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Keys Cards introduces 70 new cards (made with love)!

  This mod aims to deliver more variety to your ROUNDS with 48 (+22 hidden) new fully illustrated cards and new mechanics that are sure to make every match unique! Conquer enemies with powerful and rare Treasure cards, burn away tanky foes with Hex, or find build-changing Hidden cards when conditions are met. There's lots of builds to explore, so have fun!


It is highly recommended to play with additional card pick and choices when using Keys Cards!


Current cards are the following:

Common (16):

- All or Nothing		- Angelic			- Bottomless Pockets			- Boxing Glove
- Compass			- Dancing Bullet 		- Faster Hardware			- Fortress
- Infernal 			- Magic Trick 			- Mending Reload			- New Sneakers
- Nimble			- Nimble+			- Precision				- Treasure Map


Uncommon (22):

- Bewitching			- Cerulean Potion			- Citrine Potion		- Cola Potion
- Coral Potion			- Crimson Potion			- Cloak and Dagger 		- Cursed Plunder	
- Defensive Dice		- Druids Blessing			- Ferocity			- Guardian Angel
- Metamorphosis			- Mirror 				- Moonwalker			- Nuclear Reactor
- Overdrive 			- Saw Shot 				- Scaredy Cat			- Slow Start
- Spellbound			- Warpath


Rare (10):

- Binding Chains		- Ecliptic Library		- Expedition				- Vampiric Block
- Treasure Trove		- The Golden Egg		- Pipsqueak				- Raid Boss	
- Sentry			- Snipers Nest


Treasures (10):

These cards are hard to obtain and exceptionally strong. Players may obtain one of choice through the Treasure Trove card, or take their chances with cards like Cursed Plunder or Expedition. Once you add one of these to your arsenal, your enemies are sure to fear you.

- Giants Gauntlet 		- Dead Mans Boots 			- Yvrells Staff 		- Grovetenders Shield 
- Pickpockets Dagger 		- Zephyrs Blessing 			- Demeters Bounty		- Apollos Quiver
- Draculas Cloak		- Familiars Friend


Hiddens (8):

These cards are only seen in card choices once two appropriate prerequisite cards are obtained or under certain conditions.

- Alchemist 		(Any Two Potions)				- Burning Binds 	(Binding Chains + Infernal)		
- Feline Frenzy 	(Scaredy Cat + Cloak and Dagger)		- Grovetenders Rest 	(Slow Start + Grovetenders Shield)
- Heavensent 		(Guardian Angel + Angelic)			- Hexing Reload		(Spellbound + Mending Relaod)
- Overcrit 		(Have 100%+ Crit Chance)			- Thorn Shot		(Saw Shot + Druid's Blessing)


Others (4):

These are only obtained through other cards effects.

- Iron Heart 			- Iron Pincers 				- Iron Carapace 		- Eggs Blessing


Patch Notes

Version 2.2.0

  Did I surprise you? I'm back with a small update after almost a year and a half...
This update brings mostly bug fixes and a large batch of balance changes, lots of buffs to make certain underwhelming options more appealing, and some other changes to improve overall game health. Most Potions and Critical Strike cards have had their stats brought up, while Automatic Cooldown Reduction cards have also undergone some retooling. Plenty of other cards have also been tweaked, with the handy chart below quickly showcasing which cards are adjusted, while all my explanations for changes will be found further below!

amazing-notes

📈 Buffs 📈

Binding Chains

 Although two seconds is undeniably a short time, it certainly doesn't feel that way when attempting to round somebody up with Binding Chains. The wind-up for this card has been greatly reduced, along with an increase to move speed, to make ensnaring your enemies a little easier.


• Binding time  2s -> 1.5s
• Move speed  +10% -> +15%

Cloak and Dagger

 Most critical strike cards underperform when compared to many other viable offensive options, so many cards with that stat have been adjusted. Cloak and Dagger is first in line, recieving a small bump in the damage and move speed stats.


