MultiverseCards
TEST BUILD (every card Common). 36 cards in five sets: R&M, CHRONO, ISAAC, SPIRE and HELLDIVERS tributes. Tuned for short points; most cards stack; 4 new combos: Stratagem Barrage, Chrono Gate, Deva Form, Meeseeks Chorus. 4 arena maps.Multiverse Cards
0.8.0 is a TEST BUILD: every card is Common so they show up constantly in picks. New in 0.8.0: 4 arena maps (see Maps; needs MapsExtended). Not play-tested yet.
Thirty-six ROUNDS cards in five sets, in one mod: 17 base cards, 15 unlock cards that are only offered once you own the card(s) they build on, and 4 combo cards (new in 0.6.0) that need two specific cards. Most cards now stack. Requires UnboundLib. Works with RoundsWithFriends and alongside Red Rising Cards and JJK Cards.
- R&M: interdimensional gadgets and nonsense.
- CHRONO: original time-bending powers.
- ISAAC: basement-crawler items and transformations.
- SPIRE: powers from a certain tower-climbing card game.
- HELLDIVERS: stratagems for managed democracy.
Each set is its own category in UnboundLib's card toggles, so you can switch any of them off. The sets are fan-made tributes (see the note at the bottom); names are borrowed, card text and art are original.
Tuned for short points (0.6.0). A point lasts about 5 to 15 seconds, so every cooldown is now 2 to 6 seconds, ramp-ups finish within about 5 seconds, and nothing triggers on a kill. "Point" below means one life each (ROUNDS' battle).
R&M
| Card | Rarity | Controls | What it does |
|---|---|---|---|
| Portal Gun | Uncommon | Block | Fires a green portal along your aim (up to 18 units, stopping short of walls) and you step through it 0.08s later. Stacks (up to 4): +4 range per extra copy. |
| Pickle Rick | Uncommon | Passive | Damage +30%, speed +25%, jump +15%, size -40%, health -20%. Stacks (up to 3): each copy applies again. |
| Get Schwifty | Uncommon | Block | Sonic boom around you: enemies within 8 units take 15 damage and get blasted away (harder up close), and enemy bullets in range are flung outward. Stacks (up to 3): +15 damage and +1 radius per extra copy. Gun: +35% bullet knockback per copy. |
| Plumbus | Common | Passive | Health +40% and +5 HP/s regeneration. Stacks (up to 4). |
| Dark Matter (unlock) | Uncommon | Block (Portal Gun) | Needs Portal Gun. Your portals ignore walls and reach 6 units farther: you land at the farthest clear spot along your aim that is still on screen. You come out in a dark matter blast: enemies within 4.5 units take up to 35 damage and are thrown away (less at the edge; blocking stops it). Stacks (up to 3): +35 blast damage per extra copy. |
| Meeseeks Box (unlock) | Uncommon | Block (3s cooldown) | Needs Get Schwifty, Plumbus or Pickle Rick. Two glowing helpers pop out of the box and each chases one of the nearest enemies (within 30 units), flying through walls, then bursts on them for 30 damage and a small throw. Helpers that can't reach anyone within 3s pop harmlessly. Stacks (up to 4): +1 helper per extra copy. |
| Existence Is Pain (unlock) | Uncommon | Passive + Block (Meeseeks Box) | Needs Meeseeks Box. Every box releases 2 more helpers, and the box lets one helper out on its own every 2.5s while an enemy is within 30 units (it waits until someone is). The free helpers don't start the box's cooldown. Stacks (up to 3): per extra copy, +1 box helper and the free helper comes 0.5s sooner (never faster than every 1s). |
CHRONO
| Card | Rarity | Controls | What it does |
|---|---|---|---|
| Rewind | Uncommon | Block | Snap back to where you were 2s ago and heal 70% of the damage you took in that time. A ghost trail shows the path you rewound. Stacks (up to 3): +15% healed per extra copy (100% at most). Gun: a rewind also refills your ammo. |
| Echo Round | Uncommon | Passive (shoot) | 0.35s after each attack, a see-through cyan echo repeats it along the same aim at 55% damage. Echoes don't echo, and only shots from your own trigger echo (not Razor throws, Energy Discharge or Brimstone beams). Stacks (up to 3): +25% echo damage per extra copy. |
| Stopwatch | Uncommon | Block | Time stops in a 7-unit bubble for 2s: enemy bullets inside hang frozen in the air, and when time restarts they fly back the way they came (config ReverseBullets = false makes them carry on as before). Careful: frozen bullets still hurt if you walk into them. Stacks (up to 3): +0.5s and +1 radius per extra copy. Gun: your bullet hits slow foes 20% (adds per copy). |
