.0

  • Refactored how regions are handled by the API to prevent duplicate bosses
  • Refactored how bosses are selected to prevent duplicates being encountered
  • Changed when modded Ascension data is cleared to allow for editing it post-clear
  • Added more descriptive error logs for some commonly encountered errors
  • Added config option to reduce the amount of debug info shown in the console
  • Added methods to aid in creating encounter turn plans
  • Added more methods for interacting with lists, new debug method to aid in making transpilers
  • Added ExtendedActivatedAbilityBehaviour class; allows for dynamic costs and Health costs
  • Fixed SetOnePerDeck() and SetHideStats() being inaccessible
  • Fixed AddCardBlueprint() not setting the replacement card correctly

2.10.0

  • Completely revamped PeltManager to be more user friendly (Mod breaking)
  • Added LocalizationManager for more language support with mods
  • Added helper method for custom pelts to change cards trader
  • Pelts offered by Trapper capped at 8.
  • Pelts offered by Trapper are now randomized if more than 8
  • Fixed soft lock at trader when having more pelts than cards to offer
  • Fixed the campfire fix breaking the normal sequence
  • Fixed HasCardMetaCategory returning the inverse of its intended value
  • Fixed stackable sigils not showing numbers above 9

2.9.1

  • Fixed the campfire fix breaking the normal sequence

2.9.0

  • Added talking card support!
  • Moved the "CustomLine" struct outside of the Dialogue.Helpers class.
  • Fixed tribe choice node being able to offer vanilla tribes with no cards
  • Fixed totem choice node being able to offer tops for vanilla tribes with no cards
  • Added fallbacks for tribal choice node if there are less than 3 chooseable tribes
  • Added fallback to campfire node if you don't have any cards that can be buffed
  • Fixed 'outdated plugins' warning showing up when it shouldn't, tweaked message slightly

2.8.1

  • Added CardInfo extensions for checking CardMetaCategories, cause why not
  • Added DialogueManager for custom dialogue for regions and Custom Color support
  • Added ResourceBankManager for custom resources. Avoids doing this for every mod
  • Deprecated DialogueEventGenerator (Moved to Dialogue Manager)
  • Fixed repeating bosses on regions that have multiple boss possibilities
  • Fixed custom props not having a renderer on the top parent and breaking loading regions
  • Fixed arrows on the challenges select screen being offscreen at certain resolutions
  • Fixed tribe choice node being able to offer custom tribes with no cards
  • Fixed being able to get custom totem tops for tribes with no cards

2.8.0

  • Added support for custom masks
  • Fixed sometimes items use the wrong behaviour
  • Added more resource and asset bundle helpers

2.7.4

  • Fixed latch fix modifying the base info
  • Fixed stackable abilities activating twice when they shouldn't

2.7.3

  • Fixed sniper fix not accounting for cards with Repulsive ability
  • Fixed latch abilities not working in Act 2
  • Added ExtendedProperties for abilities
  • Added new ability setter SetTriggersOncePerStack for controlling the behaviour of stackable abilities after a card evolves
  • Added new helper methods for creating cards: SetOnePerDeck, SetHideStats
  • Added new helper methods for abilities: SetCanStack, SetTriggersOncePerStack, SetActivated, SetPassive, SetConduit, SetConduitCell
  • Added new remover methods for cards: RemoveAbilities, RemoveAbilitiesSingle, RemoveTraits, RemoveTribes

v2.7.2

  • Added CanActivateOutsideBattles extension method to ConsumableItemData so they can be used outside of battles.
  • Added Missing Tribe Icon fallback texture for totem tops when a tribe has no icon
  • Changed TotemManager to accept a CompositeTotemPiece type for custom behaviour other than always a custom icon
  • Fixed lag when entering gain consumable item map node
  • Fixed crash when using custom consumable items
  • Fixed hard lock when getting totem top that doesn't have an icon
  • Fixed Pack Rat card object not having the correct background during the item node sequence
  • Fixed Latch abilities removing stat boosts when latching a card
  • Fixed latched abilities not properly rendering in some acts

v2.7.1

  • Changed Pelt Manager to no longer have an interface for future safety! (NOTE This will break all mods with custom pelts!)
  • Added Squirrel tribe art (Thanks Drift!)
  • Fixed Green Gem stat icon showing as a black square in act 1
  • Fixed Green Gem stat icon not appearing in rulebook
  • Fixed Squirrel totem top causing NMA when using custom totem tops
  • Fixed being unable to play cards with a Blood cost above 4 via sacrifices

v2.7.0

  • Added support for custom pelts
  • Added support for converting audio files to AudioClip objects
  • Added support for adding custom tracks to the Gramophone
  • Added support for adding custom audio files
  • Warning message for outdated plugins now lists the outdated plugins
  • Energy Drone now tweens with the scales, kinda
  • Fixed visual bug where energy cells didn't start closed in successive battles

