[6.2] Corruption Cards - 200+ cards! New Collector mode!

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Dan_The_Noob
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by Dan_The_Noob »

Zonky wrote: Mon Oct 16, 2023 12:14 pm The way I play is for each map, I pick 1 of 4 cards and each one is permanent
not even doing pick-4? :twisted: :|
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Zonky
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by Zonky »

Dan_The_Noob wrote: Mon Oct 16, 2023 7:48 pm
Zonky wrote: Mon Oct 16, 2023 12:14 pm The way I play is for each map, I pick 1 of 4 cards and each one is permanent
not even doing pick-4? :twisted: :|
nah map 20 would be unplayable :lol:

here we go 10 cards per map fuck it all permanent
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AliciaPendragon
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by AliciaPendragon »

Zonky wrote: Mon Oct 16, 2023 9:17 pm
Dan_The_Noob wrote: Mon Oct 16, 2023 7:48 pm
Zonky wrote: Mon Oct 16, 2023 12:14 pm The way I play is for each map, I pick 1 of 4 cards and each one is permanent
not even doing pick-4? :twisted: :|
nah map 20 would be unplayable :lol:

here we go 10 cards per map fuck it all permanent
NGL that sounds like Hell on Earth. You'd need a REALLY good gameplay mod and a Monster Mod you know in and out to make that work and even then its a Luck Based Mission
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Dan_The_Noob
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by Dan_The_Noob »

here's a deck i made that removes some of the more soft-locky cards (some have been fixed since i added them, but i left them in)
it also removes a couple that can cause a bit of lag... either way, map 30 with 4-pick should be relatively stable.
Corruption-FunPack.pk3
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MutantMods
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by MutantMods »

Daily Challenge leader boards when?
caco_of_the_demon
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by caco_of_the_demon »

Any good weapon mods that go well with this mod?
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Cutmanmike
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by Cutmanmike »

MutantMods wrote: Fri Nov 03, 2023 4:31 am Daily Challenge leader boards when?
This is not something I am able to achieve in the mod itself as gzdoom has no way of connecting to the internet to fetch data. Would probably require a fork of GZDoom or something that I'm not prepared to do. Plus I'm not sure how popular this mode even is. :)
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by AliciaPendragon »

caco_of_the_demon wrote: Sun Nov 19, 2023 10:40 am Any good weapon mods that go well with this mod?
Any weapons mod can do.

Same with any monster mod.
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eharper256
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by eharper256 »

caco_of_the_demon wrote: Sun Nov 19, 2023 10:40 am Any good weapon mods that go well with this mod?
I have built in support for Corruption Cards in Walpurgis
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Cutmanmike
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by Cutmanmike »

Happy Holidays!

Today I bring you a pretty large update in the card department. 24 new cards! Hopefully this spices up the game a bit for anyone who feels like has seen everything already. I have also added the ability to unlock the unique daily challenge decks permanently, allowing you to play them with whatever settings you like, whenever you like! To unlock a daily deck, you must collect 10 cards in a Daily Challenge to unlock that deck. A message will appear on the console when this happens. As with the compendium, be careful when crossing save games as the variables for the save data are stored in your ini file. Loading an older save game will load that save's CC unlock data.



I am also launching a Corruption Cards discord server! Why now? Well, after viewing many streams and videos of people playing (and suffering) Corruption Cards, I've always appreciated how involved the viewers get. This server's purpose will not only be to discuss the mod, but also arrange and share streams of CC (or any other Doom streams, I'm not fussy). It's still in a basic form at the moment, and it may mutate into something else later, but for now anyone is welcome to join. If you ever wished to discuss the mod or card suggestions with me, this is the place to do it (other than this thread of course). There are roles to opt in to if you wish to be notified about CC updates, or CC streams. I'm pretty open to feedback on what people want out of the server, so feel free to discuss improvements.

Join the CC Discord here!

Here's the list of changes:
  • New feature: Daily Deck unlocks! Collect 10 permanent cards during a Daily Challenge to permanently unlock that deck in the deck selector!
  • Added 1 new wild card.
  • Added 23 new cards.
  • Added additional checks to prevent certain problematic projectiles being considered for card effects.
  • Oath to the Old God is now a Wild Card.
  • Omen of Death changed to tier 5 (from 4).
  • Daily Challenge can no longer be selected when using a Modified deck.
  • Fixed Frankenstien monsters losing sound effects.
  • Fixed a bug where Blood Shift could cause monster corpses to have health.
  • Fixed Curse of Dormin not properly restoring player properties when using a Pistol Start mod.
  • Chaos Augment can no longer be offered if only 1 projectile type is found.
  • Rescue Mission is now a stackable card.
  • Garden of Statues now follows the same rules as Petrification Enchantment.
  • Spooky Bombs can no longer affect Hand of Baphomet.
  • Spooky Bomb actor paint radius reduced slightly.
  • Frenzy Enchantment now resets every time the monster switches targets.
  • Changed how certain effects are tracked, may help fix crashes with certain projectiles.
  • Living Vessel can now only trigger 50 times per map.
  • Curse of Dormin now reverts the player back to normal after getting a certain amount of kills.
  • Hand of Baphomet now removes monsters in a large radius around the Icon of Sin, but spawns more monsters.
  • Slight balancing to Hand of Baphomet.
I still have much I want to do in terms of new game modes and customization, but I'm waiting for a new stable versions of ZForms before I get to work on that. Until then, probably more cards and fixes :)

Download Corruption Cards 5.3a
Last edited by Cutmanmike on Fri Dec 15, 2023 4:55 pm, edited 1 time in total.
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Delfino Furioso
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by Delfino Furioso »

awesome Mike, thank you!

Cutmanmike wrote: Thu Dec 14, 2023 4:49 pmDownload Corruption Cards 5.3
link fixed for chrome users
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Re: [5.3a] Corruption Cards - 200+ Gameplay warping cards!

Post by Cutmanmike »

Updated to 5.3a to fix a desync issue and allow LZDoom to run it.
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Dan_The_Noob
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Re: [5.3a] Corruption Cards - 200+ Gameplay warping cards!

Post by Dan_The_Noob »

is there any chance of getting a list of new cards or something? it's hard to sort new cards into existing decks because the CCARDS name doesn't always line up with the actual card ingame name. so not sure which are new even when trying it ingame then going to the CCARDS after
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Cutmanmike
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Re: [5.3a] Corruption Cards - 200+ Gameplay warping cards!

Post by Cutmanmike »

I usually put them at the bottom of each card category in CCARDS (i.e // Player effect cards)
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mamaluigisbagel
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Re: [5.3a] Corruption Cards - 200+ Gameplay warping cards!

Post by mamaluigisbagel »

I don't use any decks other than the default, but I like this new feature that lets you unlock them. Kinda gives you something to work for.

Will add for people like me that use different configs for different mods, this might be an issue. If I understand right, this would mean you'd have to obtain 10 cards in that one deck for each config file/mod. (I guess you could edit the config file in some way?) It won't be a problem for me, but it's just something that came to mind.

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