Wildfrost

Wildfrost

Hollowfrost Mod
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Update: 15 Aug, 2024 @ 1:09pm

Update: 15 Aug, 2024 @ 12:05pm

Balance, New Card and Leader Effect Changes.

New Companion
Mask Maker: When deployed add a Blank Mask to your hand. 3/3/4
Hogheaded.

Card Changes:

Quirrel: Effect no longer boosts, but now hits allies in row
Hornet: Hp increased to 13. Counter removed. Now triggers when hit. Effect no longer boosst;
Sheo: Counter increased to 4
Isma's Tear: No longer has a damage value.

Fixes:
Updated text on cards

Update: 14 Aug, 2024 @ 3:25pm

Quirrel: Acolyte: Health reduced to 10
Monomon's Teachings now has Noomlin to replace its old frenzy

Update: 14 Aug, 2024 @ 12:27pm

Updated leader images to distinguish them better.

Removed Void Charm from the general charm pool.

Update: 12 Aug, 2024 @ 9:30pm

Removed frenzy from Monomon's Teachings

Update: 12 Aug, 2024 @ 6:47pm

NEW LEADERS

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The Knight: Voided 8 2 4

When Deployed summon a Shade Soul


The Knight: Infected 11 2 5

When hit apply 2 Shroom
When Redraw Bell is hit, apply 1 shroom


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Hornet: Princess 1 9 T 1 Block

Fragile
Smackback

When Redraw Bell hit, gain shell for each ally in play.


Hornet: Skirmisher 8 1 4 x2

When health is lost gain 1 attack.
When Redraw Bell is hit heal self 1.

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Quirrel: Acolyte 10 2 T

Trigger when Redraw Bell hit. Add Monomon's Teachings to your hand.

Monomon's Teachings: Count up cooldown by 1. Gain 1 Attack Consume. X2


Quirrel: Strategist 6 6 3

Longshot

When deployed Summon an Decoy.

Decoy: 4 1 6

Apply 1 Haze



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CARD CHANGES

Void Charm: Effect boost decreased to 1; Void decreased to 3
Cloth: Counter increased to 4
Millibelle: Counter increased to 3
Mothwing Cloak: Spice decreased to 2
Coiled Nail: Now has Consume. Base draw increased to 2
Shade Soul: Updated text.

Update: 6 Aug, 2024 @ 3:34pm

Update: 5 Aug, 2024 @ 10:32am

Fixed Shade Soul applying attack to itself instead of spice.
.... Finally fixed the spelling of Channeled Nail.

Update: 4 Aug, 2024 @ 4:10pm

Mechanic Rework, Starter Deck Change, and Leaders: The Why.

Apologies in advance to those who enjoy the mod as is. These changes have been brewing since the mod dropped, but that's why this update is a discussion.

Also this will be the last content update for a while. (Will still fix bugs)


So I've received many comments about the Void mechanic and how it feels bad for the player (less player agency, rng, etc).
Although this is the point, I understand and am willing to compromise on this in order for the mod to grow and for people
to feel like they have a reason to choose Void cards. The purpose of Void cards are to allow powerful effects to exist on cards with
the caveat that there's a downside. I wanted to retain that idea with the rework. With the change to Void, the starter deck had to
also see some changes since certain effects were no longer needed. Here's the reworked mechanic:

Void: When drawn, apply ink to a random ally equal to my void.

This version of void no longer buffs the enemy or forces you to rush/stall out an enemy. Now I understand the mechanic is still
RNG based, but we now have better tools in the starting deck to minimize the effect or turn it into a buff. The downside can also be
mitigated now by dedicating a crown to the card.


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STARTER DECK CHANGES: The focus here is to make "all" archetypes possible from the start.

Pale Ore: (New Effect)
0 DMG
Apply 1 Snow
Focus

Weaker than other classes' starter snow card at first, but can scale infinitely.
Also other effects from charms still get boosted due to Focus

Void Mask: Now has Void 2

This card is still bound to the deck for 2 reasons: For one its thematically accurate, and secondly its supposed to feel like a
junk/curse that constantly threatens your plans. However, Shade Soul (Summon) turns it into a benefit if it can live long enough.

Shade Soul: (New Effect)

Gain equal spice instead when an ally or self is ink'd.
Immune to Ink.

With this change, void becomes a temporary stat boost and helps out the spice archetype.


Isma's tear: (New Effect)
Restore 3
Apply 3 Shroom
Cleanse All Allies.

Isma's Tear was fine as a single target heal and cleanse, but I wanted flexibility and a way to branch into a shroom build with
out blindly committing to a companion. This version still has the single target element of healing an ally but now is buffed by
being able to deal damage to an enemy. The cleanse is now AOE to further boost void builds.


Tram Pass: (New Effect)
Count down counter by <1>. Add Zoomlin to a random card in your hand.

Tram Pass has already become a notorious card due to all of its previous effects making it go infinite with noomlin + a boosting charm.
This effect is a nod to that and takes the zoomlin aspect and applies it to a random card in hand. The effect is still good and now
gives you future leverage when thinking about hitting the redraw bell.


Old Nail: (New Effect) -x1 Old Nail from the starter deck
3 DMG
Trigger the redraw bell on kill.

This is a good time to talk about the leaders and the redraw bell mechanic. Although the leaders all have a redraw bell effect, the redraw bell is only one
archetype of the class and not the entire identity. Making cards that affect the redraw bell count isn't in my plans right now.
I'm thinking about adding more leaders in the future, but for now this change helps with scaling your leaders and cards that trigger on redraw.

Channeled Nail: (No Changes) +x1 to the starting deck

To me this card is a different flavor of GearHammer. Early turns when its at 2/3 dmg its a mediocre card, but later at the break points
of 4 and 6, its able to one-shot some aggravating enemies.



With These changes you can more easily pivot into a spice, shroom, or redraw build. (Shell doesn't need help)

-----------------------------------
OTHER CARD CHANGES
Charm Notch:
Now reduces health by 2.
Void decreased to 2

Mothwing Cloak:
Now applies 3 spice as well

------------------------------------
FIXES

Removed cards that escaped the ban hammer last update.
Fixed the issue with Critical not overriding Soul.

Update: 3 Aug, 2024 @ 12:20am

SPICE OF LIFE UPDATE

2 additional companions to support the spice archetype and 1 re-design.
Unit pool change to accomodate the class and remove redundant units/units with little synergy.

NEW UNITS

Nailsmith:
11 3 5
Backline

Apply 2 spice to all allies.
Countdown 1 When Hit.


Snail Shaman
4/4/4 Shell (2)
When spice'd apply equal overburn to enemies in row.


UNIT CHANGES

Grimm:
6 0 6T.
Barrage.
When hit gain 2 Spice.
Trigger When Spice reaches 6.

UNIT POOL CHANGES

Berry Sis: Added
Tusk: Added

Chompom: Removed
Firefist: Removed
Lil' Berry: Removed
Pootie: Removed
Pyra: Removed
Tiny Tyko: Removed
Wallop: Removed
Yuki: Removed

ITEM CHANGES:
Frostbite Shard: Added
Magma Booster: Added


CHARM POOL CHANGES

Hallownest Charms are now availiable in other tribes.

Bite Charm: Added to pool
Tiger Charm: Added to pool
Squid Charm: Added to pool