They have all the assets from the games ending, adding cards should be basically identical just using the different card model. The hardest part would be making boss fights, however I know 1 modder is trying to make an entire woodcarver boss so somebody's designing boss fights for the three ghosts in her Crypt in Act 2 should just be a matter of time. There's also the idea of should she have an explorable Crypt similar to leshys cabin and po3s factory with various puzzles you can solve to gain permanent upgrades, I would definitely like that added
@@DarthZ01 and let's not forget she would have the chess style world map with encounters walking around. I think that is one of the harder things to make. But the enviorments for either Grimora or Magnificus or whoever else some crazy modder wants to introduce would be the hardest things to make
@@lightpunch3154 sure but there's a decent chunk of that in game. The board, bits of scenery, random battle figures with movement ai, a boss battle figure with a mechanic where all battles need to be done before it unlocks, and a chest for card draws. Slightly modifying chests to have different kinds of draws would be simple. They just need a couple events to buff cards and dump it all into a randomizer.
Something that I found out about mycologisting pelts is that you get stitched cards for all your pelts of that type. So say if you have 4 wolf pelts, you can stitch one and get 3 stitched cards from the trader. Very powerful trick!
The mush challenge: you can only take doubles if able. If not take whatever. You MUST visit the mushroom if able, even if you don’t have double. By the end of the run, you mush have a mushroom card with at least 10 attack. You also must make as many mushroom puns as possible
The "right" challenge: right path only, when confronted only pick the right option regardless of what it is(sacrificing and flaming included) . No effect on actual gameplay
It would be cool if diseased creatured had a smaller chance of being eaten. Or maybe the complete opposite of that idea,the push your luck mechanic is absent. The survivors shoo away a diseased creature after only one use at the flame. Or maybe two which are guaranteed(no chance to be eaten) since some units in this mod do seem quite weak
"The bosses are always a joke" exactly because you've got two Greater Smokes to start each of them out with! Start with just one Smoke (and don't collect the Squirrel totem head or knife) and they aren't guaranteed easy wins. Don't collect the ring from the clock either and you may face Leshy without any of the OP boons that usually trivialize him. I've managed to start losing some runs again without intentionally gimping my card/path choices with these constraints!
@@DreamApostle128 Those particular intended gameplay mechanics trivialize the game. At this point, it's better to hinder yourself, or else it's just not challenging.
@@DreamApostle128 yes, you're right. It's the intended gameplay designed to get you past act 1. Staying in act 1 however is unintended. If you intend on staying in act 1 with any challenge value, it's probably best to pass up most of the bonus stuff they give you to help you get to act 2.
In my opinion, part of the reason the game is so easy is that the bosses always have the same strategy and mechanics, so not only can you make sure to pick up cards that make getting through the bosses easy, but also that even with a basic understanding of the bosses' phases means you can just play around the mechanics. Some degree of randomness in the bosses would probably help to prevent that, with either the boss of each chapter being randomized, or having the mechanics of the second phase have one of multiple different mechanics they can use depending on the run, so there isn't one objectively best way to play their first phase.
Honestly. Like, i expected it to be a game mechanic that the run after you cheesed the moon with stinky or poison, leshy will be like "I won't allow that anymore". That would at least be a start
I mean, starting with two greater smokes on top of the busted deck that he's likely to have is probably why he's having an easy time. As for the moon I got nothin
@@justjoking5252 When I first played I was expecting it to gain 1 damage each round, so round 2 it deals 2 to every slot, round 3 it deals 3 etc. If you gave it that, and made it immune to poison that would be decent. Maybe also buff its hp so its beefier too?
Idea: lets say you have a card with 2 sigils, then you transfer 2 sigils from a different card to the first card, now you have 4 sigils on a single card. And lets say you do the same thing with the first card being the same and the second card having a different 2 sigils then you combine both of the card to the mushroom guy, you now have 6 sigils on a single card. Then lets say you lose the game and transfer those 6 sigils onto a death card giving the death card those six sigils, and you transfer those 6 sigils to a card with 2 other unique sigils as well as use the wood carver to give you a extra sigil, you now have 9 sigils on a single card. The idea is to see if you can demonstrate this and give us the sight of a 9 sigil card. Also, in theory if you could repeatedly lose while transferring sigils from death card onto a card with a new sigil then transfer that card's sigil to a new death card and repeat that process you could have a card with every obtainable sigil in the game. You're welcome.
