ReScribed
This is a rebalance mod that aims to make bad/unfun cards desirable, reduce a card's dependence on only being a good sacrifice, nerf some of the blatantly overpowered tactics, make bosses more interesting and challenging.
Last updated | 2 weeks ago |
Total downloads | 539 |
Total rating | 2 |
Categories | Cards Bosses Tweaks Act I Kaycee's Mod |
Dependency string | Team_ReBaloed-ReScribed-1.1.1 |
Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
API_dev-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.
Preferred version: 2.22.3MADH95Mods-JSONCardLoader
A mod made for Incryption to create custom cards, sigils, starter decks, tribes, encounters and more using JSON files.
Preferred version: 2.5.4Nevernamed-Opponent_Bones
A dependancy mod which tracks how many bones the opponent has. Works in Act 1/Kaycees Mod, Act 2, and Grimora Mod.
Preferred version: 1.0.0README
Overveiw
Do vanilla cards feel dull in comparison to other mods? Do you dislike the idea of cards meant to be better than other ones? Did you ever want luck to be less of a factor? Did you ever think bone decks are too weak? Did you ever want harder bosses? If any of these statements are true then you're looking at the right mod for you! This is ReScribed, a rebalance mod that aims to make bad/unfun cards desirable, reduce a card's dependence on only being a good transfer, nerf some of the blatantly overpowered tactics, make bosses more interesting and challenging.
Disclaimer: this mod is mostly buffs, meaning your average card quality is much higher, encounters from my testing have only become a littler harder and bosses are far more difficult. The changes made here also affect act 1 and 2, but everything was designed for Kaycee's Mod.
If you want a version of this mod that is only the boss changes you can find it here. https://thunderstore.io/c/inscryption/p/Team_ReBaloed/ReScribed_Harder_Bosses/
Content
Card Changes
CARD NAME | CHANGES | NOTES |
---|---|---|
Adder | Blood: 2 > 1 - Bones: 0 > 2 | Generally only used for its sigil, reducing the blood needed helps make it more reactionary. |
Amoeba | Bones: 2 > 3 - Health: 2 > 3 | Getting a useless sigil won't feel as bad. |
Bat | Bones 4 > 5 - Sigils: airborne > airborne & Bone King | Bat has always been in a strange spot, this change gives a unique role, a fun card to build around with new combos becuase of sigil transfers! |
Bloodhound | Health: 3 > 4 | Bloodhound doesn't feel impactful later in the game, so a little health helps. |
Bullfrog | Health: 2 > 3 | Bullfrog is now the snapping turtle equivalent for one blood, now having a useful role. |
Cat | Health 1 > 2 | Generally only used for its sigil, now isn't only a worse child 13. |
Coyote | Bones: 4 > 3 | Overpriced for a small impact, very fun in bone decks now. |
Child 13 | Bones: 0 > 1 | Can't force a win as easily, having a bone cost means it can't be drawn as apart of fair hand. |
Field Mice | Blood: 2 > 1 - Bones: 0 > 2 | Generally only used for its sigil, now a versatile card but can quickly drain bones! |
Ijiraq | Attack: 4 > 3 | I don't think anyone will complain about this one, even if you play this for 2 blood it's still crazy. |
Magpie | Health: 1 > 3 | Generally only used for its sigil, now has the potential to not be immediately transferred |
Mantis God | Blood: 1 > 2 - Health: 1 > 3 | Mantis God is one of those cards that is so strong it's not fun, nerfing early palyability is the best way to stop it from being the best play choice at almost all times. |
Mothman (stage 3 of strange larva) | Attack: 7 > 5 | The reward is too much for waiting 2 turns, this change targets how easily Mothman wins battles. |
Opossum | Sigils: none > bone digger | Opossum falls off heavily even after just the first map, so there's bone digger to smooth out bone decks or to transfer to other cards. |
Pack Rat | Can no longer be found at trapper trades or boss rewards, now event exclusive | It always felt dissapointing to get a pack rat instead of a diffrent rare |
Pelt Lice | Blood 4 > 0 - Bones 0 > 3 | Pelt Lice is a meme card no longer! There are a lot of sacrifices you have to make to include pelt lice, this extra sucks when you remember that you need a lot of set up to make Pelt Lice work, so now Pelt Lice is a versatile card that changes it's role based on how your deck is built more so than other cards. I would like feedback on this change more so than other cards. |
River Otter | Bones 0 > 2 - Attack: 1 > 2 - Sigils: waterborne > waterborne & clinger | Increased attack and gave clinger to make it more interactive. I would like feedback on this change more so than other cards. Clinger will be explained in the stoat notes. |
Rat King | Blood: 2 > 1 - Attack: 2 > 1 | Bone decks get much needed support and love. |
Rattler | Health: 1 > 2 - Sigils: none > swapper | Hard to work with for it's high cost, so with swapper allows for the ability to gain a lot of value, also introducing swapper as a sigil adds some fun combo opportunities. |
