The majority of these changes work with BBE, but some of the created effects (prefixed with "SC_"; ex. Sakura's discard, the page draw on Ink Over) and some of the passives (ex. Iaijutsu, Quantum Leap) don't. The inconsistency makes it frustrating to play with, so I don't use most of the custom cards and passives or revert the ones that I know aren't working. This can be done via text edits.
The mods that don't load initially (ex. CardTweaks, RCorpBuffs; check BepInEx for the last dll file before the red text) need dll edits. All created custom effects won't work without the dll, so there's no point loading the mod without it, unless you want the stat edits to keypages and Combat Pages.
You are in luck, I started the process of porting everything to the workshop proper.
Right now only SC_Speed3_4Lights and SC_PostHaste are ported (both as a single mod) and SC_LessTiredYujin is pending an update, but the rest should come soon-ish.
So... it is here. The final update to the nexus version of this mod. While I'll still respond to bug reports, this version of the mod will no longer get any new content. Well... it's been a wild ride. I'll be porting to workshop as soon as a certain tool is available. See ya!
Hi! I am extremely in love with the various minor tweaks you made in this mini-mod pack. Is there any update on when the Steam Workshop port will be available?
I'm kinda waiting on a tool that should make the porting process go by smoothly. Don't really have any idea when that one will come out, so... soon(tm)
I do have another update in the works for this version tho.
Some Ideas: Adjust Lone fixer to give 2 Strength and two Endurance when alone and to have it start at the act so I don't have to add concentrationalong with lone fixer.
Adust Fervor to affect defensive dice as well so that it works as a sort of weaker passion.
Add a tweak that makes smoke without Puffy brume be recognized as a status ailment.
Have Unrelenting affect stagger damage/ make it block 25 damage total. Just some food for thought. and if it breaks the game maybye add extra passive cost?
Tested it on 1.1.0.6a13. Works just fine exept for Better Healing and Ranged Tweaks. Ranged Tweaks soft-lock the game whenever an exaust of a page occurs and Better Healing breaks the Corpse Cleanup and it doesn't work.
Been chunkin' away at the Blue Hobo Gang so I haven't been able to test out the new changes as much.
Burning Flash + Single-Point Stab: I think you might have actually nerfed Burning Flash a bit, lul. Weaker rolls on the second die for basically the same effect. I think if you added something like "At Emotion level 3, discard two cards instead of one", it could become a lot more viable and would fit in thematically with the Liu's cardset.
Dimensional Sections: I like the change, light restore is always nice.
Pocket Generator: Very useful on Maxim, since it helps him re-Charge after using Ground Crash. (Though, I am a bit sad it replaced the healing passive, since that one was also very good)
Unrelated to the new changes, but I took a closer look at Anton's new passive and it... kinda sucks. Considering the effects only activate on the first Combat page, you'll usually only get 3 Fragile, 3 HP, and 3 Stagger out of it. The Fragile is nice but the HP and Stagger are really lacking, especially given the fact you get Health/Mind Hauler from the same fight, and they both do a lot more for a much cheaper cost. I think you should make it so that the HP and Stagger apply on every hit like the Haulers, while Fragile stays first page only. You could also reduce the passive cost to 4, though maybe that's going a bit overboard.
Thanks again for making these changes so quickly, very good mod.
I'm probably gonna buff Burning Flash a bit, was thinking giving it better rolls and a counter die. As for Single Point... try running it with one of the Discard All cards. Or Focus Fire. It's pretty funny, trust me.
The healing passive I decided to axe cause it wasn't very lore friendly to W-Corp in hindsight. W-Corp healing would be more like a full revival lol.
Anton's Passive is likely gonna stay the way it is. Fragile is good. Really good. Like I personally think it's better than Dong-Hwan's passive, and that one also costs 6.
Also, thanks for the constant feedback, it really helps.
I never thought about running Focus Fire, lul. Yeah, I can see how it gets busted.
Hmm, I agree with the W-Corp lore thing. Unfortunate, since I really did enjoy the additional sustain. Maybe you're onto something with the full revive, though that definitely seems OP without some serious drawbacks. (Something like Nemo's revive but a lot worse?)
I agree about Fragile being good, though I still feel Anton's passive should focus more on the healing aspect. After all, that's basically the Sweepers' entire niche. Though maybe I'm just not abusing Dante's new passives enough.
Hey, I'm back. Reached SoTC 2nd row, here's some of my thoughts and suggestions:
- I like the changes you made to Dong-hwan. Bullet Cut synergizes really well with "Shoving Stab". "Disgorge Innards" is still a little lacking in my opinion and gets outshined by "Fervent Emotions" later on.
