GearUpCards
Adding in some game-changing cards to the fray!
CHANGELOG
Patch Notes
Public Beta 4-2 [V0.4.2]
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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]
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nerfed [Replication Glyph]
- +3 > +2 Gun Projectiles
- -25% > -35% ATK SPD
- 0.0s > +0.25s Reload Time
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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]
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added [Bullets.rar] trim down bullet spams (projectile counts) in exchange for more damage per bullets
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added [Guardians Charm] boosts block card draw chance and 'block cards draw more block cards' (no longer the card pack's default mechanic)
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added [Lifeforce Duorblity] orb spell of mobile Heal & DMG zone
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added [Lifeforce Blast!] orb spell with explosive Heal/Damage and then boost/hinder healings afterward
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added [Arcane Sun] spell that passively deal ramping DPS + "Damage Amp" debuff
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added [Portal Magick] Unique Magick, "Now you're thinking with Portals"
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buffed [Orb-literation] increased base radius and amount of Max HP culls on impact
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Reworked [Parallel Bullets] make it so it properly arranges in parallel and scales with gun spread & proj. counts
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Spells passively boost glyphs' draw chances
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Spells compatible with controller
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Improved/fixed issues with card draw rarity/weight adjustment
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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]
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added [Orb-Literation] and dependencies: map destruction, Max HP culls on impact
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added [Tiberium Bullet] and dependencies: caustic HP removal bullet modifier
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added [Arc of Bullets] evenly spread bullets in arc
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added [Parallel Bullets] neatly arranged and focused bullets
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added [Divination Glyph] velocity/trajectory. speed to both Spell and Bullets
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added [Influence Glyph] spell range/AoE upgrade
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added [Geometric Glyph] bounces to both Spell and Bullets
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added [Potency Glyph] spell power, add raw damage to Bullets
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reworked [Size Normalizer] to utilze patch instead of MonoBehavior; works instantly and reliably
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rebalanced all of the initial release cards
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all block ability cooldowns start at 2.0s at battle starts
Under the hood:
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Implemented Hollow Life mechanic to handle temp HP caps incurred by [Orb-Literation] and possibly future cards
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[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
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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]
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Under the hood reworks of healing and damage multipliers.
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[Tactical Scanner] now properly modify healings and damages taken and ignore all direct health changes.
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[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
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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