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Misc Additions
Added Info button in summoned Allies. It will display their various details in the combat log and any ability or associated cards in the Card Previewer.
Bugfixes
Fixed the definitions of Occult Ritual, Infernal Shepherd & Infernal Seduction cards. They now have the correct Blood Tribute of 'Infernal Essence'.
In some cases the Combat log would wrongly state that the next action is getting a synergy, even though that synergy had been used up i.e in a bonus effect, blood tribute following it etc.
Heightened Reflexes perk was missing from the Nephilim perks even though a requirement
Added extra failsafes to prevent cards (actions, allies & enemies) from getting stuck outside their zones when faulty mouse buttons interrupt prematurely the drag & drop sequence. Additionally clicking in the battlefield or dragging another card will readjust any misplaced cards and return them back to their zones.
'ChangeAllySpecial' effect wasn't triggering, if that was the only Ally changing effect in the card
ExtendAllies, FortifyAllies & Strengthen allies was only triggering in 'Ally' Cards
Fixed a typo in the 'Rescue Mission' event
Fixed some issues introduced in Card Previewer in v1.013 while implementing support for previewing the Scripted Effects
Fixed a definition mistake in Swift Slash (action) & Survivor (perk) that was preventing them from working properly
Card Rules text changes
Replaced text references of less, greater than etc. with the corresponding mathematical symbols to reduce the card text
Echo (detailed rule) changed to: "This Action is played for free at every EoT for the next x Turns, or till its original Target dies."
All Blood Tribute texts have been expanded for more clarity:
If the Target Dies, Create & Play x [Card] Cards.
If the Target Dies, Create & Play a Card with ([Effect x]).
If the Target Dies, The Card played next gets ([Effect x).
If the Target Dies, Craft x [Card] Cards.
If the Target Dies, Your [CustomBuff] gets x.
Modding Additions
Blood Tribute Additions
Originally Blood Tribute could only Create & Play cards ie. BloodTribute[Card]:x, i.e BloodTributePummel:1, (If the target dies you play a pummel card on the optimal target). BloodTribute can now trigger Effects, Synergies, Spellcraft & CustomBuffs using the following syntax:
BloodTribute[Effect]:x, ie. BloodTributeFocus:2 (If the target dies you draw 2 cards)
BloodTribute[Effect*]:x, ie. BloodTributeFocus*:2 (If the target dies the next action gets the focus 2 effect)
BloodTribute[Card@]:x or BloodTribute[Card#]:x, ie. BloodTributePummel@:1 (If the target dies Create & Draw a Pummel card)
BloodTribute[CustomBuff++]:x i.e BloodTributeBlood Surge++:2, (if the target dies you get +2 Blood Surge)
As a reminder a card can have any number of blood tribute effects and they'll trigger in the listed order ie.
BloodTributeConcealment:5, BloodTributeSneak Attack*:3, BloodTributePummel:1, You get Concealment 5, You get Synergy Sneak Attack, Pummel triggers and deals Sneak Attack damage to the 'optimal' target. (the first enemy or you if there is none around). You may want to use a custom text description however, as way too many blood tributes effects won't fit the description box.
BloodTribute can also use the new Scripted Effects (see section below)
Swift Actions
New Action Keyword Swift:1, Upon Draw: Discard this Card & Play a free Copy.
Swift cards are discarded and smart-casted instantly the moment you draw them (they auto-target the first enemy, first ally or you)
Swift cards can harm the player if they deal damage and no enemies are around. ie when entering a new node (so use this keyword with caution).
All On Draw effects in the Swift cards trigger normally
Choose & Play One Actions
New Composite Keyword PlayOne[Card#Card#Card...etc]:1, Choose One Card and Smart Cast it (play it) on the optimal Target (which won't necessarily match the parent card's target)
PlayOne effect is a Bonus effect & it triggers after the parent card resolves. So any synergies granted from a play one card, will affect the next card played not the parent card.
Player must pay all casting costs normally for the chosen card to get played. (Both AP & Expend Costs)
i.e etc..., PlayOnePummel#Beat Down:1, etc... will use Pummel or Beatdown on the First Enemy.
Can use the same keywords with ChooseOne ie. PlayOnePickFromMercenary#PickFromShadow#Random Card:1
PlayOne was created to be used mainly as an Ally Ability. The syntax is similar with ChooseOne: ie. AllyAbilityPlayOnePummel#Beat Down:1
PlayOne additionaly supports non-composite effects, Synergy, Spellcraft & CustomBuff & Scripted Effects
ie PlayOneFocus#Invoke:1, after the Action resolves you can additionally choose and Play a Spell Component Card with Focus:1 or Invoke:1
You can also use * for Synergy, @ for Spellcraft (not #) & ++ for a CustomBuff.
ie. PlayOneDamage*#Grace++:3, Choose & Play a Spell Component that grant +3 Damage Synergy or +3 Grace
Scripted Effects
Experimental/Supports: BloodTribute, PlayOne, Gambit, AddEffect, ContingencyEffect
Scripted effects allow to create a sequence of effects and use it when the supported keyword triggers
To create a Scripted Effect you can use this syntax: effect=value;effect=value;effect=value;...;effect=value
This produces a (temporary) card containing all the scripted effects and counts as a 'Spell Component', additionally its Action Points are set to 0 & Element equal to the parent Element.
It's recommended to only use non-composite effects in Scripted effects & those that are explicitly supported through symbols (Synergy *, CustomBuff ++ & Spellcraft @). Otherwise the parent card might not behave as intended.
