I haven't been able to playtest these, but I'm impressed at the progress you're making!
BotBlazing
Recent community posts
Whenever I open this new version, the window is called Inscry_Mult_GD (DEBUG). It also opens a command line looking window that says the following:
Godot Engine v3.4.2.stable.official.45eaa2daf - https://godotengine.org
OpenGL ES 3.0 Renderer: [my graphics processor]
OpenGL ES Batching: ON
Besides this, I see no new issues. You're doing great!
Some notes on stuff I noticed while playing. I don't know if any are new to you, if not then at least it's a reminder:
All Waterbone sigils appear as Kraken waterborne
Headless Horseman cost is still glitched on the card, but can be played with 13 bones like normal
Ouroboros doesn't have buff
Muscle Mage still has Rabbit Hole
Master Bleene still has Fledgling
Necromancer has Dead Hand
There are a lot of missing Act 2 techno cards: Insectodrone, Double Gunner, all conduits besides the Null one, Mox Module
You removed the master gems, but kept Magnus Mox? What?
Speaking of Magnus Mox, it's too strong. You should remove it when you add Mox Module.
With Energy and Mox being my favourite costs, I'm really hyped for this patch. I'll test this as soon as I get home, will comment if I get any bugs.
Regarding balance: I know you said you'd worry about it later as it really doesn't matter now, but I don't think Undead Cat should be in there. It's too strong and is never collectible in any of the Acts, so I don't think anyone would mind if you removed it.
Focus more on sigils that are either very common or very important to a card's function. So for example: Flying, Brittle, Burrower, Guardian, Fledgling, Touch of Death, Worthy Sacrifice, Many Lives, Bi-furcated and Tri-furcated. Sigils relating to Mox and Energy are obviously not a priority as those costs weren't added yet.
Now that I'm making a comment, I have a couple of ideas. I haven't tested the new version yet so I don't know if you've changed it, but there should not be "live overkill". I.e. when you deal more than 5 damage in one turn, the extra damage should not carry on to the next live on that same turn. It's not present in the base game in any of the acts, as it's essentially the same as giving each player 10 health and doesn't prevent OTKs. In terms of coding, it means that the player damage should be calculated after the battle phase ends, not after each individual attack.
Also, will you add actual matchmaking? Or, at least, make rooms that people can join without an IP address? Sorry if it's stupid to ask but I don't know how any of this multiplayer stuff works.