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KCMInscriptionDeck-KCM_Deck_Builder-2.2.0 icon

KCM Deck Builder

Build your own starter deck for Kaycee's Mod with an in-game deck builder. Adds a separate Custom Deck option; the normal starter decks are untouched.

Date uploaded 3 weeks ago
Version 2.2.0
Download link KCMInscriptionDeck-KCM_Deck_Builder-2.2.0.zip
Downloads 180
Dependency string KCMInscriptionDeck-KCM_Deck_Builder-2.2.0

This mod requires the following mods to function

BepInEx-BepInExPack_Inscryption-5.4.2305 icon
BepInEx-BepInExPack_Inscryption

BepInEx pack for Inscryption. Preconfigured and ready to use.

Preferred version: 5.4.2305
API_dev-API-2.24.1 icon
API_dev-API

The de-facto standard core API for all Inscryption mods. This lets you create new cards, abilities, challenges, map nodes, starter decks, and more.

Preferred version: 2.24.1

README

KCM Deck Builder

Build your own starter deck for Kaycee's Mod from inside the game.

A - BUILD CUSTOM DECK - menu item appears on the Select Starter Deck screen. It opens a deck builder styled like the Kaycee's Mod menus, with the real Act 1 card art. Pick your cards, press START WITH THIS DECK, and choose your challenges as usual.

The custom deck is a separate starter deck with its own icon. The game's own starter decks still work exactly as before.

Deck builder

Watch it in action (video, 2 minutes) KCM Deck Builder video

Features

  • In-game deck builder with Act 1 card faces: costs, sigils, stats, rare and gold cards.
  • Filters: ALL, PELTS, BOSS, OTHER, BLOOD, BONES, FREE, RARE, and MODDED when card packs are installed.
  • Sigils at a glance. Hover a card to see its sigils with their icons and rulebook text in a box beside it, along with special attack icons such as Ants, Mirror and Bell.
  • Search by name, tribe or sigil. Type "airborne" to find every card with Airborne, or "bird" for every Bird.
  • Sort by cost, attack, health or name. Your deck shows its total blood, bones, attack and health.
  • Card packs. Cards from other mods (JSONLoader packs, Lobotomy Mod and others) show up with their art and sigils in their own MODDED tab. With several mods installed, the PACK button shows the cards of one mod at a time (or only the base game's). Tribes, sigils and items from mods (added through the API) can be picked for the totem and the starting items too, and the hover box says which mod they come from.
  • Share codes. COPY CODE puts your deck, items and totem in the clipboard as a short code (KCM:...) to post anywhere; PASTE CODE loads one. Codes from older versions still work.
  • Saved decks. Name and save your decks, then load them again from the DECKS list.
  • Random deck. Press RANDOM for 3 random regular cards (one of them always costs 1 blood) plus 2 Rabbit Pelts. Press again to reroll.
  • Starting items. On the ITEMS page, pick the items your run starts with: up to 3, the same one more than once if you like, or RANDOM. None picked means the game's usual items. The last slot is marked, since the Less Consumables challenge (picked after this screen) takes it away.
  • Starting totem. On the TOTEM page, pick a head (tribe) and a base (sigil), or press RANDOM. The totem stands on the table from the first battle, and its pieces also go to your inventory, so the Woodcarver lets you rebuild it.
  • Right-click to take a card out of your deck straight from the card grid.
  • In-game settings. Change the card limit, the copy limit, unlocked-only and boss/special cards from the SETTINGS page.
  • Pelts. Start with Rabbit, Wolf or Golden Pelts and trade them at the first-node Trader.
  • Boss cards you can't normally get: Bait Bucket, Gold Nugget, Leaping Trap, Pack Mule, Skeleton Crew, Zombie Parrot and Strange Frog.
  • Other cards you can't normally draft: Boulder, Stump, Dam, Frozen Opossum, The Smoke and more.
  • Your picks only. No catch-up cards are added with the custom deck (no extra pelts, Opossum or Ring Worm after early losses). Cards other mods add at the start of a run are kept. Giving up a custom deck run doesn't count toward those early losses either, so the normal decks are never affected.
  • First-node Trader. If your custom deck has pelts, the Trader on the first node is always there.
  • No pointless lecture. Leshy skips the "were you expecting more pelts?" punishment lines, since the custom deck gets no catch-up cards anyway.
  • Feels like the game. A real menu item to open it, the game's own cursor with its trail, the pointer hand, menu click sounds and blinking highlights.
  • Unlocks respected. Only cards you have unlocked are offered (configurable).
  • Same deck on retry. Restarting after a loss keeps your custom deck.

