
Act3Cards
Use cards from act 3 (or any act for that matter) in act 1
Last updated | 3 years ago |
Total downloads | 3211 |
Total rating | 1 |
Categories | Cards Act I |
Dependency string | TeamDoodz-Act3Cards-1.1.0 |
Dependants | 0 other packages depend on this package |
This mod requires the following mods to function

BepInEx-BepInExPack_Inscryption
BepInEx pack for Inscryption. Preconfigured and ready to use.
Preferred version: 5.4.1701
API_dev-API
This plugin is a BepInEx plugin made for Inscryption as an API. It can currently create custom cards and abilities and inject them into the data pool, or modify existing cards in the card pool.
Preferred version: 1.12.1
MADH95Mods-SigilArtPatch
This is a BepInEx plugin made for Incryption to fix the black square that occurs when act2 sigils are used in act1
Preferred version: 1.5.1

Infiniscryption-Spell_Card_Toolkit
Now with targeted and global spells, and additional sigil support! Allows card creators to build spell cards that have an immediate effect and do not resolve on board.
Preferred version: 1.2.7
TeamDoodz-TDLib
An assortment of methods used by most of my Inscryption mods.
Preferred version: 1.0.0README
Act3Cards
Use cards from act 3 (or any act for that matter) in act 1
How to use
Just download the mod and it should work normally. Keep in mind that there may be bugs.
The Skeleton, Empty Vessel, and all Mox cards are not present in choice nodes. If you have the side deck selector mod installed, those cards will be possible choices for side decks.
Config
Right now you can:
- Enable/disable different temples
- Choose whether or not cards with no high-res portrait will be present.
- Give Empty Vessels the "Null Conduit" sigil.
- Choose whether or not act 2 spells are taken into account.
- Specify a Blacklist as well as other configurations
Known issues
- Some cards will have incorrect or no portraits
- Some cards will have weird tribes set, like the Revenant having an insect tribe. I find this funny and therefore will not be fixing it.
Changelog
1.1.0
- Made the Blacklist, Modded Act 2 Spells, and Modded Act 2 Cards configurable
1.0.1
- Updated to AraCardExpansionAct2 v1.3.0
- Improved the Mox side deck; instead of giving you random cards, the deck contents are decided at the start of the battle in order to have an equal chance at each mox type.
1.0.0
- Mod now has a Github page: https://github.com/TeamDoodz/Act3Cards
- Added a Mox sidedeck. This change won't do anything if you are not using the selectable side deck mod.
- Wizard cards with a high-res portrait now render correctly
- Cards will get procedural tribes based on their name. For example, the Shutterbug will get the Insect tribe because it has "bug" in it's name.
- Made log entries more readable
- Fixed custom textures, I think
- Fixed issue with some gem cards not counting as gems
- Special abilities now work properly, which means spells should work now
- All temples are now on by default
- Mod now requires the Spell Card Toolkit
- Mod now requires TDLib
0.3.0
- Updated to AraCardExpansionAct2 v1.0.0
- Unsacrificable cards will now get the terrain card background
- (EXPERIMENTAL) You can now specify custom textures for cards. To do so, create a 114x94 texture with the card's name as the file name and place it in the assets folder. For example, if I wanted to create a custom texture for the Steambot card I would create a 114x94 image and save it as "Steambot.png" in the assets folder.
- Special stat icons now work properly
- Made code more organized
0.2.0
- Fixed Empty Vessel and Skeleton appearing in choice nodes
- Fixed rare cards appearing in choice nodes
- Mod is now compatible with AraCardExpansionAct2
- Added a config to give Empty Vessels the "Null Conduit" sigil (for side decks)
- Now supports the beast temple
0.1.0
- Initial release