While that is a really cool idea, it's difficult to pull off when you find out that a card can only show 4 sigils at a time, regardless of how many it actually has. Still really neat, if you can actually remember what sigils you have and which you need once you've hit 4 sigils.
the flame chaser (forced to take the path that you're 100% sure you will have a camp, have to do at least 2 times from map 2 and only use worm/adder at the camp at map 2 and 3
have you noticed that every time lenshy puts on a mask his hand shakes like he's scared or like he doesn't want to be that character, this is just a theory
I wonder if a worthy sacrifice challenge can work. Give yourself like 3 to 5 goats and 3 pelts as your starting hand. You may only use squirrels to summon things with the worthy sac sigil, the 3 blood goat one, and anything else must be summoned from a worthy sacrifice. You cant use the worthy squirrel totem, but can freely move the sigils off the goats or add extra sigils like infinite sacrifice to goats
52:55 that’s a boon not a sigil lmao. The sigil is called hoarder. The boons are the things you can get if you pass the trials before the Leshy boss fight
Here's a challenge I accidentally did a few days ago: Sacrifices must be made Sacrifice cards to sigil transfers and to the bone lord whenever possible. It can screw with your run but can also create an extremely consistent deck.
Now... there is something which could perhaps make runs more fun while keeping them challenging: Small Boons which affect your whole deck or allows you to play specific archetype easier... combined with Negative Boons which actively try to ruin your plan. Maybe a way to get more of those weaker boons? A specific encounter could be nice. Just to give few examples: We already have small Bonelord Boon which gives you one bone, and one which gives you 8... just single bone is often not enough to make a difference and 8 bones on the other hand is way too much... so a version which let's you start with two would be really nice, as it's enough to play a single two-bone creature. Hand Boon which gives you one extra card from your deck for your starting hand would be really nice. Squirrel/Bee Boon which gives you one more Squirrel/Bee in your starting hand would also help a lot with playing some of the cards you start it easier. Backpack which let's you store one more item in the travels. For negative Boons (or Curses, if you will)... there is a lot of fun ideas for downsides which would justify and balance buffs you get from boons. Just to name a few: How about Curse of Stinging, which would force you to constantly take 1 damage at the end of every turn? Or Curse of Weak Bones, which prevents you from getting bones from creatures before your second turn? Or Paralysis Curse - Your creatures don't attack opponent in the same turn they get played (but still can attack enemy creatures if they would have opportunity)? Let's say you can choose one of three pairs of one positive and one negative Boons before run even starts and that you have that option right before drafting your deck. Also - more items and more encounters would be really nice. Also items which can be used in the traveling mode. What if you can get an item which let's you create your own campfire? Maybe there wouldn't be option to buff one creature up to four times (fire wouldn't be strong enough for that), but perhaps you would be able to pick between a single buff (+1 attack or +2 health) OR burning of your own card? Maybe an Empty Bottle which let's you Bottle one of your own cards for later encounter? Card would be removed from your deck as now it's stored in said bottle, but after you use it it could return to your deck after encounter it could have been used in. How about a Compass which let's you move one tile backwards or sideways instead of following paths? A piece of Fungus which let's you replicate one of your own creatures... could be fitting with the guy who cares about duplicates. Or you know... just an option to throw away items you are carrying while traveling? Perhaps someone get's inspiration from this comment and decides to make a mod like this?
I put this here once ill pu it here again Challenge: Fuser For the first draft you can pick what you want, Pick as much duplicates as you can if possible, This will be the pool of monsters that you can only get for the rest of the run. Only pick paths that have mushroom fuse, however bad the path may be. If there was a split at the start and you have no way of knowing that there will be a mushroom fuse on the other side that is allowed. For card selection only pick ones that have the lil mushroom on them, that means that card is a duplicate, take it. (also if you can you can make mushroom fuses as common as sigil transfer altars and remove sigil transfer altars all together.)
so its deadly cards only looks like someone brought the super stench power before entering the hut. btw only toxic barrel imp,barrel roller zombie, cosmic imp, smelly zombie, and blowgun imp were the only cards that has base deadly.
