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Minor UI tweaks
Fixed some typos
Added 5 additional slots for Saving & Loading characters.
In Main Menu added a new Quick Challenge button.
Quick Challenge places you in 4 Skulls / 6 Stage Gauntlet mode with a totally Random Character.
You can customize the mode difficulty bound to this button by providing your own custom "Quick Challenge.json" mode. The starting character will always be random though.
Load/Save button has moved next to the resume slot.
Misc engine changes and tweaks to support the upcoming DLC
Update v1.032.7:
Controller Support
Added a button in Settings to change the Controller Profile bindings
(New) Steam Input profile (Erannorth Chronicles v2):
The LStick will emulate virtual mouse through Steam Input and A,B will act as virtual mouse buttons.
Right stick will pan the world map.
D-Pad will now offer a different option:
Up => ALT (Can be used with A button to display the card info.)
Down => CTRL (Can be used with A button to discard the card.)
Left => Backpack
Right => Deck Switcher
Button Y will open/close the character sheet.
Button X will close all open popups.
Right Bumper will end the turn.
Left Bumper will open the activities menu if available and center at the PC.
Left Trigger will open the Deckbuilder.
Left Command will open the Journal.
Right Command will will bring up the Menu.
Without a profile the following (native) Controller Bindings will still work (but it's recommended to use the profile).
Left stick will emulate a mouse cursor.
Right stick will pan the world map.
D-Pad is unused.
Button A will act as left click
Button B will act as right click (auto cast cards, move in the world map etc.)
Button Y will open/close the character sheet.
Button X will close all open popups.
Right Bumper will end the turn.
Left Bumper will open the activities menu if available and center at the PC.
Right Command will will bring up the Menu.
Bugfixes
Ally buttons (Quick Attack & Quick Special) could be used during the Enemies Turn.
Misc Changes
Updated Steam Libraries to v1.52
In Character Creation: Added a button to generate a random name for your character.
Added a label in the 4 buttons that are used to customize the battlefield (to be more apparent that they exist / are things that can be customized)
Changed the following default settings
The default hand view is now viewing the full card.
Reveal Enemy Intent is now by default on.
Enemies you haven't defeated yet will display "New Enemy / Unknown Intent" instead of their "Enemy intent is unclear".
Changed the first Pregen character to "Anoobak", as "Alec" was a bit hard for new players. "Alec" renamed to Corgan and moved to the 4th pregen slot, after some minor changes to his archetypes. These change won't affect any characters in progress.
Update v1.032.3:
Multiple asynchronous instances of Chaotic damage, ie. due to casting the cards / ally abilities before the previous one fully resolves, would now take into account when an enemy is "not destroyed yet" but is "marked for destruction" and seek (if possible) a different target.
Equipment items that cause the player to "Pay Life" to use (ie. Sapphire Pendant), won't be automatically equipped.
Update v1.032.2:
Bugfixes
Fixed some typos in some perks and in the enemy database
Cards with a "Draw" Discard Effect will properly won't count themselves towards the 10 cards limit imposed on the "Draw" effect.
Random Character Generator
There is a new button in Character creation that will roll for you a totally random and ready to play character or to customize further.
After rolling the character the Character Creator view will change automatically to Skills, to see the result of the choices.
The personal details won't get generated automatically, and you'll have to set those manually.
Game Mode Filters
You can declutter the menu of the Game Modes and hide those that don't interest you.
"Sandbox", Displays only Sandbox modes.
"Gauntlet", Displays only Gauntlet modes.
"Beginner", Displays modes with 3 Skull difficulty or less.
"Advanced", Displays modes with 4 Skull difficulty or higher.
To see all the available modes make sure that all 4 are checked.
Quick Start Improvements
Quick Start button's font is now more prominent & should be harder to miss.
(new option) Quick Start can be set as the default starting view in Character Creation
Quickstart is (now) by default the first screen after character creation, there is a new toggle to turn this option on / off.
Auto-Equipping Gear
(new option) Equip my Gear automatically:
You can find this option in the Personal Details tab of character creation. By default is on.