v2.6.0

  • Added support for custom consumable items using a choice of a few models
  • Added support for custom consumable card in a bottle items
  • Added support for custom consumable items with a custom model
  • Added more helper extensions for checking abilities, traits, special abilities
  • Fixed null instances in Act 2 spamming the console with warnings

v2.5.3

  • Added support for custom card unlock requirements
  • Fixed non-giant cards with Omni Strike not directly attacking their opposing slot when there are no opposing cards
  • Fixed cards attacking their own side of the board during combat not adding damage to the correct side of the scale
  • Fixed an issue where a challenge would go missing if you had more than 14 installed

v2.5.2

  • Fixed the sentry fix overriding patches to SlotAttackSlot

v2.5.1

  • Reverted part of the sentry fix that was causing problems
  • Made it easier to override the default totem head

v2.5.0

  • Added support for custom totem heads
  • Custom Tribes now appear as a totem in the Wood Carver nodes
  • Fixes for Sentry ability in Act 1 relating to PackMule, Loose Tail, and enemy totems
  • Fixed stacked ability icons causing issues when trying to render numbers on some sigil icons
  • Fixed Latches not working in Act 1

v2.4.2

  • Switched to debug version

v2.4.1

  • Fixed Sentry ability not working properly in Act for players or opponents

v2.4.0

  • Reworked challenges
  • Fixed gemified opponent cards not working properly
  • Fixed stat icons in Act 3

v2.3.0

  • Fixed orange gem not counting towards passive attack
  • Fixed PackMule special ability not working on the player's side
  • Fixed Mox cost choice node not working
  • Fixed boon rulebook and removal
  • Fixed tribe choice nodes
  • Fixed error caused by passing null when assigning a custom tail portrait
  • Improved activated ability fix
  • Improved some extensions and attack buffs
  • Fixes for starter decks
  • Fixes for custom regions, more customisation when creating one
  • Added more extensions
  • Fixed stat icon rendering for Act 3

v2.2.0

  • Added an interface that triggers when cards are facedown
  • Updated custom artwork for GBC numbers
  • Fixed flipped icons spamming the log with warnings
  • Fixed Tribe API breaking mods that use CardbackTexture
  • Added custom combat triggers
  • Added more custom extensions
  • Fixed Latch abilities in Act 1
  • Fixed extension methods for setting custom flipped portrait affecting the wrong card
  • Fixed optimisation issues caused by passive attack bufs
  • Fixed activated sigils
  • Added node manager for custom nodes
  • Fixed cards getting buffs after the game ends

v2.1.0

  • Fixed blurry portraits when playing on low graphics settings

v2.0.3

  • Added support for custom tribes and boons
  • Added config option to opt of custom cost renders for Act 2 cards
  • Refactored and added documentation for CardExtensions

v2.0.2

  • Improved the process of creating stat icons to automatically register and add the corresponding special ability
  • Added log warnings for improperly registered cards

v2.0.1

  • Bugfix for SaveData

v2.0

  • Rewritten to use base game objects

v1.13.0

  • Added support for custom card backgrounds, dialogs, encounters and talking cards
  • Fixes to abilities loading and stackable custom abilities

v1.12.1

  • Bugfix so CustomCard doesn't wipe ability information.

v1.12

  • Fixes params.
  • Adds feature for special abilities and special stat icons.
  • Added support for emissions.

v1.11

  • Added support for more identifiers

v1.10.1

  • Fix for abilities which do not have identifier.

v1.10

  • Added ability identifiers.

v1.9.1

  • Added support for mox.
  • Forced ability texture to point filter.

v1.9

  • Added config options for energy.

v1.8.2

  • Fixed appearanceBehaviour (again).

v1.8.1

  • Fix pixelTex dimensions.

v1.8

Not compatible with v1.7.2

  • Changes to using TypeMapper.

v1.7.2

  • Fixed error when not adding any abilities.

v1.7.1

  • Fixed appearance behaviours not loading properly.

v1.7

  • Added support for custom abilities!

v1.6

  • Changed textures to point filter to reduce blur.

v1.5.2

  • Enabled fix for evolveParams and some other disabled options.

v1.5.1

  • Fix to accessing private instance for regions.

v1.5

Not compatible with v1.4

  • Changed all references to API including guid.

v1.4

  • Set up support for customising and adding regions.

v1.3

  • Set up project to work as a library for other plugins to use.

v1.2.1.1

  • Fixed previous patch.

v1.2.1

  • Fixed cards not being inserted into the card pool on chapter select.

v1.2

Not compatible with v1.1

  • Added customising default cards through CustomCard.
  • Custom cards are added via the CustomCard constructor rather than through the AddCard method.

v1.1

  • Hooked into a much more sensible method to load the cards into the card pool.