• Damage  +15% -> +25%
• Move speed  +10% -> +15%

Citrine Potion

 Potion cards have always been some of my favourite cards to build, yet a majority of them are too weak to invest into. With this update, many potions get their time to shine! Cerulean and Crimson remain untouched (with updated descriptions) as they reach the strength I'd like them at, while all other potions get a healthy touch-up! Citrines buff is first, with a small increase to its attack speed.


• Attack speed buff  +65% -> +75%

Cola Potion

 Cola gets more even more carbonated, with a fizzy damage buff and more move speed.


• Burn damage  now deals 20% more damage
• Move speed buff  +10% -> +15%

Coral Potion

 Finally, the pink potion gets some new projectile gravity to help with its bouncing fantasy, and an increase to its other stats.


• Projectile speed buff  +40% -> +80%
• Bounces buff  +3 -> +4
• Projectile gravity buff  now increased by +80%

Compass

 Compass and it's Treasure Map kin are one of the only ways to pick up a coveted Treasure card, yet giving up two card choices for a random Treasure isn't usually worth the trade-off. Giving a bump to the stats offered from these cards will set you on a good path when you manage to find the X that marks the spot!


• Health  +0% -> +20%
• Attack speed  +5% -> +10%

Defensive Dice

 Another card included in the critical strike chance buff list, making the defense in Defensive Dice more noticeable.


• Health  +25% -> +40%

Expedition

 While an obvious gamble, the house seems to win more than it should. A small increase in Treasure appearances should make this a more viable way to obtain Treasures.


• Treasure appearance rate  appear 10% more often

Faster Hardware

 Automatic cards are fun each in their own way, yet their accompanying cooldown reduction cards leave more to be desired. Cooldown reductions are written differently now, showing how much faster your cooldowns will pop rather than how much the cooldowns will be reduced by. (a 100% faster 8 second cooldown will be 4 seconds). Most Automatic cooldown cards have their values buffed, such as this one!


• Automatic cooldowns  +33.3% -> +40% faster

Ferocity

 A health and lifesteal increase should keep Ferocity in line with the other critical strike chance buffs.


• Health  +20% -> +25%
• Lifesteal  +30% -> +35%

Iron Carapace

 All Iron cards have had their stats bumped, while Metamorphosis has taken a hit. This will make Metamorphosis are riskier option, while making the payoff better. Carapace and Heart receive more notable buffs than Pincers.


• Health  +65% -> +75%

Iron Heart

 Heart lacked greatly compared to the other two choices, and hopefully will be better for a wider range of builds.


• Regen  +12 -> +15
• Jumps  +2 -> +0
• Lifesteal  now grants +40%

Iron Pincers

 Just a small nudge to increase Pincer's strength.


• Damage  +55% -> +60%
• Projectile speed  +25% -> +30%

Moonwalker

 While the effects of Moonwalker on your bullet and player gravity is great and fun for specific builds, the card's overall strength still is lacking.


• Damage  +25% -> +35%

Nimble

 Nimble grants a variety of small buffs to a great number of stats, yet these small numbers don't add up to a worthwhile card choice. These small numbers are now slightly less small.


• Reload speed  +12% -> +15%
• Attack speed  +14% -> +20%
• Projectile speed  +16% -> +25%

Nimble+

 Nimble+ grants a variety of small buffs to a great number of stats (including Automatic CDR), yet these small numbers don't add up to a worthwhile card choice. These small numbers are now slightly less small (including Automatic CDR.)


• Automatic cooldowns  +11% -> +15% faster
• Move speed  +11% -> +15%
• Reload speed  +12% -> +20%
• Attack speed  +13% -> +20%

Overdrive

 Another Automatic cooldown reduction card in need of some stat pumping.


• Automatic cooldowns  +17.5% -> +20% faster
• Attack speed  +30% -> +40%

Scaredy Cat

 While ideally a great niche card for long-range/sniper builds, Scaredy Cat doesn't offer enough strength to be appealing to most players. Exaggerating it's low numbers should allow this to fit into it's niche properly.