| Deja Vu | Uncommon | Passive | The next enemy bullet that would hit you phases straight through. Recharges 3s after it triggers; a purple star floats over your head while it's ready. Stacks (up to 3): recharge 0.75s shorter per extra copy (never below 1s). Gun: after a phase, your next shot within 3s hits x1.4. |
| Stasis Field (unlock) | Uncommon | Block (Stopwatch) | Needs Stopwatch. The time-stop bubble is 1 unit bigger and lasts 0.5s longer, and enemies inside it when it starts are frozen in time for 1.4s (ROUNDS' own stun: they hang in the air and can't act; blocking at that moment dodges it). A frozen enemy can't be frozen again until 1s after it thaws. Stacks (up to 3): +0.2s freeze per extra copy. |
| Paradox (unlock) | Uncommon | Passive (on Rewind) | Needs Rewind. When you rewind, the spot you left collapses 0.45s later: enemies within 5 units take 45 damage and are yanked toward the centre, and enemy bullets inside are erased. Stacks (up to 3): +45 damage and +1 radius per extra copy. |
| Causal Loop (unlock) | Rare | Passive (cheat death) | Needs Paradox. Once per point, a hit that would kill you loops time instead: you're left standing, untouchable for 0.8s, then snap back along your Rewind trail (2s back) and get back 80% of the health you lost since then (at least 25% of your max). The spot you left implodes like a Paradox. A small cyan loop under your feet shows it's ready. Falling off the map still kills. Single copy. |
ISAAC
| Card | Rarity | Controls | What it does |
|---|---|---|---|
| Magic Mushroom | Rare | Passive | All stats up: health +50%, damage +60%, speed +15%, and heals you fully. You also get 25% bigger. Stacks (up to 3): each copy applies again. |
| Rock Bottom | Rare | Passive | Your stats can never go down again. When a later card would lower your damage, fire rate, reload time, max health, speed, jump, bullet speed, max ammo or bullets per shot, that stat stays at your best value. Better values always go through. Single copy. |
| Azazel's Soul | Uncommon | Hold fire, release · hold jump to fly | Transforms you: small bat wings and horns, and your gun is gone. Hold fire to charge (0.4s, faster with a faster gun) and release to breathe Brimstone: a thick blood-red beam from your face along your aim (14 units, scaled by your bullet speed, stops at walls) that lasts 0.4s and deals up to 90 × your damage multiplier (5 ticks) to every enemy it touches; the hit band is exactly as wide as the glow. It knocks them back and erases enemy bullets. Each extra bullet per shot your gun has adds +20% damage (up to +100%) and +8% width (up to +40%). A quick tap fires nothing. Flight: you glide down slowly (low gravity, 5 max fall speed); hold jump in the air to fly upward (60 acceleration, 12 max climb); hold down to dive. Normal jumps still work as usual. Single copy. |
| The Inner Eye (unlock) | Uncommon | Passive (Brimstone) | Needs Azazel's Soul (it is not a gun replacer itself). Brimstone fires a fan of 3 beams 12° apart, each at 70% damage. Up close the beams overlap, so a point-blank enemy can take all three. Stacks (up to 3): +1 beam per extra copy (5 at most). |
| Mom's Knife (unlock) | Uncommon | Block | Needs Magic Mushroom, Rock Bottom or Azazel's Soul. Not a gun replacer: your gun stays. Block to hurl a huge knife along your aim: it flies 13 units through walls, then comes back to you like a boomerang. It cuts every enemy it passes for 55 damage (times your damage multiplier) once on the way out and once on the way back, gives them a small shove, and slices enemy bullets out of the air. Single copy (a melee weapon). |
SPIRE
| Card | Rarity | Controls | What it does |
|---|---|---|---|
| Demon Form | Uncommon | Passive | Every second you stay alive in a point, +20% damage, up to +100% five seconds in. A faint red aura grows with it. Resets each point. Also boosts Brimstone. Stacks (up to 3): +5% per stack per extra copy (up to +150%). |
| Wraith Form | Uncommon | Passive | For the first 2s of every point you're Intangible (pale, ghostly look): each hit deals at most 1 damage. The price: every point you've already played with it adds +0.05s to your block cooldown (up to +0.5s). Stacks (up to 3): +0.5s Intangible per extra copy. |
| Feed | Uncommon | Passive | Every 50 damage you deal to enemies (the health they actually lose): +5 max health for the rest of the game and heal 5. Up to +100 max health per game. Stacks (up to 3): the gain, the heal and the cap all multiply by your copies. Gun: +15% life steal per copy. |
| Limit Break (unlock) | Uncommon | Block (5s cooldown) | Needs Demon Form. Owning it doubles Demon Form's cap (up to +200%). Block with at least one stack: your Demon Form stacks double on the spot (a red burst and rising arrows). Ready again every point. Stacks (up to 3): cooldown 1s shorter per extra copy (never below 2s). |
