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Releases: HumabHatterZed/WhistleWindInscryptionMods

Lobotomy Mod v3.0.0 Alpha 7

17 Apr 04:35

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Pre-release

Hey it's been a hot minute, hasn't it? Life's been hectic and busy and development has predictably stalled since midterms hit. I honestly don't even remember what I've done in the time since so I'm going to click this 'generate release notes' button and see what it does. In the meanwhile here are the highlights:

  • completed Midnight of Violet
  • completed Midnight of Amber (art pass needed)
  • reordered challenges
  • random starter deck is now always unlocked
  • merged 'abnormal encounters' and 'abnormal bosses' challenges together; decided they were largely redundant and it frees up space on the screen
  • some changes to Qlippoth cards and how they are chosen during Ordeals
  • added some new Qlippoth cards
  • added Painted Red challenge
  • added Staining Rose boon
  • added Staining Rose cost
  • added Staining Rose
  • added artwork for White Like and maybe some other cards idk
  • big under the hood refactoring

this release also includes pre-release versions of the API as i finalise other bug fixes. Do expect the API to update soonish after this

Lobotomy Mod v3.0.0 Alpha 4

20 Dec 03:48

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Pre-release

Another round of bug fixes. Focus was given to getting the Ordeals in order (aka I actually tested them this time around) so expect them to hopefully play better, ie less buggy. Also made it so Noon ordeals won't appear as the first 2 fights in a run, so no more instant run-killer fights for you poor, poor stoats. Other bug fixes and tweaks, read the semi-comprehensive list below. Also includes unreleased API version so this doubles as an API test too muahahaha.

Ordeal-related Changes:

  • Fixed Decay mechanic in Violet Ordeals
  • Fixed infinite Harmony of Skin recursion in Noon of Crimson
  • Fixed Midnight of White intro target icon using the wrong prefab
  • Fixed certain Ordeals not appearing at each tier - remember it's [x, y) not [x, y]
  • Fixed Ordeal boss order not being random
  • Fixed Ordeal boss order not being saved when quitting the game, causing bosses to not be replaced
  • Fixed Leshy/Royal not being replaced by an Ordeal
  • Added dialogue for killing a non-Ordeal card during an Ordeal - help clarify what you gotta do
  • The Perfect Food now has sprites
  • Noon Ordeals can no longer appear as the first or second fight on the first map
  • Reworked Ordeal Totem battles - each Ordeal type now has a guaranteed sigil that will appear when fighting the Totem version:
    • Green: Sentry
    • Crimson: High Strung
    • Violet: Scorching
    • Amber: Opportunistic
    • Indigo: Blood Lust
    • White: Stress Response
  • White Fixer now has Sniper instead of Omni Strike
  • White Ordeal Fixers' stats now scale throughout the fight
  • Process of Understanding (Noon of Green) no longer has Sentry
  • Ordeal cards now have custom card backgrounds
  • Adjusted lighting for Indigo and Violet Ordeals
  • Player-owned Ordeal cards now count toward the counter. They were previously not counted by the counter and went uncounted, but this has now been accounted for

Rest of Changes:

  • Fixed softlock when the player has One Sin in their hand when Plague Doctor transform
  • Fixed Return One and Return All cards being usable on Unyielding cards (did nothing, wasted Energy)
  • Fixed Volatile reskin not reskinning Detonator's rulebook entry
  • Fixed SInking increasing Power instead of reducing it
  • Fixed Damsel sigil icon not flipping when opponent-owned
  • Added sigil rulebook modular for AS - basically, unused sigils won't clutter the rulebook
  • Pin Down sigil can now affect Uncuttable cards and no longer affects cards marked as ImmuneToInstaKill (pin them Mules!)
  • Mind Strike icon now flips when on the opponent's side
  • Reduced Power of Grant Me Size special card from 1 to 0 to match its idol
  • Reworked Ethereal
    • can no longer deal or take damage, always attacks directly and incoming attacks hit the owner directly
    • So like Airborne + Waterborne but if Piercing and Mighty Leap didn't exist
  • AS Tribes no longer appear as Totem choices if no mods add cards that use them

Lobotomy Mod v3.0.0 Alpha 3

13 Dec 04:54

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Pre-release

Third public test for Lob Mod 3.0. No major additions since the last public alphas due to lack of free time on my part, but there are a bunch of fixes/tweaks. It's been months since I last worked on this so no idea what's new/fixed. This release is mostly just to keep the public tests up-to-date as I try to get work done before school resumes in January. Actually substantive release coming in later down the pipeline.

Non-expansive list of remembered things:

  • Piercing now affects face down cards
  • Persistent no longer affects face down cards
  • Mind Strike now caps damage dealt to cards at 1 instead of 0, no longer affects a card's Power
  • Flower Queen no longer inherits from Strafe, instead just Blooms spaces - see new description
  • Fixed Flower Queen not Blooming spaces (curse you IEnums and your yield returns)
  • Ethereal sigil now has sprites
  • Ethereal is now in the game in case it wasn't in the last test - still unobtainable but yk
  • Unbreakable Defence works differently under the hood now. As the mother of the API's shield manager, I apologise for my bastard of a child and all the problems it has caused and how little utility it brings to modders
  • Added artwork for Where We Reach
  • Added Alluring sigil
  • Rebalanced Meat Lantern again
  • Rebalanced My Sweet Home except it isn't fully done yet so shhh
  • Fixed Dingle Dangle not having a pixel portrait
  • Some description tweaks

Lobotomy Mod v3.0.0 Alpha 1

25 Jun 05:49

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Pre-release

Dual pre-release for Lobotomy Mod 3.0 and Abnormal Sigils 2.0. Adds and changes a lot of stuff, many bug fixes, etc. etc.

