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runic pyramid: start each combat with 99 equilibrium (the buff that retains your hand for the turn). (this would keep the function of the relic but allow other cards and relics that trigger with have effects related retain to activate mainly establishment).
@paradoxia: happy to accept pull request if I like the changes - and if not, you can just post your changes as a separate mod with mine as a prerequisite (or simply a modded version of my mod).
Bloodstone Periapt:
At the start of combat, gain +2 temporary HP per curse in your deck (min 5)
Whenever you acquire a temporary Curse during combat, gain +2 Max HP
Darkstone Periapt:
Upon pickup, gain +6 Max HP per curse in your deck
Whenever you obtain a Curse, increase your Max HP by 6
At the start of combat, gain +1 temporary HP per curse in your deck
Whenever you acquire a temporary Curse during combat, gain +1 Max HP
Darkstone Periapt : While I understand that this relic is mostly intended as a meme, it is pretty terrible. While I think it should also work retroactively (e.g. you get Calling Bell, giving you Periapt, actually giving you +HP), that may be a little tougher to work out how to achieve on your end. If not, at least make the increased HP worth it, e.g. say +9 HP.
Runic Cube : Again, I agree that the current version underwhelms, but I think this version is a bit too much. I would suggest "Cards drawn this way cost 1 less until played" would be more reasonable.
Tiny House : As above, underwhelming currently, but this seems too much - the '1 less attack damage' aspect feels like just casually throwing Tungsten Rod onto this (less so for Ironclad as it doesn't work with direct HP loss, but particularly crazy for Silent with intangible). Would love the option to just add the potion slot.
Black Blood : Even if it is strictly an upgrade to the base starter relic, I am surprised to not see this included among the proposals as it is among the most 'meh' boss relics, especially for its opportunity cost. I really like the idea of strapping Face of Cleric's effect onto this, e.g.
"At the end of combat, heal 9 HP and raise your max HP by 1."
Ectoplasm : I don't dislike your proposal, though I think Ecto's biggest issue is that it can only acquired in Act 1, which seems unwarranted, given that Crown can be an Act 2 choice (where it is occasionally justifiable). An option to instead make Ecto available as an Act 2 boss reward would be my preferred 'buff'.
Mark of Pain : While it seems like you disagree, I agree with others that this is one of the most unappealing boss relics, even with Evolve/Fire Breathing synergies. I think the suggestion of making this add 1 wound to the draw pile and 1 to the discard pile feels like a fair compromise.
In that vein, while it would be more effort involved, I (and from the looks of it several others too) would definitely appreciate the option for increased granularity beyond simply 'enable/disable'. Some are really looking for some busted buffs, while others (like myself) just want to even out the pool a little for some of the underperformers. If I knew a little modding (
I think this is the mod that affects Black Cauldron, but am not sure.
〽️ Mark of Pain: two wounds start in your discard pile
🪒 Wrist Blade: all zero-energy attacks gain +6 damage
🏗️ Inserter: every 2 turns, gain an orb slot & channel a random orb
🌺 Violent Lotus: when you exit calm gain 3 energy & draw 1 card
Make sure this works normally for relics such as Question Card giving 1D4+1 choices 🃏
I want to let you know again that it seems the disable option for Frozen Core is not working as intended, I disabled it and yet it still summon new orbs even when the slots are full.
I will let you know if I find more bugs.
@zendakon no worries, cheers!
I'll look into fixing this at some point. It's not a big problem, just could cause some confusion as it might initially look like the disable changes setting isn't working.
Anyway @Author thank you very much for listening to my request you work really fast! Just checked and the the options are now all available! Haven't tested all of them though; but if I understood your words correctly, to reset the relic description do you need to restart the game?
Astrolabe is buff/nerfed by changing it from immediately transforming 3 cards to a slow risky transforming of one card each turn. Depends on the card you want to transform being in your hand.
Pandora’s Box removes the weakest cards in the game. But this mod would prefer to play cards from the top of the deck. Implying that you think that Havoc is OP. Well some cards require you to kill things with them to give a benefit. So this not only screws with the planning involved, but also, removes the option to transform all Strikes and Defends, which alone nerfs the hell out of Pandora’s Box.
Tiny House's change is one I am quite confused about. The premise of Tiny House is it's a jack of all trades relic with a little bit of everything but nothing exceeding any expectations. In short, Tiny House is a reliable option when the other's downsides are too risky.
In fact, the fact you think any of the relics you've listed are on the weaker side is... Kinda baffling. Just because it doesn't give energy doesn't mean its bad.