Day 5 of suggesting a challenge: Try to win with only your starter deck, itens and totens. - The only cards you're allowed to get are the ones you get in the beggining, you can choose any cards you'd like. - In the map, avoid getting new cards in any way (These include pelts). - In the prospector boss fight, avoid killing the mule, if you do end up killing it, don't play the cards it gives you - In the trapper and the trader boss fight, trade for the least amount of cards you can and don't play the cards you get. - When you're forced to get a card (For beating bosses, for example), you can't use them in battles, but you can sacrifice them to other cards, so you can choose the sigils you'd like. - Before the final boss, you're allowed to get abilities.
Mod idea: more places/events It would be a mod with new places/events in the map 1st: Blue flames Is like a flame but it instead downgrades, and for money or pelts you can decrease the blood cost, but will also decrease 1 health and 1 attack 2rd The mutator Would be the same character as the Mushroom guy, but instead of combining completely a card, it would combine the clans/group Like if you put a wolf and then a geck, both would be at the canine clan and “repitilian” clan (I forgor the correct name💀) Another secret mechanic: theres a rare chance that instead of just combine the cards in the Mushroom, it could combine the sigils and making them happen twice (1/25 chance but 1/10 if it’s a weak card, like a 1-1 card) 3rd The crafter It would be a guy that can craft itens that you already got for 5 teeth’s originally, but if you die too much it goes down to 2 teeth’s, and for 15 teeth’s you can craft a pocket/backpack, will let you carry 1 more item or TWO TOTEMS, if you die too much it goes down to 10 teeth’s You could also craft the hammer as a item, only able to use one time like other items 4rd The Red Woods It would be a whole new map, it would only have 1 crafter spot, where instead of helping you he says: what are you doing in here? Get out of my place. And the boss of the area is the Crafter The first place he could basically create multiple unsacrificeable things, like rocks, dans, great fir He could play, moles, beavers, the daus, a geck and more related to woods or construction In the 2rd phrase 2 things could happen (it’s a 50/50) 1. Take and then randomize all your itens 2. Take out 2 totems and for now and on only play cards that have a clan (bigger chance to get a card that is from the clan of a totem) He would say this if it’s the 2. Option is te one picked: “This is a gift that a friend of the woods gave me” Ngl the boss doesn’t seems so cool or hard but idk
You should have delayed one more time to play the rusty trap frog against the raven during the trapper boss fight. Then you could have had all 8 pelts.
Day 3 of asking for a no sigil run, only choose the ones with no sigil. If you are forced to get a sigil card then you can't play it. Totems can only be played with the squirrel head, and fire's are allowed
I'm surprised nobody is mentioning how blatantly overpowered the cards in this mod are. If you're reading this and are designing a card: compare it to similar cards that are already in the game. If your card is more powerful, it should be more expensive
If just this one act can be expanded this much, i really do wish other card games like even the bone-themed lady to be made.
They have all the assets from the games ending, adding cards should be basically identical just using the different card model.
The hardest part would be making boss fights, however I know 1 modder is trying to make an entire woodcarver boss so somebody's designing boss fights for the three ghosts in her Crypt in Act 2 should just be a matter of time.
There's also the idea of should she have an explorable Crypt similar to leshys cabin and po3s factory with various puzzles you can solve to gain permanent upgrades, I would definitely like that added
@@DarthZ01 and let's not forget she would have the chess style world map with encounters walking around. I think that is one of the harder things to make. But the enviorments for either Grimora or Magnificus or whoever else some crazy modder wants to introduce would be the hardest things to make
@@lightpunch3154 sure but there's a decent chunk of that in game. The board, bits of scenery, random battle figures with movement ai, a boss battle figure with a mechanic where all battles need to be done before it unlocks, and a chest for card draws.
