Even after that Dopenant?Coincident wrote:I had a blast of a time playing through Plutonia, and I can't wait to play through another wad!

Back on topic, glad new cards are still being added, and I believe I've already collected 3 of them!
Even after that Dopenant?Coincident wrote:I had a blast of a time playing through Plutonia, and I can't wait to play through another wad!
It's working for me in 3.6, are you sure you're using Custom mode?Ryuhi wrote:small bug with 3.6, its not asking for a permanent card at the rate of the option while in in custom mode. Only ever seems to offer them at all if its set to every map.
yep, i always play 8 options choose 1, with permanent set to every 3, been switching it to 8/3 since the permanents arent applying properly in the meantimeCutmanmike wrote:It's working for me in 3.6, are you sure you're using Custom mode?Ryuhi wrote:small bug with 3.6, its not asking for a permanent card at the rate of the option while in in custom mode. Only ever seems to offer them at all if its set to every map.
do you have a full card compendium somewhere?Cutmanmike wrote:New version time![]()
- Added 11 new cards.
Only in game, but if someone wanted to start a wiki or something they could.Dan_The_Noob wrote: do you have a full card compendium somewhere?
can we have spawnpods take less damage to kill? i don't know what they scale off, but they take a while to kill with pistol it seems like.Cutmanmike wrote: ↑Sun Aug 07, 2022 10:42 am
- Reduced the amount of Spawn Pods that can spawn per card.
- Spawn Pods now spawn flying monsters twice as slow as regular monsters.
What's happening is CC is yet to "learn" what missile that revenant variant fires, so it grabs whatever projectile it knew about the time the card was generated. CC does a lot of dynamic learning as the game is played, it's the only way the game is able to generate cards like that. It's sort of not fixable, so consider it a minor oddity.worldendDominator wrote: ↑Wed Aug 10, 2022 5:40 pm Edit: Another thing that looks kind of strange (but may not be an actual bug). I'm playing a mod with several monsters per species, I pick a bombardment augment card for a species, and any monster of that species that I haven't encountered yet gets assigned the projectile of the "basic" monster of that species (or possibly the monster that the card applied to - "Revenant and its species" will result in revenant projectiles) even if the actual monster doesn't use that projectile. It seems to change to a proper projectile after I finish a map (although I'm not sure).
My case: I pick bombardment augment for revenant and its species. I summon a sentry (revenant variant that I haven't seen yet) with console. The sentry bombards me with regular revenant projectiles (which it doesn't normally use). I kill it and summon more sentries. At some point they switch from revenant missile to one of theirs.
Do you think this needs a fix, or is it fine to leave alone?
I have a similar situation, don't think i've even seen a wildcard come up.mamaluigisbagel wrote: ↑Fri Aug 12, 2022 10:44 am Is there any chance of having an option to change how wild cards work back to how it used to be? (get all kills and secrets, (maybe items I can't remember) and find the card in the next level) I wouldn't mind the new method of finding a wall that looks odd, if it wasn't for three things.
So far I have 124/150 cards, and none of them are wild cards. Its a bit annoying knowing I'm missing out on even more chaos due to the way I play.