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1) Switch the DarkStone Periapt starter cards with cards based on a different relic. This would make Darkstone Periapt harder to obtain.
2) Disable curse transformations.
3) Disable transformations for which you already have the target relic.
You could introduce a "tainted" flag that some card instances may have while others do not (similar to the upgraded flag). The only effect of that flag would be that it produces a spirit poop curse when transformed. You could then balance things around making cards tainted:
* starter cards (which may have common rarity) and spirit poop are always tainted
* common / uncommon card drops have a 66% / 33% chance of being tainted
Could also add additional mechanics around this, e.g.
* transforming an upgraded card reduces the amount of spirit poop gained from the transform (this balances the loss of a stronger card)
You should check the upgrade for it, but also, un-upgraded, it makes you "CAW! CAAAW" X times, which is *definitely* worth it.
I see you posted this 40 minutes ago, but as of 5 minutes ago, in my run, the un-upgraded version of Cultist Mask says "Gain 2X strength"
I think you need to increase the percentage of attack and block generating cards in the card pool. For example ironclad has 32 attack cards. Even defect has more than 15 attack cards which are solid and does not exhaust. I think it is reasonable to change the cards a little for better balance even if it less corresponds to the relic effect. Just a general idea, i need to think a bit more for examples and details.
and then the option to turn 3 cards into relic is just not worth it. Would not do it even as a free action because if you add a card to deck, it means it is a good card, you don't want to delete good cards. I think turning 1 card into a relic is better.
At last, it will be cool if:
1. cards trigger additional effect if you own an identical relic. (the current effect that upgrades cards based on relics barely triggers at all)
2. when Relica gets a relic from chest/elite, she gets to choose from 3 relics. (to let cards and identical relics match more often)
Really like this mod, might be back for more detailed suggestions on specific cards later
Does feel like defence is a bit rare/hard to get by, especially in the early game. Is this intended?
Anyone else getting the same experience or just my bad luck? XD
Beautiful input @ZY, expect improvements soon. Mainly less Exhaust, more Block, and a new Keyword that makes some random card drafts require one less copy for infusion.
Eternal cards are not removed after using them in Infusions ! (Infusions prioritize Eternal copies.)