| Barricade (unlock) | Uncommon | Passive (on block) | Needs Wraith Form or Feed. Every block adds 20 armor (up to 80). Armor soaks damage before your health and never fades during a point; it resets when a new point starts. Shown as a steel ring round you and plates under your feet. Stacks (up to 3): armor per block and max armor are per copy (2 copies: +40 per block, up to 160). |
| Echo Form (unlock) | Rare | Passive (on block) | Needs Limit Break or Barricade. Your blocks echo: 0.35s after a block, every block effect you own fires again (not the shield itself), from any mod: a second portal jump, a second sonic boom, more Barricade armor, a second Helldiver dash... Effects with their own cooldown stay quiet. 3s between echoes. Stacks (up to 3): 0.5s shorter per extra copy (never below 1.5s). |
HELLDIVERS
| Card | Rarity | Controls | What it does |
|---|---|---|---|
| Orbital Strike | Uncommon | Block (when ready) | Call in the stratagem: the arrows flash over your head and you throw a red beacon along your aim (it arcs and sticks where it lands). About 1.6s after it lands a red laser marks the spot and a shell streaks down: 110 damage within 6 units (less toward the edge) and a huge blast. It hurts everyone, you and your teammates included. The shell also blows a big crater out of the map. 4.5s cooldown, shown as a ring of red pips over your head (full and pulsing = ready). Stacks (up to 3): cooldown 1s shorter per extra copy (never below 2s). |
| Hellpod Reinforce | Rare | Passive | +1 respawn per point. When you respawn you don't just pop back where you died: you drop from the top of the screen in a pod onto the ground above where you died, invulnerable on the way down, and anyone within 3 units of the landing spot takes 70 damage and gets thrown (teammates too). Stacks (up to 2): +1 respawn per copy. |
| Eagle Airstrike | Uncommon | Block (when ready) | Call in an Eagle: the stratagem arrows flash, then a jet strafes across the screen along your aim line and drops 5 bombs, 3 units apart, starting 4 units ahead of you. Each bomb goes off 0.4s after it drops: 45 damage within 2.5 units plus knockback, and a small crater in the map. It hurts everyone, you and your teammates included. Aim it low and ahead of you. 5s cooldown, shown as a row of amber pips over your head. Stacks (up to 3): +2 bombs per extra copy. |
| Orbital Laser (unlock) | Uncommon | Passive (on Orbital Strike) | Needs Orbital Strike. After each Orbital Strike shell lands, a laser from orbit burns down on the spot for 2.5s and sweeps (8 units/s) toward the nearest enemy, then keeps sawing back and forth where they were. Enemies in the beam take 80 damage per second (blocking stops a tick), and it melts a trench through whatever it touches (the first surface under the beam, platforms included). Stacks (up to 3): +25 damage per second per extra copy. |
| 500kg Bomb (unlock) | Uncommon | Passive (on Eagle Airstrike) | Needs Eagle Airstrike. Every Eagle run also drops a 500kg bomb between the middle bombs of the row. 0.8s later: 130 damage within 6 units (less toward the edge), a huge throw and a crater of radius 4. It hurts everyone, you and your teammates included. Stacks (up to 3): +40 damage and +1 radius per extra copy. |
| Shield Generator (unlock) | Uncommon | Passive | Needs Orbital Strike, Eagle Airstrike or Hellpod Reinforce. A cyan bubble around you stops the next 3 enemy bullets (the bullets are destroyed). Once it's down it comes back fully after 2.5s without an absorbed hit, and it's full again at the start of every point. Only bullets: blasts, beams and lasers go straight through. Stacks (up to 3): +2 bullets per extra copy. |
| Railcannon Strike (unlock) | Uncommon | Passive (on Orbital Strike) | Needs Orbital Laser. Every Orbital Strike also calls a railcannon round on the nearest visible enemy, wherever they are: a red lock follows them for 1.2s, stops following for the last 0.35s (move!), then the round slams that spot: 120 damage to enemies within 1.8 units, a big throw, and a shaft punched 4 units straight down through the map. Enemies only. Stacks (up to 3): +40 damage per extra copy. Gun: +25% bullet speed per copy. |
Combo cards (new in 0.6.0)
Each combo is only offered to a player who owns both of its cards, never stacks, and evolves them into one effect: while you own it, the two base effects stop firing on their own (so one block does one bigger thing instead of two separate ones).
