CHANGELOG

Patch Notes

Public Beta 4-2 [V0.4.2]
  • make cards and spells that deal direct HP subtraction and life drains to utilize Heal(negative) function for proper interaction with damage-taken multipliers and to support displaying with [DamageTracker]

  • nerfed [Replication Glyph]

    • +3 > +2 Gun Projectiles
    • -25% > -35% ATK SPD
    • 0.0s > +0.25s Reload Time
  • put a limit behind [Supply Drop!] to only have 1 ongoing 'delivery' at a time

    • also have unlisted effect to temporarly blacklist CardManipulation and BoosterPack cards until the drop.
Public Beta 4-0 [V0.4.0]

Implemented [Booster Pack] mechanic:

  • added [Vintage Gears] redraw and pick 3 vanilla cards of uncommon or lower rarity.
  • added [Veteran's Friend] redraw and pick 1 guaranteed rare vanilla card.
  • added [Supply Drop] do nothing now, next round's card pick you get to pick +3 more cards of Uncommon or lower rarity.
  • updated [Glyph CAD Module] to give 1 Glyph card of your choice.
  • added [Pure Canvas] -- a [Shuffle] that excludes Glyph, Spell and Magick cards from appearing.

Additions:

  • added [Replication Glyph] -- more gun projectiles! MOAR SPELL PROJECTILE!!
  • added [Mystic Missile] -- a passive spell card that enchants gun-fired bullets with explosive arcane energy, scales with glyphs and additional copies.

Other changes:

Buffed [Aracane Sun]

  • stronger start + ramp up rate
  • update beam and sun visual codes
  • fixed delayed activation at battle start

Rebalance [Flak Cannon]

  • severely limiting primary gun firerate, bursts and #projectiles gains
  • now only some shrapnels carry effects while the rest is only carrying basic bullet stats

Buffed [Anti-Bullet Magick]

  • affecting larger area and lasting longer at base level

Scaled up [Tiberium Bullets]

  • inflicts more life drains proportional to gun's damage
  • also incurs more self life drains on pick up

Misc.

  • Reworked how [Arc of Bullets] and [Parallel Bullets] spread the bullets and fixed the issue with burst-fire guns
Public Beta 3-0 [V0.3.1]
  • added [Bullets.rar] trim down bullet spams (projectile counts) in exchange for more damage per bullets

  • added [Guardians Charm] boosts block card draw chance and 'block cards draw more block cards' (no longer the card pack's default mechanic)

  • added [Lifeforce Duorblity] orb spell of mobile Heal & DMG zone

  • added [Lifeforce Blast!] orb spell with explosive Heal/Damage and then boost/hinder healings afterward

  • added [Arcane Sun] spell that passively deal ramping DPS + "Damage Amp" debuff

  • added [Portal Magick] Unique Magick, "Now you're thinking with Portals"

  • buffed [Orb-literation] increased base radius and amount of Max HP culls on impact

  • Reworked [Parallel Bullets] make it so it properly arranges in parallel and scales with gun spread & proj. counts

  • Spells passively boost glyphs' draw chances

  • Spells compatible with controller

  • Improved/fixed issues with card draw rarity/weight adjustment

  • Block-based ability cooldowns start at 0.5s at battle start; should be available when grace period is over.

Public Beta 2-0 [v0.2.0]
  • added [Orb-Literation] and dependencies: map destruction, Max HP culls on impact

  • added [Tiberium Bullet] and dependencies: caustic HP removal bullet modifier

  • added [Arc of Bullets] evenly spread bullets in arc

  • added [Parallel Bullets] neatly arranged and focused bullets

  • added [Divination Glyph] velocity/trajectory. speed to both Spell and Bullets

  • added [Influence Glyph] spell range/AoE upgrade

  • added [Geometric Glyph] bounces to both Spell and Bullets

  • added [Potency Glyph] spell power, add raw damage to Bullets

  • reworked [Size Normalizer] to utilze patch instead of MonoBehavior; works instantly and reliably

  • rebalanced all of the initial release cards

  • all block ability cooldowns start at 2.0s at battle starts

Under the hood:

  • Implemented Hollow Life mechanic to handle temp HP caps incurred by [Orb-Literation] and possibly future cards

  • [Chompy Bullet] and any future bullet modifiers only add one instance of the effect to each bullet, they will calculate the effect on the fly

  • Disabled redundancy system that iterate and resolve unique and/or mutually exclusive cards (it will be other mods' faults that violates the backbones of the system)

Public Beta 1-2 [v0.1.13]
  • Under the hood reworks of healing and damage multipliers.

  • [Tactical Scanner] now properly modify healings and damages taken and ignore all direct health changes.

  • [Hollow Life] changes:

    • rarity changed to Rare
    • Max HP gains changed from x2.5 to 3x
    • now giving -15% healing effects; reducing healing and regeneration
  • Reduced the delay caused by card conflict resolver at the start of each round.

Public Beta 1-1 [v0.1.9]

  • Patched the logic behind the monobehavior that manages and prevents card conflicts, to execute from the main mod class instead of from each players!
  • [Shield Battery] sneak peak

Public Beta 1-0 [v0.1.0]

  • It all begins. Starting out with 5 wacky cards and 3 minor all-around passive cards