If selected all valid gear will be automatically equipped
The algorithm gives priority to 2H weapons, then 1H weapon or Dual Wield combinations.
Added an "Auto Equip" button in the Equipment screen, which will auto equip an item for every slot looking first for the highest Expertise requirement and then the lowest AP cost.
Optimize Deck
(new option) Optimize my Deck count automatically
You can find this option in the Personal Details tab of character creation. By default is on.
If selected, the deck count is automatically trimmed down as close as possible to the deck minimum
The algorithm will sort cards by AP cost, and first remove any cards you can't use due to lacking expertise
Then remove any cards that have limited uses
Finally will start trimming down the deck by copies count (removing first the 3rd copy, then the 2nd, then if needed remove entirely a copy etc.)
Added an "Optimize" deck button in the Deckbuilder, which will reduce its card count automatically close to the deck minimum.
Interact with your Allies and play cards outside encounters
Replaced the "Explore" button in the Overworld map with a "Look Around" button.
The new button lets you "zoom into" an empty battlefield that matches the current environment and view your avatar, allies, cards in hands etc.
The EoT button or M will return you back to the overworld.
While in this view you can play any card, including "World Map" cards that exist only in your hand.
You can access all the options "Explore" button had through the "Outdoor Activities" button above the "Return to the Map" button every 4 hours.
Misc Changes & Additions
"Benefactor Shield" will now scale up with the Enemy level.
"Philtre of Power" recipe changed to "Philtre of Dreamwalking + 2x Vampire Ash"
Alchemy card "Projection" now has Imbue:Fire.
"Magic Threads III", perk now give +1 proficiency in Fire, Water, Earth & Air & +1 bonus in Intense damage.
"Firebreath" now requires an Enemy as its Target to avoid hurting accidentally the player.
"Magnus Opus" cards have now a custom cost, as their default T-1 cost was way too low.
Gauntlet Stages after the first, will always start at a Town node.
Tweaked the algorithm that generates the stages in Sandbox to create slightly more reward nodes.
Tweaked the algorithm that generates random Encounters to be more faithful in their environmental restrictions.
Using "Look Around" while in a sea voyage will consistently show the ship stage.
"Outdoor Activities" like Hunting, Foraging, Gather Wood etc. are not available if you are in a sea voyage (in North or South Coast).
Added a few extra perks to all Acolytes.
Added a Backpack button directly on the Player's map token to access your Backpack without first going to the Camp menu.
Minor UI changes for better consistency.
In the deckbuilder the default Sort method is now by AP, then by Expertise Req, then by Cardname.
'Adventure'cards in loot interfaces will only offer the option to add them to your collection.
You can use 'Adventure' cards directly from your Collection (as long as you meet their requirements).
Improved the rewards gained by completing Adventure cards.
Cards with the keyword "World Map" must be used while your avatar is in the World Map (That is outside of combat encounters, areas etc.)
Adventure Cards, Lanterns & Treasure cards are all "World Map" cards in Sandbox. And "Out of Combat" in Gauntlets.
Tebitha's Inert Staff will no longer drop after killing Marwen, but has instead a 66.6% chance to drop as part of the Challenge completion rewards.
Replaced the "Explore" button (Explore.ink) inside stages with "Camping & Outdoor Activities" (Outdoor Activities.ink)
Explore.ink file is deprecated. All its options/functionality is available through Outdoor Activities.ink.
Modding/Event System/Ink Integration Improvements
Difficulty:x & DifficultyLess:x can check if the difficulty is >= x or < x respectively.
@IF: Difficulty:3, can check if the game mode difficulty is more or equal to 3 skulls.
@IF: DifficultyLess:3, can check if the game mode difficulty is less than 3 skulls.
The following variables no longer require "Update:x" to sync.