| Card | Set | Needs | What it does |
|---|---|---|---|
| Stratagem Barrage | HELLDIVERS | Orbital Strike + Eagle Airstrike | One call-in. Block throws the Orbital Strike beacon on a single 4s cooldown (it replaces both cooldowns; extra Orbital Strike copies still shorten it). When the shell lands, an Eagle flies in 1.6× faster and walks its bombs, 2 more than usual, from the crater toward the nearest enemy. The Eagle's own block call and pips are off. Orbital Laser, Railcannon Strike and the 500kg Bomb still ride along. It hurts everyone. |
| Chrono Gate | CHRONO | Portal Gun + Stopwatch | Your portal jump stops time at both ends: a Stopwatch bubble (with its stacks and Stasis Field's freeze) opens at the portal you leave and at the one you come out of, each 0.5s longer than a normal time stop, joined by a golden thread. Stopwatch's own bubble on block is off. |
| Deva Form | SPIRE | Demon Form + Wraith Form | Demon Form's stacks come twice as fast (full power 2.5s into a point), and blocking turns you Intangible for 1s (hits deal at most 1 damage; every 4s). Wraith Form's block-cooldown price is gone. |
| Meeseeks Chorus | R&M | Meeseeks Box + Get Schwifty | One block does both, bigger: a louder sonic boom (+2 radius, +10 damage) and, when the box is ready, one more helper. Every helper then pops in a mini sonic boom of its own (3.5 units, 20 damage and a throw to every enemy in it, enemy bullets flung away), even the ones that give up. |
Stacking (0.6.0)
Cards marked Stacks can be picked again, up to the number shown; each extra copy adds the bonus listed on the card ("/copy" rows). Single-copy cards are the ones that would break or clutter when doubled: Azazel's Soul (gun and flight), Mom's Knife (melee), Causal Loop (cheat death), Rock Bottom, and the combos.
Unlock cards
The fifteen cards marked unlock are only offered to a player who already owns one of the cards listed in their row (for example, you'll only ever see Dark Matter after you've picked Portal Gun). The five from 0.5.0 mostly build on the 0.4.0 unlocks (Existence Is Pain needs Meeseeks Box, Causal Loop needs Paradox, Echo Form needs Limit Break or Barricade, Railcannon Strike needs Orbital Laser), so they're a second step. Unlock cards that stack can be offered again up to their limit; single-copy cards are never offered twice.
Gun replacers: only one
Razor and Pulse Fist (Red Rising Cards), Black Bird and Energy Discharge (JJK Cards) and Azazel's Soul each take over your gun, so a player can own at most one of them. Once you have one, the others aren't offered to you.
Terrain craters
Orbital Strike (radius 4.2), every Eagle Airstrike bomb (radius 1.8) and the 500kg Bomb (radius 4) carve a real crater into the terrain they hit, the Orbital Laser melts a trench along its sweep and the Railcannon round punches a narrow shaft, on every player's screen, using the same terrain-carving engine as Red Rising Cards. Players and boxes fall into or through the hole. The map is rebuilt every round. Turn it off with CarveCraters = false / CarveTerrain = false in each card's config section (everyone in the lobby must use the same setting).
Maps
Four arena maps, all new in 0.8.0. Each is an iconic battle scene rebuilt for movement: node lattices, wall-jump columns and moving platforms. They need MapsExtended (1.4.2); without it the cards still work and the maps are skipped. They show up under MultiverseCards in UnboundLib's map menu, where you can toggle each one like any map. The map files are written next to the mod's DLL at startup (identical on every PC). Moving parts use MapsExtended's own synced animation, and the art (background, painted platforms, decor) is visual only. Config [MAPS]: Map art (false: the game's usual look) and Maps (true: write the map files). Leaving the map at any edge bounces you back with 51 damage, as on every MapsExtended map. Not play-tested yet.
