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- Long Distance Shot buff - Now a Ranged Attack. In addition, is now added to the hand when you generate a Norma level, rather than gain one (subtle difference, it now works even if you are at Norma 5 and cant gain additional levels).
- Extended Photon Rifle buff - Now a Ranged Attack.
- Evil Spy Work Execution - Now a Ranged Attack. This should increase it's viability in later acts as it was basically suicide vs Thorns users previously.
- NOTE: There are a few cards which would make sense to be Ranged Attacks (Jonathan Rush, Rocket Cannon, etc.), however, they are currently not for balancing purposes. This may be changed in the future however!
- Immovable Object buff - Now gives 2 Immobile (was previously 2 Blur and 2 Entangled). As Ranged Attacks can still be played when Immobile, this allows for more synergy options.
- Big Magnum rework - Is now a 1 Cost Uncommon Skill that does not Exhaust (was previously a 0 Cost Common that Exhausted). Has a completely new effect: Select a card in your hand to Exhaust, Gain 4 Vigor, then Increase this card's Vigor gain by 4(upgrades to 6,9,13,18,24) for this combat. It can be upgraded 5 times. This should allow for some interesting mechanics, and is much more usable than before.
- Go Away nerf - Now costs 3 (was previously 1). A full rework of this might be done in the future, for now though, 1 cost was way too low.
- Completion Reward buff - No longer has a reset when playing it, this will drastically increase viability in longer fights. Norma 2 effect is now +6 damage (was +3 previously). Moved to Common (was Uncommon). To compensate movement to Common, now is a 2 cost that upgrades to a 1 cost (was previously always a 1 cost).
- Assault buff - Now does 7(upgrades to 9) Piercing Damage rather than Fixed damage and ignoring block. New Norma 2 Effect: The Piercing effect is twice as powerful. This should allow this card to scale and be a better pick in more deck types. While it is basically a Strike against normal enemies, it can pierce for a heavy 14(18) on blocking targets.
- Ambush buff - Now does Piercing Damage when it passes the Norma check.
- Heat 300% rework/buff - New effect: For 2(3) turns, all attacks on the target will Pierce. If the target has no block they take 30% (50% at Norma 2) more damage instead. Like with Plushie Marks, if a target is hit by an attack that already does Pierce damage, Heat 300% will result in an additional bonus Pierce damage instance.
- Big Bang Bell rework - Big Bang Power now explodes when the target deals unblocked attack damage (was previously when they intend to attack) and Exhausts. Like Long Distance Shot, it is automatically moved to your hand when you generate a Norma level, exhuming itself if needed. This allows for substantially easier scaling (assuming you can successfully Block the attacks). Of note, the target doesn't have to deal unblocked damage the player for the power to go off, so forcing the enemy to attack something else (such as with Wanted), will work. This card will now safely have a position in large Block building decks as a potential primary source of damage, and is a much better pick overall.
- Cloud of Seagulls buff - Now adds 1 Jonathan Rush directly to your hand (was previously shuffled into the draw pile). No other changes were made at this time, but this may see a rework in a future update. I would prefer to have no cards (besides Flamethrower) use the Fixed Damage mechanic, however, being able to hit yourself for boosted damage from Str and Vigor is a serious issue (yet allowing self damage is an integral part of the card from it's source material). As such, the Fixed Damage remains for now.
- Raging Madness buff - Now costs 1(was 2) and applies 2 Strength(was 1). This should make this a little more viable of a choice.
- Treasure Thief buff/QoL - In lieu of the incredibly wordy effect that it had before, this now has a Norma effect that increases the amount of cards you are able to draw when attacking by 1 (was previously a 50% chance of increasing it by 1 that was calculated on a turn-by-turn basis).
- Unlucky Charm rework - Is no longer basically a curse, lol. Has an entirely new effect: When held, any debuffs applied to you are also applied to ALL enemies. This has obvious synergy with cards that have negative effects, but is still effective in a deck without any as there is no shortage of enemies that inflict debuffs.
- x16 Big Rocket buff - Now deals 12 damage (was 10). When upgraded, damage and scaling both increase by 3(was 2).
- Forced Revival buff - Now Heals 4(6) HP, Gains 1(2) Energy, at the cost of applying 2 Weak (was previous at the cost of 1(2) Vulnerable). New Norma effect: -1 Weak (was previous +1(2) Weak but double Energy gain). This makes this card much safer to use in higher ascensions, and the norma effect no longer has any negative side effect.