PCFarthings, PCRations, PCKarma, PCOrder, PCHP, PCAP, PCHWR, PCStrength, PCAgility, PCResilience, PCIntellect, PCWillpower, PCCharisma, PCLocation, PCName, PCGender, PCClass, PCSpecies, PCSpecialization, PCClassification, PCOrganization, PCBackground, PCEquippedWeapon, PCEquippedOffhand, PCEquippedArmor, PCEquippedAccessory, PCEquippedRing, PCEquippedAmulet, PCEquippedCloak, PCInteractingWithMap, CalDay, CalDayName, CalMonth, CalMonthName, CalYear, CalDaytime, CalDaytimeS
All you have to do to use them is declare them in your ink file: ie. VAR PCFarthings = 0
(Older) scripts that call "Update" for these variables, will still work without any issues.
Composite variables (for tracking states,influences,card counts etc. must still call the Update:X, reward to update in the previous scene.
Old >ER> replacement variables for printing out player data will still work but are deprecated. ie. you can just declare: VAR PCName = "", and then use it in your script right away: {PCName}.
(new) autosync variables:
VAR PCEnvironment = "", will automatically update to the current Environment value.
VAR PCDifficulty = 0, will automatically update to the current difficulty ie 4 (Skulls).
VAR PCExploring = "", will automatically update to the area name the PC is currently Exploring (if any).
VAR PCStatus = "", will automatically update to PC tiredness level (Rested, Tired, etc.)
ExecuteFunc:Store can now also create custom merchants by specifying their inventory
Syntax ExecuteFuncMerchantInventory>>[Card1]>>[Card2]>>...etc.
They'll display randomly 4 items of the listed items which can also be duplicates.
ie. ExecuteFuncMerchantInventory>>Coal>>Iron Ore>>Coal>>Iron Ore>>Copper Ore>>Stone>>Stone>>Silver Ore>>Copper Ore>>Copper Ore>>Coal
New Nodes:
Miners' Camp, Miners Camps can be found while exploring mountain areas. Player can interact with the local traders and restock their supplies. Syntax: MinerCamp, connected with Miners' Camp.ink
Monoliths, Monoliths are quite rare, and can be found while exploring mountain areas. Touching a Monolith will grant great boons or curses. Syntax: Monolith, connected with Monolith.ink
New Action Effect: MultiplyStatus[status]:x, multiplies any existing status counters by x (regardless resistances). ie. MultiplyStatusVulnerable:2, doubles any Vulnerable counters (already) on the enemy (regardless resistances).
Update v1.031.5c:
This is a very important hotfix which basically fixes an exception error that could be caused by getting any perk that adjusts enemy resistance % chance. Like Khamuel's Strength I.
Update v1.031.5b:
Ember Hunter Elite Perk wasn't giving the damage bonus correctly.
Gain Ally type was triggering before the Drain effect, causing cards like Rowan not to work properly.
Fixed a formatting issue in the allies with no abilities (ie. clockwork prototype, brother in arms etc), that could cause them to display a totally blank description.
Update v1.031.5:
New Content
Added new playable Organization: Ember Dawn and their assorted cards.
Added a new Mercenary subclass: Berserker.
Added new Combat cards.
Added new Esotericism cards.
Added new Hunting cards.
Added new Angelic Runes cards.
Added a few extra perks in the War Veteran, Spellblade, Brawler and Berserker subclasses.
Added a few extra perks in the Monster Hunter, Vampire Hunter, Witch Hunter & Bounty Hunter subclasses.
Misc Changes & Additions
RULE CHANGES (Defend): Defend will now gain +2 / Card Level instead of +1 / Card Level.
A different value or the old value can be set by changing / removing from ModLoader the '## LR#Defend:1'
RULE CHANGES (Banish): "Targets weak to Banish receive x Intense DMG and (Card Level + 1) Burn counters (regardless their Burn immunity)."
Undead, Spirits, Demons & Shapeshifter also count as 'Supernatural' creatures for the purpose of certain keywords or targetting requirements.
ALLY UPKEEP: Campaign, Pariah, Scorched Earth, Chosen & Campaign+ modes now have AllyActivationUpkeep set to 1: "Deployed Allies have an upkeep cost of 1 Concentration / Turn". Custom Modes of difficulty 5+ also have AllyActivationUpkeep set to 1 by default. Can be deactivated by setting "AllyActivationUpkeep":0
Tweaked Angelic Runes set.