Slightly modifying chests to have different kinds of draws would be simple. They just need a couple events to buff cards and dump it all into a randomizer.
Something that I found out about mycologisting pelts is that you get stitched cards for all your pelts of that type. So say if you have 4 wolf pelts, you can stitch one and get 3 stitched cards from the trader. Very powerful trick!
The mush challenge: you can only take doubles if able. If not take whatever. You MUST visit the mushroom if able, even if you don’t have double. By the end of the run, you mush have a mushroom card with at least 10 attack. You also must make as many mushroom puns as possible
Extra: pick A LOT of pelts and merge one
So the trader gives you a lot of mixed creatures
7:10 Zombie mule:OH! TRY ME BI-
Porcupine:TRY ME!
Mule:TRY-
This being called "Homebrew" is so fucking true though.
The "right" challenge: right path only, when confronted only pick the right option regardless of what it is(sacrificing and flaming included) . No effect on actual gameplay
I like it. Do left after
maybe you could also only place cards right to left and choose right most card for sacrifice/flame/etc.
Man the artwork on these cards is great
22:35
Ah yes, the most broken sigil for the squirrel, XD
honestly don't like just throwing away the tools you're given like he did :/
@@offspec
What?
Theres gonna be so much content for mods. Its gonna be crazy.
I can imagine in like 4-5 months some bastard puts a boss in.
If you dare if could be in only 1-3 months
Because modders are kinda fast
@@CreatorProductionsOriginal thats.... pretty fair considering this diseased mod is pretty quick.
@@SoftwareNeos creating cards is a mechanic of the game itself. Adding a boss will take waaaay more
When the game gets the covid update:
This is so fun to watch! Thank you for choosing Boon of the Bone Lord instead of double draw!!
It would be cool if diseased creatured had a smaller chance of being eaten. Or maybe the complete opposite of that idea,the push your luck mechanic is absent. The survivors shoo away a diseased creature after only one use at the flame. Or maybe two which are guaranteed(no chance to be eaten) since some units in this mod do seem quite weak
What if when the survivors eat a diseased card, they lose 1-2 of the survivors which reduces the chance your next cards are eaten.
@@robertplanas6064 Diseased Ring Worm?
"The bosses are always a joke" exactly because you've got two Greater Smokes to start each of them out with! Start with just one Smoke (and don't collect the Squirrel totem head or knife) and they aren't guaranteed easy wins. Don't collect the ring from the clock either and you may face Leshy without any of the OP boons that usually trivialize him. I've managed to start losing some runs again without intentionally gimping my card/path choices with these constraints!
But that is the intended gameplay
@@DreamApostle128 Those particular intended gameplay mechanics trivialize the game. At this point, it's better to hinder yourself, or else it's just not challenging.
@@DreamApostle128 yes, you're right. It's the intended gameplay designed to get you past act 1. Staying in act 1 however is unintended. If you intend on staying in act 1 with any challenge value, it's probably best to pass up most of the bonus stuff they give you to help you get to act 2.
You keep popping up in my recommendations and I keep watching you so I might as well sub
sad thing is that if you subs and you stop watching the person for a couple of days, they will be gone from rec tab.
In my opinion, part of the reason the game is so easy is that the bosses always have the same strategy and mechanics, so not only can you make sure to pick up cards that make getting through the bosses easy, but also that even with a basic understanding of the bosses' phases means you can just play around the mechanics. Some degree of randomness in the bosses would probably help to prevent that, with either the boss of each chapter being randomized, or having the mechanics of the second phase have one of multiple different mechanics they can use depending on the run, so there isn't one objectively best way to play their first phase.
Is there a mod to make the boss harder?
While it is funny ramming over the bosses, there is practically no challenge
Honestly. Like, i expected it to be a game mechanic that the run after you cheesed the moon with stinky or poison, leshy will be like "I won't allow that anymore". That would at least be a start
I mean, starting with two greater smokes on top of the busted deck that he's likely to have is probably why he's having an easy time.