Usage: if your Scripted Effect is Discard=1;Focus=1amage*=3. To add it use [Supported Composite Keyword][Scripted Effect]:1.
ie. BloodTributeDiscard=1;Focus=1amage*=3:1, which basically upon enemy death will create and play a card with all these effects. You can also combine multiple BloodTribute statements into 1 ie. BloodTributeConcealment:5, BloodTributeSneak Attack*:3, BloodTributePummel:1 into this: BloodTributeConcealment=5;Sneak Attack*=3;Pummel@:1. In both cases you'll probably end up providing a custom Description override.
ie. in PlayOne we can break down its x Effects into Scripted Effects [Discard=1;Focus=1amage*=3] & [Concealment=5;Sneak Attack=3;Silver=2amage=1] and we have the definition: PlayOneDiscard=1;Focus=1amage*=3#Concealment=5;Sneak Attack=3;Silver=2amage=1:1, which lets you choose among those two temporary Scripted Effect cards and play one.
i.e OnCasterStatusDark:5, ContingencyEffectDrain=3amage*=2:1 etc. Bonus effect card has Drain 3 & Damage Synergy 2
i.e OnEnemyStatusShield:5, AddEffectPummel@=1ouble*=100;Intense*=5:1 etc. Bonus effect card crafts a Pummel card and gives Double & Intense Synergy
Gambit Effect
Gambit[Card#Card#Card...etc], One Card is chosen (randomly), and is Played (for free) on the Optimal target.
Gambit supports the exact same features and syntax as PlayOne. But instead of picking a card to play (& pay the AP cost), a card is chosen randomly & played for free.
i.e GambitDamage=3efend=-3#Drain=4;Amplify*=-3:1, First card will give Damage +3 & Defend -3 & the second card Drain 4 & Synergy Amplify -3
AllyAbility Additions
AllyAbility can use Scripted Effects ie. AllyAbilityDamage=3;Focus*=1:1
Gambit & PlayOne can be used as ally abilities: AllyAbilityGambit[Sequence]:1, which can contain or not scripted effects. i.e AllyAbilityGambitDamage=4efend=-2#Amplify=-4;Judgement++=1:1
(When crafting complex/composite ally abilities or when using scripted effects, it will save you lot of headaches to try live the card using the ReClone command in the modder shell. Restarting ModManager will reset any changes to vanilla cards made this way.)
DebuffAll Additions
You can use DebuffAll without specifying a status to debuff all statuses (both positive & negative)
i.e DebuffAll:1, will debuff everything.
You can still specify effects like before ie. DebuffAllDefend:1, will debuff the Defend/Vulnerability Status
Ongoing Actions & Dissipate
Ongoing:1, This Action is played for free at every EoT, till it Dissipates or its original Target dies.
Ongoing:1, is a modifier of the Echo effect. To define an action as 'Ongoing' you need to use both: i.e Ongoing:1, Echo:1, etc...
Limitations: Ongoing actions will persist till the player quits the game (Echo & Ongoing Actions aren't saved in Progress to prevent getting stuck in suicidal echo chains.)
You can also break an Ongoing action before its target dies by including a Conditional or Contingency statement, that triggers 'Dissipate' on success.
i.e Echo:1, Ongoing:1, Vulnerable:3, OnEnemyStatusVulnerable:5, AddEffectDissipate:1, etc. Action will dissipate after it triggers, performs the check & finds that the enemy has 5+ vulnerable. Otherwise it will stay ongoing (keep echoing) till enemy dies or player exits/reloads the game.
i.e Echo:1, Ongoing, Healing:5, OnCasterStatusHPMore:10, ContingencyEffectDissipate:1, etc. Action will dissipate after it triggers, performs the check & finds that the PC has over 10 hp. As long as the PC has less, action will stay ongoing (keep echoing) till the PC dies or exits/reloads the game.
Dissipate can only be invoked as part of a Contingency/Conditional Statement in the Ongoing Action like the examples above (not as a part of a Scripted effect and not as a Synergy). i.e SynergyDissipate won't work, neither something along the lines of ContingencyEffectDrain=3issipate=1:1
Hex Ward
Hex Ward:x, Your Hex Ward gets +x. (Absorb the next {0} points of Bleeding, Feeblemind, Envenomed, Burning & Frostbite Damage.)
Hex Ward doesn't remove those effects, just mitigates their results when they trigger.
i.e Hex Ward of 4 won't remove a Bleeding of 3. 1st Turn/Bleeding 3: You Lose 3 Hex Ward instead of 3 HP. 2nd Turn/Bleeding 2: You Lose 1 Hex Ward & 1 HP instead of 2 HP. Hex Ward is now gone. 3rd Turn/Bleeding 1: You lose 1 HP etc. You Mitigated 4 out of 6 Bleeding Damage.
i.e 'Burning' the deadliest DoT deals 5 damage per status. Player needs 30 points Hex Ward to fully mitigate a Burning Status of 3: 1st Turn 15, 2nd Turn 10, 3rd Turn 5. 'Bleeding' is the weakest DoT and deals 1 damage per status. Player needs 10 Hex Ward to fully mitigate a Bleeding Status of 4: (1st Turn 4, 2nd Turn 3, 3rd Turn 2, 4th Turn 1). However if the Player is both Burning and Bleeding, they'll need the Sum of 40 Hex Ward to fully mitigate both effects etc.
Hex Ward will persist during the same Encounter & will DeBuff when changing node similar to 'Defend'
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