Red Hart | Health: 2 > 4 | Jank city, i love it but it's bad, increasing the health helps give wiggle room to pull off combos. |
Sparrow | Sigils: airborne > airborne & mighty leap | There are a lot of basic flyers, adding mighty leap helps give it an identity and more ways to combat flying cards. This change is very impactful in encounters. |
Stoat | Sigils: none > clinger | Clinger provides fun opportunities for interactivity, also Stoat is not useless anymore! |
Vulture | Bones: 8 > 7 - Health: 3 > 4 - Sigils: airborne > airborne & Hefty | movement sigils are very underrated, especially on flying cards, this is something you just have to play with in game, this card does so much now. |
Wolverine | Health 3 > 4 | felt lacking before but now has just enough health to feel impactful. |
Core Changes
LISTING | CHANGES/NOTES |
---|---|
Brood Parasite | the cracked egg turns into Maggots after 3 turns. this makes it so there isn't forever denial, has more interactivity |
Fiddler Card | a new card that can be found! angler also uses it :) |
Boss Changes
LISTING | CHANGES/NOTES |
---|---|
Prospector | the changes listed make the beginning of the fight tighter, less cards are able to deal with the mule, overall does make chasing the mule more fun. Next phase is now more punishing if you didn't kill the mule. |
Pack Mule | Attack: 0 > 1 - Sigils: sprinter > sprinter & made of stone |
Bloodhound | Health: 3 > 4 |
Gold Nugget | Health: 2 > 1 |
Angler | has recived huge changes! phase 1 encounter has been change for all 3 versions of the boss and now uses the newly add Fiddler Crab card! now the fight isn't only about dealing enough damage, it's also about smart card placment, let's be honest it wasn't like that before. |
Bait Bucket | Sigils: none > mighty leap - passive ability: gained immune to items |
Ecounter for map 1 | Wave 1: Fiddler crab and king fisher - Wave 2: king fisher - Wave 3: bullfrog - Wave 4: kingfisher - Wave 5: kingfisher |
Ecounter for map 2 | Wave 1: Fiddler crab and king fisher - Wave 2: king fisher - Wave 3: mud turtle - Wave 4: otter and bait bucket - Wave 5: kingfisher |
Ecounter for map 3 | Wave 1: Fiddler crab and raven - Wave 2: great white - Wave 3: mud turtle - Wave 4: otter and bait bucket - Wave 5: great white |
Trapper | the trapper is easy, so let's make the boss a harder puzzle, now you may have a reason to skip trap triggers. Throw your powerful cards into the trap? or make more sacrifices than before. |
Strange Frog | Health: 2 > 4 - Sigils: gained swapper and made of stone - passive ability: none > immune to items |
Leaping Trap | passive ability: none > immune to items |
Bullfrog | Health: 2 > 3 |
alot of non rares | buffed |
Leshy | these changes are in the hopes to make where and when you put your cards significantly more important, and to remove cheese |
Moleman | Rare passive ability: none > immune to items |
Mantis God | Health: 1 > 3 |
Gold Nugget | Health: 2 > 1 |
Moon | Attack 1 > 2 |
Royal | These changes hope to make the royal a more interactive boss and an actual challenge, also the only practical way to kill the Mole Seaman is with the cannons, keep in mind the cannons only deal 10 damage >:) |
Mole Seaman | Health: 8 > 18 (3X of moleman) - Sigils: gained made of stone - passive ability: none > immune to items |
Skeleton Crew | Attack: 2 > 3 - Sigils: brittle > brittle & touch of death |
Zombie Parrot | Attack: 2 > spilled blood - Health: 3 > 5 - Sigils: brittle & airborne > airborne & touch of death |
Limoncello | Attack 2 > 3 |
Boss Videos
BOSS | VIDEO |
---|---|
Angler | https://youtu.be/ogwlSSCCz1o |
Trapper | https://youtu.be/eJHCyOC0h38 |
Royal | https://youtu.be/iBRMrWc5SIc |
New Starter Decks
DECK NAME | DECK LIST |
---|---|
Pelt | -Golden Pelt- -Rabbit Pelt- -Rabbit Pelt- |
Go Wide | -Rat King- -Field Mice- -Alpha- |
Hard to Crack | -Skink- -Adder- -Mud Turtle- |
Taking Cover | -Porcupine- -Sparrow- -Wild Bull- |
Aggressive Guarding | -Elk Fawn- -Pronghorn- -Bloodhound- |
Spilled Blood | -Bee Hive- -Red Hart- -Mealworm- |
Right Time is Enough Time | -Raven Egg- -River Otter- -River Snapper- |
Victory Lap | -Strange Frog- -Pack Mule- -Skeleton Crew- -Zombie Parrot- |
Closing Out
The art for the card preveiws on starter decks come from pixel port, go check it out very good mod. https://thunderstore.io/c/inscryption/p/BlindTheBoundDemon/PixelPort/
Prof. Eggnog on discord tought me how to edit and make ecounters, they also wrote the card description for the fiddler card. (inscryption modding discord) https://discord.gg/Mc5c5fbpen
Everything was done with JSONCardLoader, i used none of my pervious programming knowledge for this mod. https://thunderstore.io/c/inscryption/p/MADH95Mods/JSONCardLoader/
Like something you see? Don't like something? Do you have any suggestions? Have any constructive criticism? Don’t be afraid to contact me over discord :) rose_happy