- Blazing! rework - Now applies 6 Blasting Light at the end of your turn, and then increases the amount it applies by 3(upgrades to 6). No longer has a negative effect on the player. The values of this may change for balance, but the effect of the card is now substantially more reasonable than before.
- Sink Or Swim rework - No longer applies 1 Vuln, Weak, and Frail for 3 turns. Instead applies 3 Weak and 3 Frail all at once, so 2 artifact is enough to avoid all downsides, rather than 9. The removal of Vulnerable from the downsides should make this more viable of a pick, but if this still underperforms the values will be modified.
- Bloodlust rework - Has a completely new effect and no downside. Upon attacking, Bloodlust will become active. While active, ALL attacks you make will cause you to gain 2(upgrades to 3) Temp Strength. At the start of your turn, Bloodlust will then use 1 Gift Use if was activated the previous turn. As it expressly applies 'on attack', it synergizes well with AoE (as each hit in an AoE is an attack), and multi-hits (as each individual hit in the sequence is an attack).
- Metallic Monocoque rework - Now a Gift (was previously a Power) that has a much stronger effect: Whenever you would lose HP, lose 5(upgrades to 6) less HP. Once this effect activates it is effective for the remainder of that turn. At the start of your turn, it will then use 1 Gift Use if it was activated the previous turn. Given that the effect lasts the entire turn once activated, it is capable of lowering the damage of multi hits and/or multiple enemies, all from the 1 single use.
- Reproduction of Records buff - Now copies the last 3 cards (was previously 2).
- Rocket Cannon buff - Now costs 0 (was 1).
- Big Rocket Cannon buff - Now hits ALL enemies (was Splash).
- Plushie Master buff - Attacks that deal 7 or less damage (was previously only less than 7), will have damage raised to 7 and Pierce if there is Block to piece. If no Pierce was done (because there was either no Block or the damage was over 7), gain 3 Temp HP (was previously only if damage was 7 or higher).
- Deploy Bits buff - Norma effect now only Optimizes (was previously -3 Bits and Optimize).
- Sweet Battle rework - No longer tied to the creation of Cookies due to Accelerator shenanigans resulting in far more healing than was reasonable. Instead, directly heals 2 HP when drawn or retained and has 3(upgrades to 4) uses. This results in more healing on average than before, but no additional effects. Compared to Bandage Up (which is the same rarity and also has no cost, but is Colorless), this results in 2 more HP healing, but it takes longer to get the full healing.
- Saki's Cookie reversion - The current Cookie was clunky and inconvenient. Reverted back to the simpler effect before the rework: Gain 2(3) HP. In addition, has a new Norma 4 effect that converts it to a cantrip by also drawing 1 card. This should make more useful in both early game (where healing may be more useful) and late game (where the cantrip nature can be taken advantage of at higher Norma).
- Lulu's Lucky Egg buff - Now gains block 2(3) times instead when that effect is triggered, rather than the block being 2(3) times stronger. This allows it to have better synergy with Steady and Dex.
- Leap Through Space/Time reworks - Now a single power, Leap Through Spacetime. When played, you are presented with 2 different powers to choose from: Leap Through Space allows you to view any cards that you will draw next turn, and add them to your hand if you want, at the cost of 1 less card draw next turn per card taken this way. Leap Through Time allows you to borrow energy from your next turn, gaining it at the cost of 1 less energy next turn per energy gained this way. Both powers should respect all base-game versions of Increased Energy, such as Philosopher's Stone, and Next Turn Energy, such as Energize, (by letting you borrow more, since there would be more energy to borrow), as well as Extra Draw Power, such as Serpent Ring, and Next Turn Draw, such as Predator (by presenting you with more cards that you will be drawing next turn). Modded mileage may vary, as it is difficult to determine all the ways that mods can change energy and draw power.
- Magical Memories rework - No longer tied to the existence of Magical Cards. Now consumes all Norma Levels (but you regain 1 lost Norma per turn) to apply 1 stack of Magical Quill. This new power converts the first card you play each turn into a Memory if it is viable to do so. Viable cards are Attack and Skill cards which cost 0 or more energy. A Memory is removed from play and added to a new power called Book of Memories, which you can click to view all our your memories. While in the book, playing a card will automatically trigger the effect of a memory of the same type. Memories that play their effects this way will incur a cooldown period (in turns) where it can not be reactivated again. Memories are not exempt from Exhaustive Behaviors (Exhaust, Exhaustive, Purge).
