P03 Sigilarium
All of the sigils from 'P03 in Kaycees Mod', now available standalone!
CHANGELOG
1.1.16
- Fixed a defect where using the Button Pusher sigil with the Submerge sigil would cause a softlock.
- The Forced Upgrade sigil will now copy modifications from the target card when the target has a pre-defined evolution.
1.1.15
- Fixed a defect with the Future Sight sigil interacting with sigils that respond to be drawn.
- Fixed a defect with the Copy and Paste sigil incorrectly copying sigils that should have been replaced.
1.1.14
- Fixed a defect with the Emergence Latch ability that prevented it from triggering on cards with the Detonator ability.
1.1.13
- The "Bounty Hunter" sigil now negates its own ability after the effect takes place. This prevents it from trying to trigger multiple times when redrawn or cloned in hand.
1.1.12
- Fixed a defect with the First Latch ability where it didn't always select the first ability visually on the card.
- Fixed a defect where the Emerald Shard ability could trigger multiple times.
- Fixed a defect where using Shred on a Latcher with only a single card on board caused a softlock.
- Fixed a defect in the base game where gem providers dying to Sentry would sometimes still provide gems after they died.
- Updated the Iterate sigil to not copy card mods marked as "not copyable" when drawing a copy of itself.
- Updated the Button Pusher sigil to only cause sigils to fire instead of every possible behavior. This means that "secret" or "hidden" behaviors will not fire (e.g., the Bounty Hunter's death dialogue).
1.1.11
- Fixed a defect where abilities that caused a card to switch to the other side of the board would not always cause the gems manager to update.
- Fixed a defect with the Transform When Powered/Unpowered sigils where they didn't behave correctly when applied via latch or totem.
- Fixed a defect with the Conduit Gain Ability template that made it not always work correctly with the Photographer boss fight.
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.