Locked Chests (in Events) now have the option to unlock them using a Skeleton Key (if the PC has one in their Stash).
RULE CHANGES Loyalty: Loyalty rule will now read: "Next time an Ally attacks add all your Loyalty bonus to their total Damage. You lose any remaining Loyalty bonus."
Bugfixes
Fixed a couple of typos in cards and perks.
New Game Mode Properties
MaxLoyalty:x, you can use it to set a cap in the Max Loyalty you can have. (Keep in mind that certain cards need you to Expend Loyalty in order to play them). Default value of 0 means no cap. This property isn't used in any vanilla modes.
AllyActivationUpkeep:x, you can use to set a Concentration upkeep for maintaining allies. Each time an ally activates you pay x Concentration. Default value of 0 means no upkeep. This property is used only in the 5+ skull vanilla modes.
Other Modding/Event System Additions
Has:[Cardname], can be used in choices to quickly check if the player has at least 1 copy of Cardname in their Stash.
ie. @IF: Has:Skeleton Key, will return true if the player has a Skeleton Key in their Stash.
PCHas[Cardname / Spaces as _] can be used along with Update as a native Ink variable.
ie. to define: VAR PCHasSkeleton_Key = false
To update: # Grant:Rewards # UpdateCHasSkeleton_Key
{PCHasSkeleton_Key}, will then return false or true in our Inkscript logic depending if the player has or not the Skeleton Key.
Note to Modders: The difference between Has:[Cardname] and CardCount:[Cardname][<= or >=][value] (which can be used to check if the player owns a certain amount of cards), is that CardCount doesn't care where these cards are, as long as the player owns them. Has: requires that this card is in the Stash (owned but not currently in the player's Deck).
ie. @IF: CardCount: Skeleton Key>=1, will return true even if the player has the Skeleton Key in their Deck.
Remove:[Cardname], can be used as a reward string to permanently remove a copy of Cardname from the player's Stash.
ie. # Grant:Rewards # Remove:Skeleton Key
Update v1.031.0:
Bugfixes
PC name wasn't stored in Character Creation if the field wasn't submitted with Enter. It will now get stored even if the field just loses focus (ie. clicking away, just starting the game etc.)
PC name wasn't stored in Character Sheet if the field wasn't submitted through the rename button. It will now get stored both with 'Enter' and even if the field just loses focus. (ie closing the character sheet) without submitting it.
Fixed a couple of typos in cards and perks.
New Content
Added 120 new Enemies and their assorted archetype files.
Added 10 new Unarmed cards
Added 11 new Natural Weapon cards
Added graphic assets for the upcoming DLC
Misc Changes
Improved the handling of multiple enemy Card>> or Deck>> tactics
Tweaked a couple Enemy tactic cards.
Added a couple new Enemy tactic cards.
Conditional checks can now support Attribute modifiers: [Attribute]ModMore:x, can be used to check if an Attribute modifier is x+. ie. OCS1StrengthModMore:2, TriggerEffect1FixedDamage:8, if the Strength modifier is 2+ then the card will also deal 8 Damage.
While traveling in the overworld map, there is now a 10% chance to trigger an event instead of an Encounter. (Backpacker & Wayfarer perks are unchanged and will just increase this chance further.)
In the Camp menu: The slider can be set to less than 8 hours of rest. In this case the PC won't spend any rations, but won't restore AP & HP and draw in hand a 'Weariness' (malady card).
Tweaked Spellblade's starting Deck.
Update v1.030.3:
Bugfixes
Fixed a couple of typos in cards and perks
Moving an Ally over the Player avatar could in some rare cases cause an exception error.
Misc QoL & Additions
Pointing the targeting arrow to an Enemy with a Status card, will display their chance to resist this status effect, also taking into account any stacked statuses. Immunities will also display as 100% resistance.