- Orbital Concourse (R&M): A ring-shaped space station seen in cross-section during the battle for it, a portal swirling behind the central hub, glass transit tubes up each side (wall-jump columns). Moves: four docking cars orbit the hub (a ferris wheel from the floor to the top), two walkways shuttle along the top, four docking pads hover.
- Cellar of Tears (ISAAC): The basement room from the side during the fight with the giant foot: a grid of rocks, poop piles (they break when shot), and bombable walls plugging a secret niche on each side. Moves: the giant foot shudders, then stomps down the middle (it stops well above the floor and only shoves), and two giant hands reach out of the side doorways as moving bridges.
- Creek of the Fallen (HELLDIVERS): A jungle creek battlefield at night under a purple sky: robot fabricators, mud ridges, a creek with a fallen log and a canopy of branches and rock shelves. Moves: drop pods shudder and slam down to just over the ridges (they stop short: a player under one is pushed, never wedged), sit there as cover and lift back up (ride them), the extraction shuttle hovers, climbs and patrols the sky, the highest branches sway.
- Branching Ascent (SPIRE): The climb up the Spire with its act map rebuilt as a branching node graph through three act bands (room icons over every node), the heart at the top. Moves: campfire elevators, bronze sliders across the middle and four clockwork platforms orbiting the heart.
Card text
Card faces only have room for a short line and a few stats, so the details live in this README. Since 0.3.0 the mod also shrinks any of its own card text that would overflow the card face (never larger than the game's normal size); other mods' and vanilla cards are left alone.
Tuning
Every number is in BepInEx/config/com.lel.rounds.multiversecards.cfg after the first launch, including a volume slider for the mod's own sounds and every per-copy bonus (...PerExtraCopy keys). Updating to 0.6.0 resets the file's values to the new defaults once. Everyone in a lobby should use the same config.
Install
- Thunderstore Mod Manager / r2modman: open the Online tab, search for the mod, and click Install. UnboundLib and MapsExtended come with it.
- Offline copy: Settings → Import local mod → pick this mod's zip, then install UnboundLib and MapsExtended from the Online tab (a local import doesn't install them).
- Imported an older copy or one of the lel packs as a local zip before? Uninstall it first, so you don't load the same mod twice.
- Everyone in a lobby needs the same version. Sharing a profile code is the easiest way to match mods and settings.
This mod is a fan-made tribute. It is not affiliated with or endorsed by the creators, studios or publishers of Rick and Morty, The Binding of Isaac, Slay the Spire or Helldivers. All card names are used for tribute only; card text, art and sounds are original.
Changelog
- 0.8.0 (test build, all cards Common): Maps: Orbital Concourse, Cellar of Tears, Creek of the Fallen, Branching Ascent (see Maps; need MapsExtended). New config
[MAPS] Map art/Maps(no reset: your settings are kept). Cards unchanged. Not play-tested. - 0.7.0 (test build, all cards Common): Gun pass: Get Schwifty +35% bullet knockback per copy; Rewind refills your ammo; Stopwatch hits slow foes 20%; Deja Vu: after a phase your next shot hits x1.4; Feed +15% life steal per copy; Railcannon Strike +25% bullet speed per copy. Azazel's Soul fixed. Brimstone now hits what you see (the hit band matches the glow; it used to be 2.6x thinner than it looked), hits harder (90 over 5 ticks, was 60 over 4), charges faster (0.4s, was 0.55s), reaches further (14, scaled by bullet speed) and grows with your gun: +20% damage and +8% width per extra bullet per shot. Flight: thrust now runs on every player's game (no more rubber-banding for your opponent), climbs faster (60 accel, 12 max) and glides down gently (5 max fall; hold down to dive). Config resets to the new defaults once.
- 0.6.1: Rarity pass: every Rare card is now Uncommon except the genuinely game-warping ones (cheat-deaths, extra lives, domains, map-wide nukes, huge all-stat boosts). Affects normal builds only; TEST builds are still all Common.
- 0.6.0 (test build, all cards Common): Balance pass for short points (5 to 15 seconds), stacking and four combo cards.