Main purpose of release is for testing changes to Apocalypse Bird boss and new 'Ordeal' battles. Only Green Ordeals are present, and only up to Dusk tier.

Final Ordeals challenge is present but does NOT work, DO NOT SELECT.

Lobotomy Mod v3.0.0 Alpha 2

09 Jul 05:47

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Pre-release

Second test release of Lobotomy Mod 3.0 and Abnormal Sigils 2.0. Features lots of bug fixes for both mods, and fully adds all Ordeal battles below Midnight tier, minus artwork.

Midnight Ordeals should no longer softlock when starting one, but they are still unfinished and thus will immediately complete (with the exception of Midnight of Green, which at least has a card).

White Ordeals are now working and have their own region. Final phase mechanics are unimplemented but the majority of the fight is drafted and playable.

Release also contains development version of API because why not.

Lobotomy Mod v3.0.0 Alpha 6

10 Feb 05:12
075b01b

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Pre-release

More work on Ordeals and bug fixing. There are now 7 Sweeper variants (already fully sprited cause I love the Sweepers) and there's a new Midnight Ordeal: Midnight of Indigo! The other Midnight Ordeals are also now tied to specific regions for more consistency.

Crimson Ordeals are now fully sprited and have been rebalanced to be less immediately punishing; other Ordeals have received additional balance tweaks. Lots of bug fixes, none of which I can recall in specific. Quick bullet-list of remembered changes/additions:

  • Various fixes and improvements related to Creature Retrieval sigil
  • Various fixes and improvements to how opponent cards are scrambled during custom encounters (Ordeals, Apocalypse Boss, etc.)
  • Additional cards have been added as potential Qlippoth cards, some rebalances
  • Some starter deck tweaks
  • Ordeal Bosses challenge is now 40 points instead of 20
  • Midnight of Indigo region and boss fight, replaces Leshy
  • Card rebalances (Tiphereth B, Binah, Geburah, You're Bald..., some others probably)
  • Added several new sigils to Abnormal Sigils: Obscured Presence, Hair Loss Serum, Broken Samsara, etc.

Attached zip also contains beta version of the API that fixes some dynamic cost nonsense that was messing with Creature Retrieval.

Current work priorities are finishing the Midnight Ordeals. Midnight of Violet is partially completed and just needs the rest of its mechanics to be added. Midnight of Amber is still in the conceptual phase as I figure out how to handle the big burrowing worm that spits out relatively smaller worms. Midnight of White's final phase is also still in the conceptual phase. School has officially re-started so work will likely pause again for a few months. Or not; maybe I'll figure out how to manage my time better this year.

Lobotomy Mod v3.0.0 Alpha 5

25 Jan 06:21
075b01b

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Pre-release

Contains beta release of API version 2.23.6. This version is needed for Ozma's sigil to work correctly, but is otherwise optional to use.

Midnight of Green Ordeal is done and playable! Minus future balance changes, the Ordeals of Green are 100% complete development-wise. Some more art has been added to Ordeal cards, so look out for their pretty mugs. Midnight of Violet is still in development, but is fightable now. Added a fourth Midnight type that replaces Leshy; also in progress alongside Amber and Violet. We're slowly reaching the end after... 2 years?! These time taxes I swear.

BUG FIXES RAAAAA
Contains a bunch of bug fixes from the mundane to the game breaking. I can't remember what's changed from this release to the next so I'll just list a few big ones here:

  • Apocalypse Bird boss phase Big Eyes no longer breaks randomly when inflicting Enchanted onto cards
  • Apocalyse Bird boss phase Long Arms no longer breaks when trying to clear Sin on phase defeat
  • Piercing no longer flips cards face down on hit
  • Ppodae's Stinky sigil no longer breaks the game when trying to spawn the card in
  • Boss nodes are no longer overridden by non-Midnight Ordeals randomly

This release also comes with a slew of balance changes to various cards. These are cards that have haunted me since their inception because I never know how to balance them in context of each other and the larger game state, so enjoy my latest efforts. Big changes:

  • Der Freischutz: now cost 7 Bones, has Gun For Hire and special ability
  • Red Riding Hooded Mercenary: now 1/2, Gun For Hire, 1 Blood
  • Big and Will Be Bad Wolf: now 2/1, Blood Lust, 2 Blood
  • Nameless Fetus: can no longer give its sigils to other cards, special ability now has random chance of activating alongside its guaranteed activation condition
  • Child of the Galaxy: overhauled Pebble works, can now give Pebble to multiple cards, Pebble cards gain 1 Power when they have a fellow Pebble holder on their side
  • Giant Tree Sap: no longer a Spell, now explodes after 2 turns on the board or upon death - yummy!
  • Dream of a Black Swan: considered Rare again, now has 4/4 stat line
  • Gebura and Binah were also rebalanced to be less busted (maybe, only a little hopefully)

Other changes:

  • Spell cards are no longer considered 'drawable by 2nd turn', meaning your opening hoof should no longer be at risk of being all Spell cards
  • Encounter blueprint tweaks, Abnormal Trapper and Trader boss fight now uses the Mechanical Tribe (and Strange Frogs are part of the Mechanical Tribe now)
  • Health of mook cards during the Apocalypse Bird boss scales slower with reactive difficulty, also should spam fewer cards overall at higher reactive difficulties