Reworked to utilze patch instead of MonoBehavior works instantly and reliably speed to both Spell and BulletsĪdded spell range/AoE upgradeĪdded bounces to both Spell and BulletsĪdded spell power, add raw damage to Bullets Improved/fixed issues with card draw rarity/weight adjustmentĪdded and dependencies: map destruction, Max HP culls on impactĪdded and dependencies: caustic HP removal bullet modifierĪdded evenly spread bullets in arcĪdded neatly arranged and focused bulletsĪdded velocity/trajectory. Spells now passively boost glyphs' draw chances Reworked make it so it properly arranges in parallel and scales with gun spread & proj. Starting out with 5 wacky cards and 3 minor all-around passive cardsĪdded trim down bullet spams (projectile counts) in exchange for more damage per bulletsĪdded boosts block card draw chance and 'block cards draw more block cards' (no longer the card pack's default mechanic)Īdded orb spell of mobile Heal & DMG zoneĪdded orb spell with explosive Heal/Damage and then boost/hinder healings afterwardĪdded spell that passively deal ramping DPS + "Damage Amp" debuffĪdded Unique Magick, "Now you're thinking with Portals"īuffed increased base radius and amount of Max HP culls on impact Patched the logic behind the monobehavior that manages and prevents card conflicts, to execute from the main mod class instead of from each players!.Reduced the delay caused by card conflict resolver at the start of each round. now giving -15% healing effects reducing healing and regeneration. now properly modify healings and damages taken and ignore all direct health changes. Under the hood reworks of healing and damage multipliers. There will be more cards planned to expand in each category, this first beta release serves as a pavement and test run on my first ever modding experience, ever.įull details is available on my GitHub. * The cooldown reductions varies from each spells and Magicks Note from the modder
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