GearUpCards
Adding in some game-changing cards to the fray!
| Date uploaded | 4 years ago |
| Version | 0.1.13 |
| Download link | GearUP-GearUpCards-0.1.13.zip |
| Downloads | 59036 |
| Dependency string | GearUP-GearUpCards-0.1.13 |
This mod requires the following mods to function
BepInEx-BepInExPack_ROUNDS
BepInEx pack for ROUNDS. Preconfigured and ready to use.
Preferred version: 5.4.1100Pykess-ModdingUtils
Utilities aimed at making modding easier and more accessible
Preferred version: 0.2.7willis81808-UnboundLib
This is a helpful utility for ROUNDS modders aimed at simplifying common tasks.
Preferred version: 2.10.2Pykess-CardChoiceSpawnUniqueCardPatch
Patches erroneous logic in the base game CardChoice method SpawnUniqueCard
Preferred version: 0.1.7Pykess-RayHitReflectPatch
Patches a bug in the vanilla game regarding bullet bounces.
Preferred version: 0.0.0Root-UtilityCategories
Adds helpful categories to cards to help target specific groups
Preferred version: 0.1.0RS_Mind-FancyCardBar
Allows mod developers to add custom icons to the card bar.
Preferred version: 1.2.0README
GearUP Cards [0.1.13]
Public Release 0-1-2, build #85
Adding in game-changing mechanics into the modded ROUNDS fray! Bought to you by Pudassassin
Cards
Rare Cards
[Anti-Bullet Magick]
Unique Magick - Spell caster
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Blocking casts the spell that deletes all nearby bullets in flight and also in guns' magazines, including yours!
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All players affected suffer additional 3s reload time on top of their own guns' reload time.
*[Magick Fragment] comes handy in helping reduce block cooldown and spell cooldown.
[Hollow Life]
Health Passive
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Puffs up your total Max HP; you no longer heal as effective and to full health. (Stack multiplicatively)
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Max HP is multiplied by 3, but also gain -25% HP Cap to the current health and -15% to healing effects. (Heals and Regens)
*Tip: Look for the cards that benefit from having larger Max HP pool, or having you to stay low on health, but definitely not [Pristine Perserverance]!
Uncommon Cards
[Chompy Bullet]
Bullet Passive
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Bullets deal bonus damage based on target's current health. Effect varies with gun's firerate.*
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This will make your gun slightly harder to shoot but will do wonder against the hearty tankers!
*The effect will spread and dilute out the more bullet you can shoot out per second
[Tactical Scanner]
Block Active - Gear equipments
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Blocking scans nearby players' power: Scanned enemies take more damage. Scanned friendlies heal for more.
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Also displays a quick summary of the scanned players' combat stats.
[Size Normalizer]
Unique Size Modification
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Set your final player size much closer to default where it started.
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For when you are going too BEEG or too smol to your liking, minor boost to health and movement speed.
Common Cards
[Medical Parts]
Health Passive - Material
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Some hearty doodads to help you survive longer.
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simply giving you +50% Health and 2 HP/s regen.
* Material cards can be obtained normally or as result of having conflicting cards together.
[Gun Parts]
Gun Passive - Material
- Attachments and enhancements to up your gun games.
- simply giving +25% Damage, +25% ATK SPD and +3 to Max Ammo to your gun
[Magick Fragments]
Spell Passive - Material
- This mysterious glyph hasten your spellcasting, but at what cost?
- on its own, it gives -30% Block Cooldown at the cost of -25% Health.
* The cooldown reductions varies from each spells and Magicks
Note from the modder
There will be more cards planned to expand in each category, this first beta release serves as a pavement and test run on my first ever modding experience, ever.
Full details is available on my GitHub.
Patch Notes
Public Beta 1-2 [v0.1.13]
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Under the hood reworks of healing and damage multipliers.
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[Tactical Scanner] now properly modify healings and damages taken and ignore all direct health changes.
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[Hollow Life] changes:
- rarity changed to Rare
- Max HP gains changed from x2.5 to 3x
- now giving -15% healing effects; reducing healing and regeneration
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Reduced the delay caused by card conflict resolver at the start of each round.
Public Beta 1-1 [v0.1.9]
- Patched the logic behind the monobehavior that manages and prevents card conflicts, to execute from the main mod class instead of from each players!