- Retuned: Wraith Form Intangible 4s → 2s, its block-cooldown price +0.1s → +0.05s per point (cap 1s → 0.5s). Demon Form +10% every 3s up to +100% (30s) → +20% every 1s up to +100% (5s). Feed reworked: no more kills, every 50 damage you deal gives +5 max health and heals 5 (up to +100 per game). Orbital Strike cooldown 8s → 4.5s, call-in delay 2.2s → 1s and laser 0.5s → 0.4s (shell lands ~1.6s after the beacon instead of ~2.9s). Eagle Airstrike cooldown 10s → 5s. Limit Break cooldown 10s → 5s. Deja Vu recharge 4.5s → 3s. Existence Is Pain free helper every 4s → 2.5s. Echo Form 4s → 3s between echoes. Shield Generator recharge 3.5s → 2.5s. Orbital Laser 3s at 70/s → 2.5s at 80/s.
- Stacking: 28 cards can now be picked more than once (see the table), each extra copy adding the bonus listed on the card, with a cap per card. Pickle Rick, Plumbus, Magic Mushroom and Hellpod Reinforce stack their normal stats.
- Combo cards: Stratagem Barrage (Orbital Strike + Eagle Airstrike), Chrono Gate (Portal Gun + Stopwatch), Deva Form (Demon Form + Wraith Form) and Meeseeks Chorus (Meeseeks Box + Get Schwifty). New art.
- Card text says "point" where it said "battle" or "round". Config resets to the new defaults once. Everyone in a lobby needs 0.6.0 (some network messages changed).
- 0.5.0 (test build, all cards Common): Five second-wave unlock cards, one per set: Existence Is Pain (R&M, needs Meeseeks Box: more helpers and a free helper every 4s), Causal Loop (CHRONO, needs Paradox: once a round a killing blow rewinds you instead), Mom's Knife (ISAAC, needs any ISAAC card: block to throw a boomerang knife through walls; not a gun replacer), Echo Form (SPIRE, needs Limit Break or Barricade: your block effects fire twice) and Railcannon Strike (HELLDIVERS, needs Orbital Laser: every Orbital Strike also locks the nearest enemy for a precision round). Unlock cards are never offered twice. New sounds. Config resets to the new defaults once.
- 0.4.0: Ten new unlock cards, each only offered once you own its base card: Dark Matter (Portal Gun), Meeseeks Box (Get Schwifty / Plumbus / Pickle Rick), Stasis Field (Stopwatch), Paradox (Rewind), The Inner Eye (Azazel's Soul), Limit Break (Demon Form), Barricade (Wraith Form / Feed), Orbital Laser (Orbital Strike), 500kg Bomb (Eagle Airstrike) and Shield Generator (any HELLDIVERS card). Corpse Explosion removed. Normal rarities again (0.3.0 was a test build with every card Common). Config resets to the new defaults once.
- 0.3.0: Two new cards: Eagle Airstrike (HELLDIVERS) and Corpse Explosion (SPIRE). Buff pass: Plumbus +40% health, 5 regen (was +25%, 3). Pickle Rick health -20% (was -30%). Portal Gun range 18, 0.08s delay (was 14, 0.12s). Get Schwifty 15 damage, radius 8 (was 10, 7). Rewind 2s back, heals 70% (was 1.5s, 50%). Echo Round echoes at 55% (was 40%). Stopwatch 2s, radius 7 (was 1.5s, 6) and frozen enemy bullets fly back when time restarts. Deja Vu recharges in 4.5s (was 6s). Magic Mushroom +50% health, +60% damage (was +40%, +50%). Demon Form +10% per stack, up to +100% (was +8%, +80%). Wraith Form 4s Intangible (was 3s). Feed +20 max health and heal 25 per kill (was 15, 15). Hellpod impact 70 damage in 3 units (was 50 in 2.5). Orbital Strike unchanged. Shorter card text on every card (details moved here), and card text that would still overflow the card face now shrinks to fit. Config resets to the new defaults once.
- 0.2.2: Orbital Strike much stronger (110 damage, 6-unit blast, bigger knockback, 4.2 crater, faster call-in) and craters now visibly destroy the map.
- 0.2.1: fixes the whole mod failing to load (a config section name contained an apostrophe).
- 0.2.0: ISAAC, SPIRE and HELLDIVERS sets.
- 0.1.0: R&M and CHRONO sets.