• Health  -15% -> -25%
• Damage/Attack speed buff  +30% -> +50%
• Movespeed buff  +50% -> +75%

Treasure Map

 See Compass above.


• Health  +0% -> +10%
• Attack speed  +5% -> +20%

Zephyrs Blessing

 The weakest Treasure by far, Zephyrs is getting a little love to balance it out with its other shiny kin. Be blessed while taking this for a ride through the air.


• Damage  +10% -> +20%
• Damage/Attack speed  +25% -> +40%



📉 Nerfs 📉

Giants Gauntlet

 Easily the strongest of all Treasures with just how out of hand Giants regen stat can get. Picking one of these up along with some health cards often leads to completely untouchable builds. Although an overall increase to health to increase your monolithic stature, Giants is getting it's regen clipped, making immortality much further out of reach.


• Health  +75% -> +100%
• Max HP regen  +4% -> +2.5%

Metamorphosis

 Metamorphosis is taking a blow to allow it's Iron children to flourish.


• Damage  +12% -> +6%
• Health  +12% -> +6%
• Regen  +1.2 -> +0.6

Raid Boss

 While a fun card to build around, Raid Boss offers a little bit too much strength as of now, so it's getting brought down a little bit to prevent this boss from running wild.


• Health  +250% -> +220%
• Size multiplier  x1.3 -> x1.35
• Damage  +30% -> +25%

The Golden Egg

 While currently having practically no downside to taking in early rounds, The Golden Egg has been allowed to be a great pick for almost any occasion. I'm tempering down the potency of the Egg, making it more of a gamble.


• Reward Pool  rewards are generally weaker, though higher-strength rewards will drop more often


⚙️ Adjustments ⚙️

Bottomless Pockets

 A text misprint lead to the pockets being a lot more bottomless than intended. While originally stating +15% Damage, these jeans were granting +50% Damage after all. Now brought down to a more reasonable number, these pockets also can hold a few more bullets.


• Damage  +15% -> 40%
• Ammo  +4 -> +6
• Move speed  -5% -> -10%

Burning Binds

 The effect of this hidden card just seemed boring, so I scrapped the Attack speed buff in favour of a burn that actually does something without being reliant on the Damage stat. The binding time takes a hit to make up for the damage nuke.


• Burn damage  10 + 27 per 100 Damage -> 20 + 30% Max Target HP
• Bind time  1.4s -> 0.7s

Cat Tower

 An abysmally boring card that completely 180s on Scaredy Cats design. While useful under certain conditions, I've replaced it with a more interesting option that stays more in-line with the identities of the unlock condition cards.


• Name  Cat Tower -> Feline Frenzy
• New effect  gain +25% critical strike chance and +50% critical strike damage when out of range
• Unlock condition  Scaredy Cat + Fortress -> Scaredy Cat + Cloak and Dagger

Infernal

 While this card was originally implemented to replace poison, Infernal will be receiving some slight changes to differentiate it from said card for those that choose to keep it enabled.


• Damage  +40% -> +0%
• Attack speed  +0% -> +45%

Mending Reload

 Mending Reload has always been one of my favourite healing cards, and now I'm expanding it to be a capable pick for those running a tank or bruiser build.


• Healing  18 -> 12 + 1.2% Max HP



🐛 Bug Fixes 🐛

Snipers Nest

 This card was unintentionally reducing max ammo only after your first reload of the round. This has been remedied, and brings along with it a few additional stat changes to really bring out the sniper-y vibe.


• Projectile gravity  -50% -> -60%
• Damage per ammo lost  +12% -> +14%
• Damage  +30% -> +35%

Warpath

 The buff provided by Warpath seemed to often desync when played online, resulting in absurd damage values that could break lobbies. A fix is being shipped with this patch that will hopefully prevent this case from occurring;


• Desync bug  totally bugging -> hopefully fixed


Welcome to the bottom of the page. I hope you enjoy this update! I'm not sure if I'll work on this more in the future, but only time will tell!   -🗝️
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