Inscryption
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Date Uploaded
2 years ago
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Team_ReBaloed-ReScribed-1.0.2

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 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 sacrifice, 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.

Content

Card Changes
NAME CHANGES NOTES
Adder Blood: 2 > 1 - Bones: 0 > 2 generally only used for its sigil, tried to make it more fun to play with before that point by reducing the amount of blood needed.
Amoeba Bones: 2 > 3 - Attack: 1 > 2 getting a useless sigil won't feel as bad
Bat Sigils: airborne > airborne & clinger this is always been a weird card to try and change, give me feedback on how bat should be changed :)
Bloodhound Health: 3 > 4 for it's cost doesn't provide enough, the sigil gets it killed very fast and ultimately doesn't feel impactful later in the game.
Bullfrog Health: 2 > 3 making it the snapping turtle equivalent for one blood, now having a useful role.
Coyote Bones: 4 > 3 overpriced for a relatively small impact.
Field Mice Blood: 2 > 1 - Bones: 0 > 2 same note as Adder
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 same note as Adder
Mothman (stage 3 of strange larva) Attack: 7 > 5 the reward is far too big for waiting 2 turns, this won't affect many interactions but won't be much of an auto win for some battles.
Opossum Sigils: none > bone digger this card 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.
River Otter Blood: 1 > 2 - Attack: 1 > 2 - Sigils: waterborne > waterborne & clinger this card is not really good nor fun, so it has increased attack and gave clinger to make it more interactive, also now having blood costs 1 to 3 for waterborne cards. Clinger will be explained in the stoat notes.
Rat King Blood: 2 > 1 - Attack: 2 > 1 smae note as Adder
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 overall this card is 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 a little bit of an identity and more ways to combat flying cards. This change is very impactful in encounters.
Stoat Sigils: none > clinger similar to rattler, clinger provides fun opportunities for interactivity, also not useless anymore!
Vulture Bones: 8 > 7 - Health: 3 > 4 - Sigils: airborne > airborne & Hefty this card is no joke anymore, 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.
Boss Changes
NAME CHANGES/NOTES
Prospector makes the beginning of the fight alot tighter, less cards are able to deal with the mule, overall does make chasing the mule more fun. Next phase is now a lot more punishing if you didn't kill the mule.
Pack Mule Attack: 0 > 1 - Sigils: sprinter > sprinter & made of stone
Gold Nugget Health: 2 > 1
Angler you gotta earn your win man!!!
Bait Bucket Sigils: none > mighty leap - passive ability: gained immune to items
Trapper the trapper is very easy, so let's make the boss a much harder puzzle, now you may have an actual 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
Leshy these changes are in the hopes to make where and when you put your cards significantly more important.
Moleman Rare passive ability: none > immune to items
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 - Health: 1 > 2 - 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
New Starter Decks

==Pelt Deck== -Golden Pelt- -Rabbit Pelt- -Rabbit Pelt-

==Go Wide Deck== -Rat King- -Field Mice- -Alpha-

==Hard to Crack Deck== -Skink- -Adder- -Mud Turtle-

==Taking Cover Deck== -Porcupine- -Sparrow- -Wild Bull-

==Aggressive Guarding Deck== -Elk Fawn- -Pronghorn- -Bloodhound-

==Victory Lap Deck== -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/

Everything was done with JSONCardLoader, i used none of my 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

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