Infiniscryption-P03_Sigilarium icon

P03 Sigilarium

All of the sigils from 'P03 in Kaycees Mod', now available standalone!

CHANGELOG

1.1.10

  • Fixed a visual defect with the Dead Byte sigil when activating on the opponent's side of the board.

1.1.9

  • Corrected the name for "Mental Gemnastics When Powered"
  • Fixed the icon for the Drive sigil
  • Fixed a defect where adding fuel to cards mid-game always resulted in maximizing their fuel gauge.
  • Fixed a defect where triggered abilities granted by the Conduit Gain Ability template were not being properly cleaned up when the conduit died.
  • Improved the AI for the Throw Slime and Tow Hook sigils.
  • The Shred sigil no longer allows shredding of cards with "Unkillable When Powered"
  • The Shred sigil now grants bones when cards are shredded.

1.1.8

  • Fixed the behavior of the Macabre Growth sigil when on an enemy card.

1.1.7

  • All fuel activated abilities were supposed to only be able to be activated once per turn. There was a bug that was preventing this from being enforced which has now been fixed. Relevant sigil descriptions have been updated to make this clear.
  • Fixed a defect where sometimes cards with fuel would softlock the game when being spawned facedown.

1.1.6

  • Updated the wording of the Slimeball sigil.
  • Fixed the sigil art for the Annoying Latch sigil
  • Macabre Growth now checks the card's health when it enters play and forces the card to die if it has 0 or less health. This allows you use this sigil to create cards with 0 base health.

1.1.5

  • The replicating firewall behavior no longer triggers if the card was sacrificed.

1.1.4

  • Fixed a defect with the Future Sight sigil that would cost the game to softlock when a nonplayable card is on the top of the deck.
  • Fixed some edge case scenarios with the Iterate sigil that caused it to softlock.
  • The Hopper sigil now causes triggers to fire when the card is reassigned to a new slot. The most immediate impact this will have is that hopping in front of a card with Sentry will cause it to be attacked.

1.1.3

  • Fixed a defect with the Coal Roller sigil that caused it to spam the log with errors and not actually have an effect.
  • Fixed a visual defect with the Coal Roller and Full of Blood sigils that caused the provided sigils to not be properly recolored.
  • Fixed a defect with the Shatter sigil where it did nothing when sacrificing cards that had the Detonator sigil.
  • Modified the Catch Fire sigil to allow it to affect any slot regardless of owner or card.
  • Modified the Full of Blood sigil to not flip orientation on opponent cards.
  • Added an act 2 renderer for fuel cards.

1.1.2

  • Fixed a defect with abilities that changed color based on whether or not the player has fuel.
  • Fixed a defect where the Molotov ability would soft lock the game if not running with P03 In Kaycee's Mod installed.
  • Fixed a defect where the Button Pusher sigil would crash the game.

1.1.1

  • Fixed a serious defect where cards could not be drawn from the side deck, and cards in the main deck were sometimes failing to draw correctly as well.

1.1.0

  • Significant rulebook overhaul to take advantage of new API capabilities.
  • Fire Strike is now a bounty hunter sigil.
  • Fire effects now change color based on act (blue for P03, red for Leshy, green everywhere else)

1.0.9

  • Updated the fuel gauge for disk cards.
  • Fixed a number of issues with sigil descriptions being incorrect, poorly written, typos, etc.

1.0.8

  • Fixed an issue where missile launches softlocked if they were spawned by non-card entities.

1.0.7

  • Fixed an issue where the Bonus Energy Conduit ability would not work if the circuit was completed by an adjacent card.

1.0.6

  • Increased the power level of Static Electricity. It now powers every card on the board, not just neighbors.

1.0.5

  • Fixed a defect where "active when powered" sigils were not properly changing colors when powered.
  • Added some new sigils

1.0.4

  • Fixed a defect with the fuel manager and Paper Cards
  • Fixed a defect where Explodonate When Powered was not triggering correctly.

1.0.3

  • Added some new sigils.

1.0.2

  • Fixed a defect with the code that discovers sigils on rare cards.

1.0.1

  • Fixed a defect with missiles introduced by the refactor to the sigilarium

1.0.0

  • Initial release of the P03 Sigilarium. I pulled a lot of code out of P03 in Kaycee's Mod to make this work, and there's a good chance I messed something up in here. Find me on discord if you find a bug in this.