- "Binding Chains" is good now, definitely worth playing. For "Eliminate", I feel the second effect is slightly unnecessary. You would need to play it against a card with 4 dice for it to proc both. Maybe instead of destroying a die, the second hit could inflict Bleed or Feeble or just do extra damage?
- Unfortunately, Udjat is still kinda meh. Their passives are pretty good but I feel most of their cards lack synergy. "The Udjat", admittedly, can be really nice if stacked, but the other ones, like "Furusiyya" just feel like sidegrades/downgrades to other cards like "Iron Wall". Maybe a way to buff them could be to make it so that if the Nugget has enough Protection or Endurance, it'll proc bonus effects or Power increases on the cards. This way, I feel there'll be more incentive to use the Udjat cards.
- This is more of a personal thing, but I was looking through the LoR workshop and saw someone had made an invitation that gave you a dummy Myo's Prowess, so that you could buff Gebura without having to sac Myo's page. Is there a way you could do this in Basemods?
Anyways, thanks again for the changes, this mod is great!
Edit: Oh yeah, I don't know if you need it but there's this online database that contains all the cards and keypages in the game. Dunno if it'll be useful but here's the link: Cards - LOR Database (tiphereth.herokuapp.com)
Been using that database for quite a while now actually lol
As for the Udjat, I actually use Einii's Rework for their cards myself, highly recommend checking it out. Doesn't touch the keypages so it's compatible with my mod out of the gate.
And yeah, it would be pretty easy to add a non-equippable keypage with just Myo's Prowess. Could do it with just xml editing actually, no need to code new stuff. Even easier if you just make it drop from an existing fight rather than make a whole new invitation for it.
Hey, just finished cleaning up WARP crew and Malkuth's realization. I generally like the Charge passives, though I feel Dimensional Sections should get changed.
Making two cards cost 2 charge actually ends up hindering Charge builds most of the time rather than helping. This is especially true when I want to run Energy Cycle followed by Leap. If the Dimensional Sections "buff" is on Energy Cycle, Leap's draw effect won't activate, making me sad. Additionally, the max val +2 is a bit unreliable as well. If I could suggest a change, I'd make it so that Dimensional Sections only affects 1 card, costs 3 charge instead (which is a much better number that's in line with the other Charge cards), and grants +2 Power to make it more consistent.
Besides that, appreciate you removing Singular Strike from Bamboo Kim. Means I have to take less damage for Yield My Flesh.
Also, I haven't gotten there yet but your tweaks to Cecil's and Mei's passives seem really hard to activate Level 5 emotion, while definitely achievable in the realizations, is hard to do on a regular invitation. Even when fighting Xiao, I think I only reached level 5 with a couple of my nuggets since the others got torched beforehand. I'd say to lower it to level 3 (which allows it to sync thematically with Fervor), and in return, nerf the original passive effects (maybe +10% HP and 20% Stagger on Emotion level up).
Mei and Cecil's passives are pretty strong as they are imo, the level 5 thing is more of a small bonus so the passives aren't deadweight if a fight actually goes on that long. Same for Lowell.
Dimensional Sections mostly exists so WARP Clean Up Crew always gets a chance of using their other passives so I wasn't worried by the effect not being very strong, you'll notice cards marked with the buff do proc Refraction, Reaction Force and Armored Charge-Powered WARP Suit even if the card did not spend charge originally. Reducing it to one card and making the buff stronger does sound reasonable tho, so I'll consider it.
I love almost all of these changes, especially the extra passives add a lot of variety & deckbuilding options. Great stuff.
Just a few opinions/suggestions:
Moulinet - Kinda op for a UN page now. Yes, the rolls are low, and you have to clash vs weak pages, and it's meant to enable Dante's used-to-be-crap-passive, but 5 fragile is pretty nuts. Maybe make it 4 light, with slightly better rolls to compensate or 'on use, lower this page's cost by 1'. Or lower clash wins to +1 fragile on hit, and the last die to 'inflict 2 fragile to each other'.
Binding Chains - really like how this is 2 blunt die now. But still isn't a worthy creak sidegrade smh. Maybe the last die should inflict 1 bind on hit idk.
Warp passive - +3 hp when using charge. I like this, but hmm it kinda overlaps with that discard passive's niche, and it also makes healing very accessible. Also it's 1 cost for attribution. Idk how to change this but maybe 'If the character spent x charge in the previous scene, reduce all or maybe incoming debuffs by 1.' Or 'when staggered, gain max charge.'