- [Shield Battery] sneak peak
Public Beta 1-0 [v0.1.0]
- It all begins. Starting out with 5 wacky cards and 3 minor all-around passive cards
CHANGELOG
Patch Notes
Public Beta 5-0 [V0.5.0]
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Added [Laser Sight] : Uncommon
- visuals for bullet trajectory, stacking increase range
- -20 deg spread
- +0.1s attack time
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Added [Hyper Regeneration] : Uncommon
- +25 HP/s
- +0.5% HP/s
- -15% HP Cap
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Added [Medic!!!] : Uncommon
- flat +250 HP
- -10% Heal Effects
- appear more for player with HP below 100, less for anyone above 500, none beyond 1000
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Added [Desolation] : Uncommon
- "Blocking strips away nearby enemy block's defense and slow its recharge!"
- Gear-based block card that get better with more copies of itself
- starts with 3s duration, 6s Cooldown
- +1s Block Cooldown
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Added [Protection Glyph] - Common
- +0.15s min block cooldown that cannot be removed in anyway (for now)
- block I-Frame last longer (+35%)
- +0.1s Gun Attack time (can mess up high RPM build quick)
- reduce incoming spell's effects and damages
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Reworked [Magick Fragment]
- now give -30% & -0.2s Block Cooldown
- no longer reduce HP but...
- block I-Frame last shorter (-35%)
- block echoes occur quicker
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Added [Arcane Conversion] - Common (because only effective with multiple copies)
- 1st copy -- 75% bullet damage turned to negHeal, 50% lifesteal benefit (75% effective LS)
- 1st copy -- make spell deal full 'magic' damage
- 2nd copy -- 100% damage turned to negHeal, 50% lifesteal benefit
- 3rd copy and onward -- +35% all damage dealt, +10% all damage taken
- [Protection Glyph] reduce damage taken from arcane bullets by 10% per stack (diminishing)
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Scaled up [Hollow Life]
- +200% > +300% HP
- -25% > -30% HP Cap
- -15% > -25% Heal Effects
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Scaled Down [Potency Glyph]
- +65% > +50% Damage
- -15% > -10% HP
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Rescaled [Glyph CAD Module]
- offer up to one Uncommon Glyph card
- more Glyphs weight, no longer boosting spell draws
- only boost stats bonus by ~50%
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Shift [Replication Glyph] to Rare
- by default it won't be offer with [Glyph CAD Module]
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Reworked [Medical Parts]
- flat 7.5 HP/s
- +10% Heal Effects, additively
- +50% > +25% HP
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Scaled down [Flak Cannon] again
- has a hard limit on Attack Speed and cannot Burst-Fire
- overall damage reduced
- reduce projectiles spawned
- shell will bounce off player once and scatter right after with a brief delay
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Reescale [Tiberium Bullet] burst HP drain
- shift its effect to be stronger long-term
- make it viable option for bullet-spam builds
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Fixed [Mystic Missile]
- reduce explosion force in general
- clear up VFX persisting issue
- replace mystic missile blasts with animated images and reduce bullet particles, for now
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[Arc of Bullets] now has minimum spread and no longer be focused down to pin-point
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Fixed the underlying issue with [Medical Parts], [Glyph CAD Module] and [Bullets.rar] stats modifiers
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Changes on how booster pack extra draw works:
- [Supply Drop] to drop in after everyone else's card picks
- [Vintage Gears] and [Supply Drop] giving only TWO cards instead of three
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Blacklist troublesome card combos, including
- BSC's [Pong] with unique gun mods
- RSClass' [Mirror Sage] with unique gun mods
- PCE's [Piercing Bullets] with [Arcane Conversion]
- Root's [Anonymity] with [Arcane Conversion]
Minors:
- add and update card arts!
- add status bar for heal buff/debuff and block break
- resize and adjust Arcane Sun's burn VFX
- lots of card's description changes to make it brief (and lil' bigger)
Public Beta 4-2 [V0.4.2]
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make cards and spells that deal direct HP subtraction and life drains to utilize Heal(negative) function for proper interaction with damage-taken multipliers and to support displaying with [DamageTracker]
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nerfed [Replication Glyph]
- +3 > +2 Gun Projectiles
- -25% > -35% ATK SPD
- 0.0s > +0.25s Reload Time
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put a limit behind [Supply Drop!] to only have 1 ongoing 'delivery' at a time
- also have unlisted effect to temporarly blacklist CardManipulation and BoosterPack cards until the drop.
