Hi folks,
Today's patch includes several bug fixes, misc QoL improvements, and some additional modding features for the upcoming DLC.
You can read more details in the patch notes below.
Patch Notes - 12/05 # 1.038.8
Bugfixes
- Card pricing algorithm will also consider the card's expertise rank.
- Greengale Mine was missing its Journal Artwork
- In certain rare cases, the calculation of Elite lifespan boost and Company attribute increase while reinforcing their instance could yield a lower benefit.
- Card Preview links in Character creation were missing the optional header details (expansion, ally type, etc.)
- Fixed some typos in cards, perks, and game mode descriptions.
Misc Changes
- Consumable cards marked OutOfCombat or with 0 uses left will not be offered as backpack choices when fetching consumables during combat.
- Single-use, expertise-agnostic cards (without Infused) will no longer be offered as Area completion Rewards.
- In Character Creation flow panel: Added a button to clear all the selections and start over.
- Uncommon/Masterwork, Rare/Superior & Epic/Exquisite items will appear in a distinct colored border (Green, Blue & Purple) and cost more than regular items based on their rarity.
- Certain Ancient Ruins allies will visually display their respective rarity borders to indicate their rarity/value.
- Added enemy weaknesses in their Information panel.
- Minor Equipment changes in preparation for DLC2. Tweaked their Tier/Level requirement; Higher Tier items will have slightly higher Tier requirements. Added a common variant for a few items with only a Masterwork version.
- Added support for MorphArchetype effects in the Evolution previewer.
- Venom, Burn & Clairvoyance effects level up rules changed to: ## LR#Venom:-1, ## LR#Burn:-1 & ## LR#Clairvoyance:-1.
- Added tooltips in the Game Mode filters (Beginner, Advanced, Gauntlet & Sandbox).
- Move the close button in the rewards selection window to prevent closing it accidentally when the rulebook is open.
Modding Additions: Automatic Rarities Generator
- You can generate 3 additional rarities (automatically) as a card is imported (Uncommon, Rare & Epic) by adding the keyword Rarities:1 to the base (Common) card.
- The Cardname will get a postfix (U, R, E), and the artwork will remain the same. The card border will change color to reflect the new rarity.
- You can alternatively include the keyword Quality:1 to change the naming scheme from postfixes to prefixes: Masterwork [Cardname], Superior [Cardname] & Exquisite [Cardname]
- Uncommon cards will receive +1 in Tier, Rare cards +3 in Tier & Epic cards +5 in Tier, and double that modifier in their base Expertise requirement
- Optionally, you can add (or boost) specific card effects manually by x if you specify [Rarity][Keyword]:x
- , ie. Rarities:1, RareDefend:2, RareHex Ward:2, EpicDefend:2, EpicHex Ward:4, EpicDamage:4, ... etc. Will generate the 3 additional rarities and modify or boost the given effects.
- This can't contain composite keywords
- ScaleEffect[Effect]:x, can be used to add certain effects in all rarities. x will become (x+1)/2, (x+3)/2 & (x+5)/2 respectively.
- The generator keywords [Rarity][Effect] & [ScaleEffect][Effect] are removed after they have been processed and incorporated into the respective cards.
- You can create individual rarities only using CreateUncommon:1, CreateRare:1 & CreateEpic:1
- Your Action DB file can contain individual overrides to generate variants for specific items; +++ must prefix their name
- This won't overwrite any existing cards unless the Overwrite:1 keyword is also present.
- Cards with +++ in their name won't get imported. This prefix is reserved for the automatic rarities generator.
- ShowAs[Rarity]:1, ie. ShowAsUncommon:1 etc., can be used to assign a higher rarity to a card (The cost of the card will automatically increase.)