If the resistance is higher than 50%, the percentage text will appear in a slightly bigger font to be more obvious.
All Vanilla & Custom modes have by default NonBinaryImmunities:true. This change won't have any effect or impact in the game, as neither the Perks or Keywords that utilize these features are part of the vanilla base content. It will also not apply automatically in Custom modes created prior to 1.030.3 or in vanilla modes that have been edited with ModifyGM.
Modding Additions
New Keyword: Fracture
Syntax: Fracture:x
Target's resistance to Status effects is reduced by x% for the duration of this Turn. Fracture can affect the following Status effects (even if the Target's Resistance to them is 100% or higher): Stun, Entangle, Freeze, Bleed, Burn, Venom, Bewitch, Vulnerable, Doom, Mark, Contract, Wet, Fracture, Taunt, Weaken. Fracture won't modify 100% resistances to other effects like Kill, Drain or Sneak Attack etc.
Similar to the Perk modifier ModifyEffectAdjust[Debuff]Resistance:x, Fracture can only remove immunities / convert them to resistances if the mode has NonBinaryImmunities:true.
New Keyword: Duel
Syntax: Duel:x
Target Enemy picks a random Ally. If the chosen Ally is your Soulmate or there was no Ally to pick, you gain 2 x Level Retribution and they Attack. Otherwise the Enemy and the chosen Ally deal Damage to each other.
Update v1.030.2:
Bugfixes
Fixed a couple of typos in cards and perks
Area interactions (ie. properties) could be used only once in 'Scorched Earth' settings. (The unique status from this modifier will now apply only if the "Area_x_CompleteRequirements" field is blank.)
Fixed an issue with the ally 'Lenore Four Fingers' loading from the save file as 'Lenore Four'.
Alt + Click hint will not appear in allies that have the default 'Defense/Retribution buff' ability.
Natalja's Drain would target an ally if she was automatically casted through right-click.
New Dynamic Journal System
The new Journal is populated automatically by all available challenges (including any challenges added by mods). This happens asynchronously (in parallel) with the world generation. The old Journal.ink file is deprecated and is currently unused.
You can open the Journal with J and close it with both the X and Esc keys. If the World is still generating a message that the Journal is currently generating will display instead.
Entries will show up automatically if the player meets their requirements.
Journal entries can be sorted by Level or by Location.
You can view in separate tabs your Active & Completed challenges.
Properties, Events and other interactions can be viewed in the Contacts and Assets tab.
'View on the Map' button of each entry centers the map in that area.
Journal Quests can be filtered to display Easy, Normal or Challenging quests. If all filters are unchecked all quests are displayed.
While filtering or re-ordering the journal the current tab will remain unchanged.
Filter preferences in journal will persist across sessions.
Note to modders: The journal entries are created automatically, so there is no need for any special setup for your challenge mods. There are two optional area properties: Journal_x_Entry & Journal_x_CoverArtwork, that you can use to override the default Description that is used in the Journal (which is the Area_x_Description) and the default Map graphic (which matches the Location name)
Misc Additions & QoL Improvements
Alt + Click on the Enemy Intent will open the Rulebook in that Entry. Or show the Card in the Codex, if it is a card.
Playing a card's Discard effect will now give XP to the base card.
Added a 'Show Combat Log' button in the Death/Victory dialog. (It's not possible to interact with the log at this point, just see its last entries)
Hovering over an Echo Action will show the Echo Action's name and its current target name. Clicking on the Echo Action will open its codex entry.
Expanded the flavor description of the 'Essence' card to make its purpose clearer.
Your Charisma Modifier now also affects the Merchant prices (2xModifier %). This percantage acts as an extra profit when selling stuff and as a discount when buying stuff.
Hovering over a stat in Character sheet will also display that Stat modifier.
Defeated Bosses in Gauntlet modes will always drop 1x Tome of Knowledge & 1x Tome of Greater Knowledge.
Each status counter that is applied on an Enemy will slightly increase their chance to resist further counters of the same status. Codex entries updated accordingly.
Update v1.029.3:
Bugfixes
Fixed some card typos and missing sfx.