As for the moon I got nothin
@@justjoking5252 When I first played I was expecting it to gain 1 damage each round, so round 2 it deals 2 to every slot, round 3 it deals 3 etc. If you gave it that, and made it immune to poison that would be decent. Maybe also buff its hp so its beefier too?
39:13
Sifd: Water dragon use hydro cannon!
Leshy: It was very effective
at 34:11 the squirrels are sleeping/ waking up
Idea: lets say you have a card with 2 sigils, then you transfer 2 sigils from a different card to the first card, now you have 4 sigils on a single card. And lets say you do the same thing with the first card being the same and the second card having a different 2 sigils then you combine both of the card to the mushroom guy, you now have 6 sigils on a single card. Then lets say you lose the game and transfer those 6 sigils onto a death card giving the death card those six sigils, and you transfer those 6 sigils to a card with 2 other unique sigils as well as use the wood carver to give you a extra sigil, you now have 9 sigils on a single card. The idea is to see if you can demonstrate this and give us the sight of a 9 sigil card. Also, in theory if you could repeatedly lose while transferring sigils from death card onto a card with a new sigil then transfer that card's sigil to a new death card and repeat that process you could have a card with every obtainable sigil in the game. You're welcome.
While that is a really cool idea, it's difficult to pull off when you find out that a card can only show 4 sigils at a time, regardless of how many it actually has. Still really neat, if you can actually remember what sigils you have and which you need once you've hit 4 sigils.
If that’s possible, it would be a damn awesome challenge to complete.
I like these type of mods for a game, like enter the gungeon.
Water dragon got the dumpy 😳
Link should have just used a bear trap in Majora's Mask. World saved.
40:20 no it is the "HYDRATED WATER DRAGON".
Feature unlocked: black plauge
the flame chaser (forced to take the path that you're 100% sure you will have a camp, have to do at least 2 times from map 2 and only use worm/adder at the camp at map 2 and 3
Hydra Dragon + Water Dragon = Hydragon
Ringworm so cute
I like how he beat act 1 in 1 hour and i get stuck at the traper boss for 3 hours cuz i die and die and die again
40:16 blue eyes white dragon
Diseased cards seem to be missing eyeballs, so diseased magpie not having "The Boon of the magpies eye" seems legit....
Practically the Grimora Mod
have you noticed that every time lenshy puts on a mask his hand shakes like he's scared or like he doesn't want to be that character, this is just a theory
oh yeah does the modmaker code in the survivor-killing trait to the diseased? Would make sense if it did.
Not yet :P
I love this. It's not the game with Grimora that I wanted, but it's close enough for now.
44:55 if you sacrificed it for the ring worm you would get infinite sacrifices since it costs 3 bones but generates 4 when it dies.
Can't wait for cards with lousy OCs on them.
Oh god not "Impreg Hedgehog" with a Sonic OC.
Im already loving the mods series
52:44 The disease is cataracts so the magpie can't see well.. maybe?
I wonder if a worthy sacrifice challenge can work.
Give yourself like 3 to 5 goats and 3 pelts as your starting hand.
You may only use squirrels to summon things with the worthy sac sigil, the 3 blood goat one, and anything else must be summoned from a worthy sacrifice.
You cant use the worthy squirrel totem, but can freely move the sigils off the goats or add extra sigils like infinite sacrifice to goats
52:55 that’s a boon not a sigil lmao. The sigil is called hoarder.
The boons are the things you can get if you pass the trials before the Leshy boss fight
Here's a challenge I accidentally did a few days ago:
Sacrifices must be made
Sacrifice cards to sigil transfers and to the bone lord whenever possible.
It can screw with your run but can also create an extremely consistent deck.
you still haven't went past the moon with the knife and pliers
44:50
NOOOOO, you missed the chance to create an OP Kamiski unit by creating a 1 bone cost infinite token with undying and grants 4 bones
Now... there is something which could perhaps make runs more fun while keeping them challenging:
Small Boons which affect your whole deck or allows you to play specific archetype easier... combined with Negative Boons which actively try to ruin your plan.
Maybe a way to get more of those weaker boons? A specific encounter could be nice.