Unstable Charge - Boost maximum value of offensive all die by 1 and reduce the minimum value by 1. I mean you have to build around this to abuse min value cannot < 1, and you also generate less emotion coins too.
Eri's passive - Uhh there's a lot of Defensive die power +1 passives, so defensive die +1 max value is kinda eh for 3 cost. Min value would be better. Or maybe deal +1-2 stagger damage on a deflect, once per turn or once per enemy per turn.
Single point stab and Burning Flash - hoping you could perhaps buff/rework these. So they can be usable outside meme or clone strats.
Moulinet: Aight, this one will become a 4 cost next update. Enjoy more Yujin shenanigans Binding Chains: Seems like a reasonable change. Armored Charge-Powered WARP Suit: Eh, I like this one. The only character that can abuse it like Best Choice is abused is Martina anyway. Unstable Charge: Also seems reasonable. The Art of Defense: Gonna reduce the cost of this one to 2. Single-Point Stab/Burning Flash: I actually like Burning Flash the way it is... I'll see what I can cook up for Single-Point tho.
24 comments
The mods that don't load initially (ex. CardTweaks, RCorpBuffs; check BepInEx for the last dll file before the red text) need dll edits. All created custom effects won't work without the dll, so there's no point loading the mod without it, unless you want the stat edits to keypages and Combat Pages.
Right now only SC_Speed3_4Lights and SC_PostHaste are ported (both as a single mod) and SC_LessTiredYujin is pending an update, but the rest should come soon-ish.
Thank you.
I do have another update in the works for this version tho.
Adust Fervor to affect defensive dice as well so that it works as a sort of weaker passion.
Add a tweak that makes smoke without Puffy brume be recognized as a status ailment.
Have Unrelenting affect stagger damage/ make it block 25 damage total.
Just some food for thought.
and if it breaks the game maybye add extra passive cost?
I'll keep that in mind when porting to workshop.
Burning Flash + Single-Point Stab: I think you might have actually nerfed Burning Flash a bit, lul. Weaker rolls on the second die for basically the same effect. I think if you added something like "At Emotion level 3, discard two cards instead of one", it could become a lot more viable and would fit in thematically with the Liu's cardset.
Dimensional Sections: I like the change, light restore is always nice.
Pocket Generator: Very useful on Maxim, since it helps him re-Charge after using Ground Crash. (Though, I am a bit sad it replaced the healing passive, since that one was also very good)
Unrelated to the new changes, but I took a closer look at Anton's new passive and it... kinda sucks. Considering the effects only activate on the first Combat page, you'll usually only get 3 Fragile, 3 HP, and 3 Stagger out of it. The Fragile is nice but the HP and Stagger are really lacking, especially given the fact you get Health/Mind Hauler from the same fight, and they both do a lot more for a much cheaper cost. I think you should make it so that the HP and Stagger apply on every hit like the Haulers, while Fragile stays first page only. You could also reduce the passive cost to 4, though maybe that's going a bit overboard.
Thanks again for making these changes so quickly, very good mod.
The healing passive I decided to axe cause it wasn't very lore friendly to W-Corp in hindsight. W-Corp healing would be more like a full revival lol.
Anton's Passive is likely gonna stay the way it is. Fragile is good. Really good. Like I personally think it's better than Dong-Hwan's passive, and that one also costs 6.
Also, thanks for the constant feedback, it really helps.
Hmm, I agree with the W-Corp lore thing. Unfortunate, since I really did enjoy the additional sustain. Maybe you're onto something with the full revive, though that definitely seems OP without some serious drawbacks. (Something like Nemo's revive but a lot worse?)
I agree about Fragile being good, though I still feel Anton's passive should focus more on the healing aspect. After all, that's basically the Sweepers' entire niche. Though maybe I'm just not abusing Dante's new passives enough.
- I like the changes you made to Dong-hwan. Bullet Cut synergizes really well with "Shoving Stab". "Disgorge Innards" is still a little lacking in my opinion and gets outshined by "Fervent Emotions" later on.
- "Binding Chains" is good now, definitely worth playing. For "Eliminate", I feel the second effect is slightly unnecessary. You would need to play it against a card with 4 dice for it to proc both. Maybe instead of destroying a die, the second hit could inflict Bleed or Feeble or just do extra damage?
- Unfortunately, Udjat is still kinda meh. Their passives are pretty good but I feel most of their cards lack synergy. "The Udjat", admittedly, can be really nice if stacked, but the other ones, like "Furusiyya" just feel like sidegrades/downgrades to other cards like "Iron Wall". Maybe a way to buff them could be to make it so that if the Nugget has enough Protection or Endurance, it'll proc bonus effects or Power increases on the cards. This way, I feel there'll be more incentive to use the Udjat cards.