Fixed some perk typos.
Cards with both Shuffle effect and Draw will properly draw the max value indicated in the Card.
'My Organization' filter in Deckbuilder wasn't properly showing the organization cards.
Price reduction will properly apply to Infused items with 0 charges left.
While selling Actions, Infused items with 0 charges could appear there while they shouldn't.
Misc changes
Cards in hand will be spaced more accurately as their count changes.
Effects that require the Enemy to be of certain archetype have a red target icon next to them to separate them, from those who target the pc (as their text color difference can be easily go unnoticed).
Modding Additions / Requests from our Modding Community
Perks can modify individual StockPile effects with ModifyEffectStockPile[Card Name]:x ie. ModifyEffectStockPileGhost of Greed:1, or all StockPile effects using ModifyEffectStockPile:x.
If a mod doesn't have an @Expansion definition it will display 'User Content' as its Expansion info in the Codex Entry. If it does it will display it.
Ripple Effect Additions - Phase Ripple effects
It's possible to trigger a ripple effect during certain phases. Each phase can have only one ripple effect associated with it. Supported phases are:
Main Phase - ie. QuestStateRippleEffectMain Phaseraw#1, at the beginning of the main phase draw a card.
Enemy Turn - ie. QuestStateRippleEffectEnemy Turn:Retribution=10efend=2, before the enemies act gain 10 Retribution and Defend 2.
Enemy Reinforcements - ie. QuestStateRippleEffectEnemy Reinforcements:Chaotic=10;Chaos=2, after enemy reinforcements arrive, deal 10 chaotic damage to 2 random enemies.
Encounter Start - ie. QuestStateRippleEffectEncounter Start:Meditate=4;Shuffle=1, at the start of the encounter restore 4 AP and Shuffle your deck.
Note to modders: When using such effects keep in mind the order of the phases ie. what debuffs and when. For instance after the Reinforcements arrive, there is a Debuff phase. Giving Retribution as a bonus then would be pointless. etc.
Update v1.029b:
Bugfixes
Fixed a couple of typos in certain cards and perks
The active perks counter in Perks tab was also counting perks hidden from there ie. gained through the Progression tab, or have Hidden:: in their name.
'Forgotten Secrets' Universal Perk tree
You can pick a single secret perk at level 10. (All of them cost 400 PP, except Secrets forgotten which costs 0 PP.)
'Forgotten Secrets' are disabled by default when starting a game in Collector, Campaign, Pariah, Chosen & Scorched Earth modes.
Forgotten Secrets are available by default in all custom modes (To disable them in a custom mode you can add to it: "AutoGrantPerks": [ "Hidden::Forgotten Secrets" ])
Secrets Forgotten: All Forgotten Secrets become unavailable. Forgotten Secrets are part of the Community Expansion pack because Unconditional immunity removal can be very powerful and make the game much easier or even break it by making a singular tactic unconditionally effective against all Enemies. Of course, it's your choice to use them or not.
Secret of Fire: Enemies are no longer immune to Burn, Burn +1.
Secret of Venom: Enemies are no longer immune to Venom, Venom +2
Secret of Blood: Enemies are no longer immune to Bleed, Bleed +3
Secret of Pain: Enemies are no longer immune to Vulnerable, Vulnerable +2
Secret of Precision: Enemies are no longer immune to Mark, Mark +1
Secret of Anatomy: Enemies are no longer immune to Sneak Attack, Sneak Attack +1
Secret of Silver: Enemies become weak to Silver, Silver +1
Secret of Sanctity: Enemies become weak to Blessed, Blessed +3
Secret of Grave: Enemies are no longer immune to Doom, Doom +3
Secret of Decay: Enemies are no longer immune to Decay, Decay +1
Secret of Vines: Enemies are no longer immune to Entangle, Entangled enemies lose 5 HP before they act.
Secret of Nether: Enemies are no longer immune to Drain, Drain +2
Secret of Water: Enemies are no longer immune to Wet, Wet enemies lose 5 HP before they act.