Just to give few examples:
We already have small Bonelord Boon which gives you one bone, and one which gives you 8... just single bone is often not enough to make a difference and 8 bones on the other hand is way too much... so a version which let's you start with two would be really nice, as it's enough to play a single two-bone creature.
Hand Boon which gives you one extra card from your deck for your starting hand would be really nice.
Squirrel/Bee Boon which gives you one more Squirrel/Bee in your starting hand would also help a lot with playing some of the cards you start it easier.
Backpack which let's you store one more item in the travels.
For negative Boons (or Curses, if you will)... there is a lot of fun ideas for downsides which would justify and balance buffs you get from boons.
Just to name a few:
How about Curse of Stinging, which would force you to constantly take 1 damage at the end of every turn?
Or Curse of Weak Bones, which prevents you from getting bones from creatures before your second turn?
Or Paralysis Curse - Your creatures don't attack opponent in the same turn they get played (but still can attack enemy creatures if they would have opportunity)?
Let's say you can choose one of three pairs of one positive and one negative Boons before run even starts and that you have that option right before drafting your deck.
Also - more items and more encounters would be really nice. Also items which can be used in the traveling mode.
What if you can get an item which let's you create your own campfire? Maybe there wouldn't be option to buff one creature up to four times (fire wouldn't be strong enough for that), but perhaps you would be able to pick between a single buff (+1 attack or +2 health) OR burning of your own card?
Maybe an Empty Bottle which let's you Bottle one of your own cards for later encounter? Card would be removed from your deck as now it's stored in said bottle, but after you use it it could return to your deck after encounter it could have been used in.
How about a Compass which let's you move one tile backwards or sideways instead of following paths?
A piece of Fungus which let's you replicate one of your own creatures... could be fitting with the guy who cares about duplicates.
Or you know... just an option to throw away items you are carrying while traveling?
Perhaps someone get's inspiration from this comment and decides to make a mod like this?
sifd explaining what the downside of the fliers is for the 420th time
WATER DRAGON! ICE DAMAGE ATTACK!
pingpingpingping
CHALLANGE:
Only pick cards that has trash sigils according to your sigil tier list.
Seems duable to you, but a challange as well.
Good luck!
The diseases wolf cub is kind of sad. It dies after one turn so it never grows up to be a wolf.
A bone heavy deck… Grimora would be proud.
So you've got a moon pelt!
What if u tried to hook the moon and try to get it on your side
Btw if anyone trys to do this make sure to come back to this comment and tell me if it worked
@@lanafa8779It just doesn't let you use the hook
53:19 What does the worker ant evolve to?
What happens if a unit has Trifurcated strike and Bifurcated strike?
Only does the tri. :(
11:02 "it's"
11:10 "its"
This cards are the other side of the real cards
I put this here once ill pu it here again
Challenge: Fuser
For the first draft you can pick what you want, Pick as much duplicates as you can if possible, This will be the pool of monsters that you can only get for the rest of the run. Only pick paths that have mushroom fuse, however bad the path may be. If there was a split at the start and you have no way of knowing that there will be a mushroom fuse on the other side that is allowed.
For card selection only pick ones that have the lil mushroom on them, that means that card is a duplicate, take it.
(also if you can you can make mushroom fuses as common as sigil transfer altars and remove sigil transfer altars all together.)
Been watching you loads recently. Love the inscryption videos the most. Where’s your accent from ? :D
I wish they added leshy coughing during battle
Im just wainting for the mods to be more stable. But its looking really good.
so its deadly cards only looks like someone brought the super stench power before entering the hut.
btw only toxic barrel imp,barrel roller zombie, cosmic imp, smelly zombie, and blowgun imp were the only cards that has base deadly.
Day 5 of suggesting a challenge: Try to win with only your starter deck, itens and totens.
- The only cards you're allowed to get are the ones you get in the beggining, you can choose any cards you'd like.
- In the map, avoid getting new cards in any way (These include pelts).
- In the prospector boss fight, avoid killing the mule, if you do end up killing it, don't play the cards it gives you
- In the trapper and the trader boss fight, trade for the least amount of cards you can and don't play the cards you get.
