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As for Primordium, all I did was streamline the paths so you're not forced to mix Stalwart/Superfood. Aggressive Edible is unchanged, and Stalwart Snack is now an actual pickable path on its own due to a huge injection of survivability. What sort of issues are you having with it?
Also if possible you should make it so the sap totem's infuse works like the rebalanced version of it since right now the infused version is just objectvely better
Not sure if it was reported yet, but each time I play the changed Wilting Sapwood (Attack = health), the game crashes for me. Been there since v 2.01 for me, thought it would be a bug thats fixed next version anyways, so I never reported it myself, yet. ^^;
Not sure if the game does a crash report, will happily provide one if you can steer me where to find it...
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I'm a donkey, was still running on MT version 12661 (GOG user here, no automatic updates), when updating to v12993 it does not crash anymore.
Sorry for the false report >_<
I think Ambient Charge is too powerful the way it is now (Consume cards in hand, gain 1 echo per card consumed.) I can get like 5 to 9 echoes, inspires and etches and thin my deck out all at the same time with a 1 energy uncommon card. I'd say it's better than most of the wormkin rare spells like this. I'd suggest it needs to be a lot slower than it is now, and maybe do fewer good things at once. Some ideas:
Consume 1 random card in hand. Gain 1 echo. - Basically the existing effect but just one card consumed. Gives a little bit of everything, (1 consumed card, 1 etch, 1 inspire, 1 echo) which suits Ambient Charge feeling like a general purpose resource building card.
Consume 2 random cards in hand. - Thins your deck and gives a couple etch triggers. No echoes gained. Complements the consumed card playstyle and feels different to the other wormkin spells.
I think that kind of speed is more similar to the other uncommons. Both of those ideas develop nicely with Doublestack or Holdover upgrades. There's a choice whether you let the player choose what cards to consume or make them random. Random is quicker to play and more interesting imo.
Just some friendly ideas, cheers again for making the mod!
I'll play a few more runs with it tonight and see if I can completely break it in a way where it feels too strong, so I appreciate you drawing my attention to it.
Shellsmith - 50-100+ armour to all units on floor at level 3
Marshlord - pretty much get the bog wormling hatched in one turn even at level 1
Bog Wormling - gets +50/+50 if you consume 5 cards, up to +90/+90 in one go if you have a way of drawing a big hand.
First of Kin - maybe +30-50 attack. Doesn't seem so bad, but I made a floor based around one of these and even this was strong.
Things like this make me think that being an uncommon that can be reused is too good. I'm of the opinion that it's a rare level ability the way it is, and if it's going to be an uncommon it should be slowed or weakened in some way, like consuming fewer cards, having an extract cost, something like that. Obviously these are just ideas and anything you decide to do is cool!