Slay the Spire

Slay the Spire

(Moved to Downfall) The Guardian
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Update: 6 Mar, 2019 @ 4:15am

0.4.1

Fixed original non-modified Shrines still appearing when playing as the Guardian.

Fixed text glitches on gem-modified cards when upgraded.

Fixed Vent Steam not showing socket/gem information.

Fixed visual error with Refracted Beam's visuals.

Update: 6 Mar, 2019 @ 3:06am

0.4.0

Content

Three new event overrides for base game events have been added. Each of the three Shrines (Purifier, Upgrader, Transmogrifier) can now be smashed by the Guardian in order to gain 2 random gems instead of using their base effects. The idea here is to help alleviate potential gem fatigue - a path to get some extra gems if they aren't showing up in the card reward pools.

Balance

Defensive Mode now has an innate penalty of -1 Strength. This has been under consideration for awhile, but I wanted to see how the defensive mode 'Protocol' nerfs played out first.

Guardian Whirl base damage reduced to 3 (down from 4). Total damage unupgraded is now 12.

Gem Cannon will now also exhaust Gem cards in addition to cards with Gems inside them.

Compile Package now reduces the cost of the cards the Package grants by 1. As a Rare exhausting card, this just didn't provide enough immediate value before. Each package now can be completely played with 3 energy with these changes.

Revenge Protocol now costs 2 energy, but grants normal Strength (not Momentary). It was only truly effective with Artifact timed perfectly to block the Momentary effect, and was very swingy in that regard, so better that the card just provides normal Strength in exchange for an extended fight in a well drafted deck.

Updated Defensive Mode power text to not indicate you 'Lose Thorns', which by normal game terms means negatable by Artifact.

Pocket Sentry reworked. Now, at the start of your turn, the relic will alternate between dealing 7 damage to a random enemy and applying 1 weak to ALL enemies.

Stasis card behavior with other orb types changed. Now, as long as there is a slot that does not have a Stasis card in it, the new Stasis Card will evoke the right-most orb that is not a Stasis Card to make room. The only time Stasis should ever 'bounce' is when your slots are completely filled by other Stasis cards.

There is now a hard limit of 4 maximum gems on a single card, for purposes of modded relics like Infinite Journal allowing a card to be upgraded multiple times. The visual only support up to 4 gems, so this is to prevent breakage.

Bugfixes

Rewrote the save/load logic for gems and sockets to allow for gems to be transferred when using the Hubris relic "Tin Flute", or any other save/load type of mechanic from mods that uses base game save and load functionality. Unfortunately this does not work for the base game event "Note for Yourself", since that does not save all values of a card, such as the amount of triggers on a Ritual Dagger. Hopefully that changes in the future, and if it does, gems and sockets should work with that event at the same time it works for Ritual Dagger. The code for this is... more than a bit of a hack, so report any issues regarding save and load so I can debug.

Fixed an issue with Aspiration mod's Defect Skillbook (and potentially other relics that spawn orbs at start of turn) causing strange interactions with Stasis Orbs, particularly spawning new orb slots under the character.

Fixed Momentary Thorns not functioning the same way as Strength or Dexterity in regard to Artifact. Artifact will now block the Thorns loss even if Artifact is applied after the Momentary Thorns.

Fixed Mode Shifter reducing its requirements to activate even if you are invulnerable, through Buffer or Construction Form.

Update: 5 Mar, 2019 @ 10:56pm

0.3.13

Added Chinese Simplified translation courtesy of Rita-Bernstein.

Update: 5 Mar, 2019 @ 10:55pm

Update: 3 Mar, 2019 @ 11:37pm

0.3.12

Korean localization update.

Update: 3 Mar, 2019 @ 9:59pm

0.3.11

Minor text fix for Quantum Chamber.

Potential fix for Accursed Blacksmith event being able to appear multiple times in a single run.

Crystal Forge event can now appear in any Act.

Fixed cancel button implementation causing issues with the cancel button in other places, such as cancelling the Settings menu.

Fixed Accelerate Potion keyword popup not being localized.

Update: 3 Mar, 2019 @ 8:47pm

0.3.10

Quantum Chamber now returns the selected card on the 4th turn, down from the 3rd turn.

Fixed interaction with other Orb types being channeled while orb slots are full AND with a right-most card in Stasis. If the Stasis card is not at 0-cost, it is returned to your hand at its original cost value, not instantly reduced to 0. If the Stasis card had Volatile, it will still become Exhausted.

Update: 3 Mar, 2019 @ 8:31pm

0.3.9

Fixed X-cost cards not spending energy if they come out of Stasis.

Update: 3 Mar, 2019 @ 8:06pm

0.3.8

Sentry Wave now targets only 1 enemy. Sentry Wave+ changes the target type to ALL enemies rather than adding 1 more Weak.

Fixed Sentry Wave never becoming 'seen' in the Compendium.

Update: 3 Mar, 2019 @ 7:45pm

0.3.7

Onyx cost reduced to 1 HP.