- This is more of a personal thing, but I was looking through the LoR workshop and saw someone had made an invitation that gave you a dummy Myo's Prowess, so that you could buff Gebura without having to sac Myo's page. Is there a way you could do this in Basemods?
Anyways, thanks again for the changes, this mod is great!
Edit: Oh yeah, I don't know if you need it but there's this online database that contains all the cards and keypages in the game. Dunno if it'll be useful but here's the link: Cards - LOR Database (tiphereth.herokuapp.com)
As for the Udjat, I actually use Einii's Rework for their cards myself, highly recommend checking it out. Doesn't touch the keypages so it's compatible with my mod out of the gate.
And yeah, it would be pretty easy to add a non-equippable keypage with just Myo's Prowess. Could do it with just xml editing actually, no need to code new stuff. Even easier if you just make it drop from an existing fight rather than make a whole new invitation for it.
Making two cards cost 2 charge actually ends up hindering Charge builds most of the time rather than helping. This is especially true when I want to run Energy Cycle followed by Leap. If the Dimensional Sections "buff" is on Energy Cycle, Leap's draw effect won't activate, making me sad. Additionally, the max val +2 is a bit unreliable as well. If I could suggest a change, I'd make it so that Dimensional Sections only affects 1 card, costs 3 charge instead (which is a much better number that's in line with the other Charge cards), and grants +2 Power to make it more consistent.
Besides that, appreciate you removing Singular Strike from Bamboo Kim. Means I have to take less damage for Yield My Flesh.
Also, I haven't gotten there yet but your tweaks to Cecil's and Mei's passives seem really hard to activate Level 5 emotion, while definitely achievable in the realizations, is hard to do on a regular invitation. Even when fighting Xiao, I think I only reached level 5 with a couple of my nuggets since the others got torched beforehand. I'd say to lower it to level 3 (which allows it to sync thematically with Fervor), and in return, nerf the original passive effects (maybe +10% HP and 20% Stagger on Emotion level up).
Other than that, enjoying the changes!
Mei and Cecil's passives are pretty strong as they are imo, the level 5 thing is more of a small bonus so the passives aren't deadweight if a fight actually goes on that long. Same for Lowell.
Dimensional Sections mostly exists so WARP Clean Up Crew always gets a chance of using their other passives so I wasn't worried by the effect not being very strong, you'll notice cards marked with the buff do proc Refraction, Reaction Force and Armored Charge-Powered WARP Suit even if the card did not spend charge originally. Reducing it to one card and making the buff stronger does sound reasonable tho, so I'll consider it.
Just a few opinions/suggestions:
Moulinet - Kinda op for a UN page now. Yes, the rolls are low, and you have to clash vs weak pages, and it's meant to enable Dante's used-to-be-crap-passive, but 5 fragile is pretty nuts. Maybe make it 4 light, with slightly better rolls to compensate or 'on use, lower this page's cost by 1'. Or lower clash wins to +1 fragile on hit, and the last die to 'inflict 2 fragile to each other'.
Binding Chains - really like how this is 2 blunt die now. But still isn't a worthy creak sidegrade smh. Maybe the last die should inflict 1 bind on hit idk.
Warp passive - +3 hp when using charge. I like this, but hmm it kinda overlaps with that discard passive's niche, and it also makes healing very accessible. Also it's 1 cost for attribution.
Idk how to change this but maybe 'If the character spent x charge in the previous scene, reduce all or maybe incoming debuffs by 1.' Or 'when staggered, gain max charge.'
Unstable Charge - Boost maximum value of
offensiveall die by 1 and reduce the minimum value by 1. I mean you have to build around this to abuse min value cannot < 1, and you also generate less emotion coins too.Eri's passive - Uhh there's a lot of Defensive die power +1 passives, so defensive die +1 max value is kinda eh for 3 cost. Min value would be better. Or maybe deal +1-2 stagger damage on a deflect, once per turn or once per enemy per turn.
Single point stab and Burning Flash - hoping you could perhaps buff/rework these. So they can be usable outside meme or clone strats.
Moulinet: Aight, this one will become a 4 cost next update. Enjoy more Yujin shenanigans
Binding Chains: Seems like a reasonable change.
Armored Charge-Powered WARP Suit: Eh, I like this one. The only character that can abuse it like Best Choice is abused is Martina anyway.
Unstable Charge: Also seems reasonable.
The Art of Defense: Gonna reduce the cost of this one to 2.
Single-Point Stab/Burning Flash: I actually like Burning Flash the way it is... I'll see what I can cook up for Single-Point tho.