Screenshots

The BUILD CUSTOM DECK menu item on the starter deck screen Starter deck screen

Cards from card packs in their own tab Modded cards

One mod at a time with the PACK button Pack filter

Hover a card to read its sigils Sigils

Special attack icons and tribes too Stat icons

Search by name, tribe or sigil, sort by attack or health Search

Saved decks and share codes Saved decks

Pick the items your run starts with Items

Start with a totem: pick its head and its base Totem

The totem stands on the table from the first battle, and your items are there too Totem in battle

Its pieces stay with you, so the Woodcarver can rebuild it Woodcarver

Settings, right in the builder Settings

Your run starts with exactly the cards you picked, and challenges still apply (here Annoying Starters adds its sigil to every card) Run start

Pelts in your deck? The Trader is waiting on the first node Trader

Rules (config)

Also on the SETTINGS page in the builder. File: BepInEx/config/emre.inscryption.kcmdeckbuilder.cfg

Setting Default
MaxCards 5 Cards you can pick (0 = no limit)
MaxCopiesPerCard 0 Copies of one card (0 = no limit)
OnlyUnlockedCards true Only offer cards you have unlocked
AllowBossAndSpecialCards true Show the BOSS and OTHER cards
Items (empty) Starting item IDs, e.g. Pliers, FishHook (empty = the game's usual items)
Totem (empty) Starting totem as Tribe:Sigil, e.g. Bird:Flying (empty = none)

The deck is saved in the same file (Cards = ...). A list of valid card IDs is written to BepInEx/config/KCMDeckBuilder_cards.txt when you open the builder. Saved decks live in BepInEx/config/KCMDeckBuilder_decks.txt.

Compatibility

  • Requires the Inscryption API (installed automatically by mod managers). The custom deck is registered with the API's starter deck manager, like other starter deck mods.
  • Your game save never stores the custom deck: the choice is kept in the API's modded save, and the game's save says "Vanilla". Removing the mod is safe.
  • Tested with JSONLoader card packs and the Lobotomy Mod. A card from another mod with broken data is left out instead of breaking the builder.
  • Tested on the Epic version. The Steam version uses the same game code.

Installation

Use r2modman / Thunderstore Mod Manager; it installs the Inscryption API too. To install by hand, install BepInEx and the Inscryption API, then copy KCMDeckBuilder.dll into BepInEx/plugins.

About

Made with AI assistance. Designed, reviewed and tested by me in the game.

CHANGELOG

2.3.1

  • Fix: the BUILD CUSTOM DECK button on the Unlocks > Starter Decks screen now opens the builder. It used to close again right away, so it only worked from New Run (which shows the deck screen only once you have more than one starter deck unlocked).

2.3.0

  • SETTINGS page in three tabs (RULES, RANDOM, DISPLAY), with a DEFAULTS button that puts every setting back (it asks first).
  • New rules: a limit on rare cards, and an option to also offer cards without art (some card packs have usable cards with no portrait).
  • RANDOM can be set up: how many cards it picks (never more than the card limit, which it used to ignore) and whether it adds the 2 Rabbit Pelts.
  • Display options: remember the page, tab, sort, pack and search you left, even after restarting the game; turn off the hover sound or the blinking highlight.
  • CLEAR asks first: it turns into SURE? for a few seconds.
  • Messages too long for the deck panel wrap onto a second line instead of being cut off, and "1 card" / "1 copy" read correctly.
  • The builder no longer fills the game's log with hundreds of "Font size and style overrides" warnings: the menu font is now drawn by the mod itself, looking the same. The search and name boxes are the mod's own too (click to place the caret, drag or Shift to select, Ctrl+A/C/X/V).
  • Code cleanup: the builder is split into one file per page, with shorter methods and the game's private fields in one place.