- Sealed Memories rework - Now allows you to select optionally select a card in your hand to convert into a Memory and then retain your entire hand. This does NOT require Magical Memories to use, as it will also create the Book of Memories power if you don't already have it.
- Magical Inferno/Massacre/Revenge reworks - As previously mentioned, all 3 are tied to the existence of a new card, Dark Side of Business. They all start with 0 uses, as denoted by an Exhaustive counter, and they consume all of your Norma levels when created to start with that many charges. One Norma Level is regained each time you play a Magical card (so you get your Norma Levels refunded by the time the card runs out of uses and exhausts). Inferno is now a 5(upgrades to 7) Splash Damage to ALL enemies and 5(7) Vigor. Massacre is now an 8(upgrades to 12) HP and max HP loss to the healthiest enemy and 5(7) Steady. Revenge is now 25%(upgrades to 33%) of your missing HP as Revenge Damage (deals 50% more damage if used on the monster who most recently attacked you) that heals you for 33%(50%) of any unblocked damage dealt. Revenge is now able to scale off Strength and Vigor as well.
- Holy Night rework - Now an Uncommon (was Rare) clickable power where you can spend 1 energy to draw 2 cards, once per turn. Stacking increases the number of times per turn you can do this, and it also has a Norma 3 effect to allow unlimited uses per turn (So stacking is unnecessary in runs building around Norma).
- Accelerator buff/QoL - Norma 5 effect now presents the player with the choice to spend the extra energy for the bonus effect, rather than always activating it.
- Indiscriminate Fire nerf - lowered damage to 7(upgrades to 10), was previously 8(upgrades to 12). Even with the Dazed downside, this was already doing so much damage for a Common attack. This should bring it a little closer in line with other attacks.
- Binding Chains nerf/rework - Removed decay system, the card now exhausts instead. Lowered Str loss to 6(upgrades to 8), was previously 8(upgraded to 12). To compensate, now also applies 1 Vulnerable(upgrades to 2). As the entire effect still has Splash, the upgraded version will apply 1 Vulnerable to all other enemies, but the normal version will not (since 1/2 would truncate to 0).
- Out Of Ammo moved to Uncommon (was Rare).
- Final Battle moved to Uncommon (was Rare).
- Broken Bomb / SB Bomb buff/QoL - Gaining Norma for playing cards is no longer tied to the existence of these relics. Instead, you start combat with Norma if you are playing as StarBreaker or have a Norma card from her kit (Prismatic Shard shenanigans), and gain Norma for every 10 skills played. Like before, the number of cards until your next Norma level carries over between combat. Broken Bomb now simply adds 1 Star Blasting Light to your hand when you gain a Norma level. SB Bomb also adds 1 Star Blasting Light to your hand when you gain a Norma level, but additionally switches Norma gain from 1 every 10 skills to 1 every 12 cards (of any type) for the rest of your run. Forgoing your starter relic in favour of a Random Boss Relic (or similar effect) now simply gives up the Star Blasting Light per Norma level.
- Homemark buff/QoL - As mentioned before, starting combat with Norma is no longer tied to relics, though Homemark retains it's ability to spend money to increase what Norma level you start every combat at. If you lose/sell/forgo this relic at any point (including mid-run) you only forgo the ability to continue to pay money to raise what Norma level you start at: the levels previously paid for will STILL REMAIN for that run even when this relic is gone.
Changes:- Drastically increased readability of Accelerator's description.
- Updated Korean localization to reflect the proper effect of Golden Die.
- Star Blasting Fuse, Broken Bomb, and SB Bomb now have much shorter wait times when playing/activating (was 4f pause, now 0.4f).
- Changed phrasing from Fixed damage to Fixed Damage, to be consistent with Piercing Damage and Splash Damage.
- Steady now uses a new power icon.
- Character Color shown in the Card Library (WHITE_ICE) is now the color of Star Breaker's hair, rather than the actual RGB value of White Ice.
- Red And Blue renamed to Red & Blue to fit original card name.
- Splash Damage - All secondary hits are now counted as thorns (indirect) damage. This makes it more consistent and less suicidal when dealing Splash Damage to ALL enemies, as it could result in multiple applications of thorns damage.
Bug Fixes: