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Given that the abyssal actually cares about the cost of the cards while in the draw pile (because of Ransom), and cares about knowing the cost of the cards in the discard pile (because of Dig mechanic), I have just done away with the method used by the base game and Sandblast should always reflect its costs whether it's in draw or discard.
edit: also seems to take the characters strength into the calculation. Is that interaction intended?
so, for example, Awakened One has a 6x4 attack. Retaliate will always behave like the card's base damage was 6x4, regardless of anything modifying the attack for Awakened One that turn (like strength, etc.). so if Awakened One was Vulnerable, you would attack for 9x4.
Would you consider changing the damage to always be what the number above the enemy is? I think it would feel a lot cleaner to use that way but I also understand that would be a buff to the card (not necessarily). So far I don't think the card is ridiculously strong or anything
* base damage of card is what is shown as the intent by the enemy, and then is modified by player strength/etc.
* final damage of the card is what is shown by enemy intent, but it deals this no matter what and isn't modified.
in the first scenario, you could easily damage cap the heart on it's multi attacks with a little bit of strength or vulnerable (which feels like it might be too strong). This design might open up some interesting plays, though, like intentionally buffing awakened one, or making use of being vulnerable.
The second scenario feels a little awkward because of fight specific modifications. so if byrds attacks you for 2x6, you deal 2x6 back (not modified by their flying), and it would ignore Nemsis' vulnerable stage. The other downside of this design is not being able to leverage vulnerable or strength. That being said, it might be fine for an attack to function fundamentally different that other attacks.
What are your thoughts on it?
Not really a bug, rather an engine limitation:
Stacking time warp. I reckon you can't track the last X cards played, but perhaps you could create "echoes" (ethereal+exhaust) of the last card played instead.
Unrelated short story for fun:
https://imgur.com/a/5o65lmG
I suspect that this might require some hacky code to make this work. If that's the case, I understand not implementing it
Ah I see. Completely understandable!