Secret of Ice: Enemies are no longer immune to Freeze, Freeze +1
Secret of Enfeeblement: Enemies are no longer immune to Weaken, Weaken +3
Secret of Desire: Enemies are no longer immune to Bewitch, Bewitch +1
Misc Additions
ModifyGM can be used to modify the difficulty rating of a vanilla or custom mode. Before starting the mode F10: ModifyGM ModeName=>ChallengeRating=>x, where x should be from 1 to 6. ie. ModifyGM Conquest=>ChallengeRating=>6, then Restart the Mod Manager. (This will only make the enemies stronger & tougher, it won't adjust any other difficulty settings.)
Update v1.029.2:
Bugfixes
Fixed some typos in cards.
A couple of cards were sharing the same artwork.
Shapeshifter Form could trigger twice while advancing nodes.
Shapeshifter Form card wasn't gaining XP.
Balance changes - Misc
These changes will apply to both old and new characters.
Slightly nerfed the Illusions card set.
Pride and Lust damage will no longer increase if the Enemy has Vulnerable or Mark
Lust Rule changed to: "Bewitched Enemies lose x HP + 5 for each Bewitched Enemy that lost life (from this Lust effect) before them. Lust causes life loss and won't increase if the Enemy has Vulnerable or Mark counters."
Pride Rule addendum: "Pride causes life loss and won't increase if the Enemy has Vulnerable or Mark counters."
Balance changes - Perks
These changes will apply only on new characters (or that haven't already got the edited perk).
The following Perk changes affect perks that were unconditionally removing certain immunities,
Distort Reality: Weaken Immunity removal replaced with: 'Weakened Enemies lose 5 HP before they act'.
Advanced Formulae (Incendiary): Burning Immunity removal was too OP as a bonus. Changed to +2 Damage bonus.
Cutting-Edge Inventions: Mark Immunity removal will only affect 'Clockwork' enemies.
Masterwork Inventions: Burning Immunity removal will only affect 'Clockwork' enemies.
Dialectic: Immunity removal will only affect Living Enemies. Changed to: 'While you have Loyalty, Living Enemies are no longer immune to Weaken and Vulnerable.'
Horrid Appearance: Immunity removal will only affect Living Enemies. Changed to: 'Living' Enemies are no longer immune to Vulnerable.
Dreams of Desire: Immunity removal will only affect Living Enemies. Changed to: 'Living' Enemies are no longer immune to Bewitch.
Dreams of Guilt: Immunity removal will only affect Wicked Enemies. Changed to: 'Wicked' Enemies are no longer immune to Weaken.
Dreams of Pain: Immunity removal will only affect Living Enemies. Changed to: 'Living' Enemies are no longer immune to Vulnerable.
Tattoo (Wyvern): Immunity removal will only affect Living Enemies. Changed to:'Living' Enemies are no longer immune to 'Weaken'.
Performer's Intuition: Immunity removal will only affect Living Enemies. Changed to: 'Living' Enemies are no longer immune to Vulnerable.
Phantasmal Echoes: Changed to: While you have Concealment, 'Living' Enemies are no longer immune to Weaken and 'Undead' Enemies are no longer immune to Drain.
Memories of Love: Immunity removal will only affect Living Enemies. Changed to: 'Living' Enemies are no longer immune to 'Vulnerable'.
Memories of Death: Immunity removal will only affect Undead Enemies. Changed to: 'Undead' Enemies are no longer immune to 'Venom'.
Living Shadows: Immunity removal will only affect Wicked Enemies. Changed to: As long as you have Concealment, 'Wicked' Enemies are no longer immune to Drain.
Update v1.029.1:
Bugfixes
Fixed an issue with ApplyStatus & ApplyDelayed effects adding blank counters if nested within a PlayOne effect. ie. Lothiel's Dragon Mirage.
Fixed a few typos in cards and perks.
Misc Changes / Additions
Changed the log message when Amplify bonus is reduced, to "Amplify (element) reduced by 25% (-x)."
Added placeholders for several Minor locations.
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