Public Beta 4-0 [V0.4.0]
Implemented [Booster Pack] mechanic:
- added [Vintage Gears] redraw and pick 3 vanilla cards of uncommon or lower rarity.
- added [Veteran's Friend] redraw and pick 1 guaranteed rare vanilla card.
- added [Supply Drop] do nothing now, next round's card pick you get to pick +3 more cards of Uncommon or lower rarity.
- updated [Glyph CAD Module] to give 1 Glyph card of your choice.
- added [Pure Canvas] -- a [Shuffle] that excludes Glyph, Spell and Magick cards from appearing.
Additions:
- added [Replication Glyph] -- more gun projectiles! MOAR SPELL PROJECTILE!!
- added [Mystic Missile] -- a passive spell card that enchants gun-fired bullets with explosive arcane energy, scales with glyphs and additional copies.
Other changes:
Buffed [Aracane Sun]
- stronger start + ramp up rate
- update beam and sun visual codes
- fixed delayed activation at battle start
Rebalance [Flak Cannon]
- severely limiting primary gun firerate, bursts and #projectiles gains
- now only some shrapnels carry effects while the rest is only carrying basic bullet stats
Buffed [Anti-Bullet Magick]
- affecting larger area and lasting longer at base level
Scaled up [Tiberium Bullets]
- inflicts more life drains proportional to gun's damage
- also incurs more self life drains on pick up
Misc.
- Reworked how [Arc of Bullets] and [Parallel Bullets] spread the bullets and fixed the issue with burst-fire guns
Public Beta 3-0 [V0.3.1]
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added [Bullets.rar] trim down bullet spams (projectile counts) in exchange for more damage per bullets
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added [Guardians Charm] boosts block card draw chance and 'block cards draw more block cards' (no longer the card pack's default mechanic)
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added [Lifeforce Duorblity] orb spell of mobile Heal & DMG zone
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added [Lifeforce Blast!] orb spell with explosive Heal/Damage and then boost/hinder healings afterward
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added [Arcane Sun] spell that passively deal ramping DPS + "Damage Amp" debuff
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added [Portal Magick] Unique Magick, "Now you're thinking with Portals"
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buffed [Orb-literation] increased base radius and amount of Max HP culls on impact
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Reworked [Parallel Bullets] make it so it properly arranges in parallel and scales with gun spread & proj. counts
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Spells passively boost glyphs' draw chances
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Spells compatible with controller
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Improved/fixed issues with card draw rarity/weight adjustment
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Block-based ability cooldowns start at 0.5s at battle start; should be available when grace period is over.
Public Beta 2-0 [v0.2.0]
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added [Orb-Literation] and dependencies: map destruction, Max HP culls on impact
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added [Tiberium Bullet] and dependencies: caustic HP removal bullet modifier
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added [Arc of Bullets] evenly spread bullets in arc
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added [Parallel Bullets] neatly arranged and focused bullets
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added [Divination Glyph] velocity/trajectory. speed to both Spell and Bullets
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added [Influence Glyph] spell range/AoE upgrade
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added [Geometric Glyph] bounces to both Spell and Bullets
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added [Potency Glyph] spell power, add raw damage to Bullets
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reworked [Size Normalizer] to utilze patch instead of MonoBehavior; works instantly and reliably
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rebalanced all of the initial release cards
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all block ability cooldowns start at 2.0s at battle starts
Under the hood:
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Implemented Hollow Life mechanic to handle temp HP caps incurred by [Orb-Literation] and possibly future cards
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[Chompy Bullet] and any future bullet modifiers only add one instance of the effect to each bullet, they will calculate the effect on the fly
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Disabled redundancy system that iterate and resolve unique and/or mutually exclusive cards (it will be other mods' faults that violates the backbones of the system)
Public Beta 1-2 [v0.1.13]
-
Under the hood reworks of healing and damage multipliers.
-
[Tactical Scanner] now properly modify healings and damages taken and ignore all direct health changes.
-
[Hollow Life] changes:
- rarity changed to Rare
- Max HP gains changed from x2.5 to 3x
- now giving -15% healing effects; reducing healing and regeneration
-
Reduced the delay caused by card conflict resolver at the start of each round.
Public Beta 1-1 [v0.1.9]
- Patched the logic behind the monobehavior that manages and prevents card conflicts, to execute from the main mod class instead of from each players!
- [Shield Battery] sneak peak
Public Beta 1-0 [v0.1.0]
- It all begins. Starting out with 5 wacky cards and 3 minor all-around passive cards