- When you're forced to get a card (For beating bosses, for example), you can't use them in battles, but you can sacrifice them to other cards, so you can choose the sigils you'd like.
- Before the final boss, you're allowed to get abilities.
Would be insanely hard considering all bosses basically have board wipe mechanics.
That isn't really possible as you are always forced to go through some kind of card picking path.
Holy shit diseased ringworm is so broken
40:48 into the easy to plat why not rabbit pelt
Can someone makea mod to make all act 2 boss fight looks like Leshy fight
Mod idea: more places/events
It would be a mod with new places/events in the map
1st: Blue flames
Is like a flame but it instead downgrades, and for money or pelts you can decrease the blood cost, but will also decrease 1 health and 1 attack
2rd
The mutator
Would be the same character as the Mushroom guy, but instead of combining completely a card, it would combine the clans/group
Like if you put a wolf and then a geck, both would be at the canine clan and “repitilian” clan (I forgor the correct name💀)
Another secret mechanic: theres a rare chance that instead of just combine the cards in the Mushroom, it could combine the sigils and making them happen twice
(1/25 chance but 1/10 if it’s a weak card, like a 1-1 card)
3rd
The crafter
It would be a guy that can craft itens that you already got for 5 teeth’s originally, but if you die too much it goes down to 2 teeth’s, and for 15 teeth’s you can craft a pocket/backpack, will let you carry 1 more item or TWO TOTEMS, if you die too much it goes down to 10 teeth’s
You could also craft the hammer as a item, only able to use one time like other items
4rd The Red Woods
It would be a whole new map, it would only have 1 crafter spot, where instead of helping you he says: what are you doing in here? Get out of my place.
And the boss of the area is the Crafter
The first place he could basically create multiple unsacrificeable things, like rocks, dans, great fir
He could play, moles, beavers, the daus, a geck and more related to woods or construction
In the 2rd phrase 2 things could happen (it’s a 50/50)
1. Take and then randomize all your itens
2. Take out 2 totems and for now and on only play cards that have a clan (bigger chance to get a card that is from the clan of a totem)
He would say this if it’s the 2. Option is te one picked:
“This is a gift that a friend of the woods gave me”
Ngl the boss doesn’t seems so cool or hard but idk
DRAGON DECK
All these videos are mostly an hour long...but it feels like it goes by in 10 minuets...
"Moon fish"
I really wonder why sifd rarely uses the alpha, it has so much potential
You should have delayed one more time to play the rusty trap frog against the raven during the trapper boss fight. Then you could have had all 8 pelts.
You could have named it as Patient Zero.
a diseased ijiraq that disguises exclusively as cards you DONT have would be great for the mod
How do you fix the blur?
I can't seem to find this mod anywhere? does anyone know where to get it? did the mod creator remove it?
I'd say the wall doesn't really matter and deleting runs from it would kinda ruin the point of it in the first place.
Could have sacced the tentacle to the bone god
:/
If hydra and water mix I'd say it would be called itll become tsunami dragon right?
Can we start a thing where we call card Mods “booster packs”? We can add the booster packs we want to our game and play :))
I have a stupid question. How do you start the Part 1 runs Without the intro and everything?
Im like five minutes in but i wonder if you let a diseased card die in the fire do the guys die aswell?
Question is, will Leshy react harshly to save-editing?
The boon that let's you draw two cards might lose you the game if your deck is slow and you start starving.
Ants only run
Whats your favourite drink?
5 Words, unkillable and diseased wolf cub
Day 3 of asking for a no sigil run, only choose the ones with no sigil. If you are forced to get a sigil card then you can't play it.
Totems can only be played with the squirrel head, and fire's are allowed
Are there any mods for Act 2 or Act 3?
Not yet I believe.
I'm surprised nobody is mentioning how blatantly overpowered the cards in this mod are.
If you're reading this and are designing a card: compare it to similar cards that are already in the game. If your card is more powerful, it should be more expensive
Weed.
I feel good about being the 400th like
673 like