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Misc Changes & UI Improvements
The view Drawpile button is now somewhat more prominent. (Still located in the bottom of the Deck)
The Shuffle deck button moved too in the Bottom of the Deck (next to the View Drawpile button)
Any Consumables in your Deck, Stash, Deck Builder etc. & any Equipment with Durability or Charges will now display in an Orange color to be more distinctive
ChooseOne/LootOne/Purchase/Clairvoyance/Dialogs that prompt to pick cards will only have randomized order if the choice pool is of more than 4 cards.
Added a distinct SFX when enemies receive Retribution damage
Improved 'Backpack' Mechanic
Clicking on the Backpack icon will now open the Choose Card interface populated by 4 random consumables directly from your Stash. (No need moving them into your Deck)
You can choose & draw any of these 4 by paying 1 AP for each one you draw. (You no longer discard the cards in your Hand)
Any consumables you won't draw will remain in your Stash. But any you draw will also get moved into your deck's discard pile (as well as in your hand.)
Using any of them removes a use as it would normally. Discarding them, leaves them with their uses intact in your discard pile.
You can use this button once per turn.
The old backpack functionality can still be accessed, but only with its shortcut: Shift+B (You can view its old entry by searching for BackpackLegacy)
New Action Effects: Purchasing items/cards through Cards
PurchaseFrom[Card#Card#Card] etc., You get to purchase and keep one of the listed cards
Card can be Random Card (from Player's Disciplines), PickFrom[Discipline], Commodity or a Specific Card similar to ChooseOne effects
Player can purchase as many cards from the list they want & can afford.
If the list contains more than 4 cards, 4 Choices will be picked up randomly and displayed.
There can be only one dialog-opening effect per card i.e A card can't use both PurchaseFrom & Clairvoyance and only one of them will resolve.
Bugfixes
Drawing Consumables or Items with Durability/Charges from the Container was removing 1 charge (on items with more than 1 charge)
Update v1.045.1:
New Action Effects & Expanded Effects
Adding special abilities to allies
(New Composite Effect) AddAllySpecial[Card]:1, Allied Permanent gains 'Card' as Special.
The difference between ChangeAllySpecial[Card]:1, is that the effects are added along with any existing ones.
The fallback Defensive Stance counts as not having an ability and is replaced
Allies can gain this way up to a total of 4 different specials
i.e AddAllySpecialBroadsword (M):1, give the Broadsword (M) card as a special to the ally.
Adding types to allies
(New Composite Effect) AddAllyType[Type]:1, Allied Permanent becomes 'Type' (in addition to its Types).
The difference between ChangeAllyType[Card]:1, is that the types are added along with any existing ones.
Allies can gain this way up to a total of 4 different types.
i.e AddAllyTypeVampire:1, give the Vampire type to the Ally.
i.e AddAllyType(Passive):1, give the (Passive) type to the Ally (Ally can no longer attack)
If the ally has more than 4 Special or Types the effect is ignored and a relevant message appears in the log.
Mentor Cards
(New Keyword) Mentor:1, You can target Allied Permanents with 'Mentor' cards to grant them the 'Mentor' card as a Special Ability.
Any additional card effects that can affect the Target Ally (or you) resolve normally.
Ally has to be valid target for the Mentor effect to take place. i.e if you want a 'Mentor' card not to Mentor Undead allies, specify the target archetype as non-Undead.
Mentor cards can otherwise be used normally i.e on Enemies or You.
A card can have both Mentor & AddAllySpecial[Card] and if the ally has enough special slots they'll get both the [Mentor Card] & [Specified Card] as special
The mentored ally can now produce the mentor cards as skills & pass the knowledge on to other allies. (As such balance them costs accordingly.)
Expending Rations as an additional/alt Cost
(Composite Effect Expanded) ExpendBuff[Resource]:x, expanded to work with Rations.
ie. ExpendBuffRations:1, Unless spend 1 Ration the Action will fizzle.
Unravel can trigger effects
(New Composite Effect) UnravelEffect[Effect]:x, If a card with this effect is in your Hand when you End your Turn: Discard it. Create & Play a (Level 0) Card with [Effect] x.
ie. UnravelEffectDiscard:2, if this card is in your hand you discard it along with two other cards
ie. UnravelEffectAoE:3, if this card is in your hand you discard it and all enemies take 3 All damage
Some effects can't work in the Unravel step i.e ChooseOne, Clairvoyancy and other dialog opening effects can't work at this step
ie. UnravelEffectClairvoyance:2, won't work as the dialog can't open during the unravel phase. But you can give UnravelEffectClairvoyance*:2 (synergy).
Unravel effect supports limited scripting effects (the card text parser won't render this properly / override is required in this case)
ie. UnravelEffectDrain*=4;Healing=13:1, gain +4 Drain Synergy and Heal 13 hp
ie. UnravelEffectUnquestionable Loyalty@=1;Healing=-3:1, create an Unquestionable loyalty in your hand.
Exhaust Ally or get Fatigue
ExhaustAlly:x, Exhaust an Active Ally or gain x Fatigue. (Exhausted Allies can't Attack or use Special Abilities.)
x won't change with the card evolutions & can only be affected (increased/decreased) by perks
Locking custom Resources costs
FixedCost:1, (Usable only along ExpendBuff[Resource]).
The Resource cost remains fixed (is not affected by Perks nor increased/decreased by card Evolution). You can use it along rare resources like Rations, or resources that 1 increment doesn't make much difference like Farthings.
Companies
Company:1, Makes the Ally Card a Company.
There can only be a single Company with the same name in the battlefield.
If a Company is already deployed, further summonings reinforce its stats by 25% (its listed in card stats).
For example if a Company is in play, and its summoning card lists 20 Power, 20 Health & 5 Lifespan, playing the Company card again will boost the Company stats by +5 Power, +5 Health & +1 Lifespan.
The same Company can exist in three different card variants i.e Knights of Dawn, Knights of Dawn (A) & Knights of Dawn ( & will all count as the same Company.
Misc Changes
Updated the Localization file
Added Collision to Ally Cards to prevent them from hiding behind each other (happens if you summon an ally by targeting an ally). The hidden ally will move on each own back into his proper position.
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