2.2.0

  • ITEMS page: pick the items your run starts with (up to 3, repeats allowed) instead of the usual ones, or let RANDOM pick. The last slot is marked, since the Less Consumables challenge takes it away.
  • TOTEM page: start with a totem of your choice (a tribe's head and a sigil's base), ready from the first battle, or let RANDOM pick. Its pieces also go to your inventory, so the Woodcarver can rebuild it.
  • Card mods: their tribes, totem sigils and items show up on these pages too, and the hover box names the mod they come from.
  • Saved decks and share codes now keep the items and the totem. Older codes and saved decks still load.
  • Right-click a card in the grid to take one copy out of your deck.
  • The filter tabs only show on the card page, and the deck panel's RANDOM only changes the cards.
  • The hover box wraps long mod names, and modded tribes are shown by name on cards and found by the search.

2.1.1

  • Fix: with a custom deck that has no pelts, the Trader no longer appears on the first map node. The game puts it there to sell the extra pelts it gives after early losses; the custom deck doesn't get those pelts, so now the Trader comes only when your own deck has pelts.
  • Fix: giving up a custom deck run no longer counts toward the game's early-loss counter, so it no longer makes the normal starter decks start with fewer pelts (Opossum and Ring Worm instead). Runs with the normal decks work exactly as before.

2.1.0

  • PACK button: with several card mods installed, show the cards of one mod at a time, or only the base game's. Works together with the filter tabs, search and sort.
  • Hover a card to see a box beside it with its cost, stats and every sigil (icon, name and rulebook text), special attack icons such as Ants or Mirror, its tribes and the mod it comes from. The search box finds tribes too ("bird", "insect"). The card ID list (KCMDeckBuilder_cards.txt) has a mod column too.
  • Deleting a saved deck now asks first: X turns into a DELETE? button for a few seconds.
  • Lighter on the game: next to no work outside the builder, long deck lists only draw the rows you can see, and texts are no longer rebuilt every frame.
  • Code cleanup: the source is split by responsibility and the share code format has tests.

2.0.0

  • Now built on the Inscryption API, which is a new dependency. The custom deck is a real starter deck with its own icon on the deck screen, and the "custom deck selected" choice is kept in the API's modded save. The game's own save still never stores the custom deck.
  • Card pack support: cards from other mods get their own MODDED tab with their art and sigils. Tested with JSONLoader packs and the Lobotomy Mod.
  • Share codes: COPY CODE / PASTE CODE on the DECKS page.
  • In-game SETTINGS page for the card limit, copy limit, unlocked-only and boss/special cards.
  • Search also finds sigils, a SORT button (cost, attack, health, name), and deck totals under your deck.
  • The builder opens from a real Kaycee's Mod menu item on the starter deck screen.
  • Much faster drawing: only the visible cards are drawn and card data is read once, which matters with large card packs.
  • Hardened against unusual cards from other mods: a card that can't be read is left out, and an unexpected error closes the builder instead of leaving a black screen.
  • Fixed names disappearing at the bottom of a scrolled list, and the in-deck count badge covering card names.

1.1.1

  • Fixed: catch-up cards could still end up in a custom deck run. The game's catch-up rule is now switched off while a custom run is created, so you start with exactly your picks, and cards other mods add at the start of a run are kept.
  • Opening the Kaycee's Mod menu no longer freezes for about a second. The mod used to load the game's starter decks early there; the card ID list is now written when you open the builder instead.
  • The log now shows how long the mod takes to load and to open the builder.
  • Noted in the README that the mod was made with AI assistance.

1.1.0

  • RANDOM button: 3 random regular cards (at least one costs 1 blood) + 2 Rabbit Pelts.
  • Saved decks: name your deck, save it, and load or delete it later from the DECKS list.
  • The builder now uses the game's own cursor (with its trail and pointer hand), plays the menu click sound on hover and blinks highlighted buttons like the game's menus.
  • Safer save handling: the mod's hooks can no longer interrupt a save, a load or a new run if something goes wrong, and a corrupt save file no longer sends the game into a crash loop.
  • Fixed text spilling outside long lists when they scroll.
  • Fixed the boss card list in the README.

1.0.1

  • Fix: card names and stats could show in a tiny fallback font if the game hadn't loaded the card font yet (e.g. with the Inscryption API installed). The font is now loaded directly.
  • Leshy no longer plays the "were you expecting more pelts?" punishment lines with a custom deck, since it gets no catch-up cards.
  • Screenshots in the README.

1.0.0

  • First release.