Slay the Spire

Slay the Spire

(Moved to Downfall) The Guardian
Showing 31-40 of 53 entries
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Update: 3 Mar, 2019 @ 7:33pm

0.3.6

Fixed HyperBeam gaining more damage from Strength than intended.

Update: 3 Mar, 2019 @ 7:27pm

0.3.5

KOR update.

Update: 3 Mar, 2019 @ 7:22pm

0.3.4

You can now cancel out of the Gem/Socket Enhance screen, at either the Gem selection or Socket selection phase.

Balance

Onyx now also has a drawback of 'Lose 2 HP'. The gem was simply too strong without a drawback, and was either in need of a redesign to not give artifact, or gain a drawback.

Bugfixes

Fixed Reroute causing a bug if used on a Volatile attack or skill. Volatile is a cousin of Exhaust and thus Volatile cards do not work with Reroute.

Fixed an issue in Crystal Forge disabling the first option if you used the Enhance option.

Potential fix for Thorns damage being not accurate to the Thorns buff amount in some cases.

Update: 3 Mar, 2019 @ 11:26am

0.3.3

Charge Core redesigned - now deals 10/15 damage, then places itself into Stasis. Now has a Tick effect of 'Draw a card', and is Volatile. Similar to earlier changes today, this is to integrate 'things happen in future turns' effects into the Stasis mechanic, allowing for Tick and Accelerate synergies.

Fix for Korean localization issues.

Update: 3 Mar, 2019 @ 10:40am

0.3.2

The Quantum Chamber event now shows the functionality of the Quantum Chamber relic when hovering over the option. Shoutout to Reina's halation mod for the relic preview code.

Fix for Korean localization crash related to Grim Forge event.

Update: 3 Mar, 2019 @ 10:14am

0.3.1

Renamed Ancient Protection to Ancient Power. Renamed former Ancient Power to Ancient Attack. It was a bit odd that the Ancient Power granted an Attack and not a Power, and the names were having trouble fitting in the card title due to length.

The Grim Forge event now has an option to add Gems to Sockets, acting functionally as a Rest Site.

Update: 3 Mar, 2019 @ 9:24am

0.3.0

Balance

Piercing Hide reduced to 2/3 Thorns.

Shield Spikes reduced to 12/14 Block, 4/6 Thorns.

Spiker Protocol reduced to 3/3 Thorns, but now grants 2/3 Defensive Mode instead of 1.

Armored Protocol reduced to 4/4 Metallicize, but now grants 2/3 Defensive Mode instead of 1.

Evasive Protocol reduced to 2/2 Dexterity, but now grants 2/3 Defensive Mode instead of 1.

Revenge Protocol redesigned. Now reads 'When Defensive Mode is removed, gain 1 Momentary Strength for each turn it was active. Gain 2/3 Defensive Mode'. This was changed because of the hyper-defensive nature of the Guardian - a trigger that only happened when Block was broken was hard to calculate and pull off, and rubbed against what the Guardian wants to do in defensive decks.

Multi-Beam redesigned. Now is X-cost, dealing 5 damage X (+1 if upgraded) times. It has a Tick effect which increases Beam card damage (same effect as Priming Beam) by 2/3. This puts Multi-Beam as a versatile multi-hit/beam hybrid, which can also synergize with Stasis cards to amplify both its own and all future Beam damage.

Bauble Beam redesigned. Now costs 2 always, has 2 sockets, but when played, any installed Gem effects are triggered 2 times (3 times when upgraded). It was a bit too similar in design to Prismatic Beam before - this places it in a more unique space. Might be a bit too strong now, but needs some run testing to determine.

Shield Charger redesigned. Now places itself into Stasis like Gatling Beam or Time Bomb, and grants 8/11 Block and 1 energy as a Tick effect, and is now Volatile.

Charge Up slightly redesigned. Now costs 0, places itself into Stasis, and the Block and Strength gains are now on a Tick effect, and the card is Volatile. Mechanically it is the same as before, but is more integrated with the Guardian's normal 'something will happen later' mechanics and thus plays better with Accelerate and Tick synergies. Upgrading no longer increases Strength gain, but grants more Block.

Ancient Power and Ancient Protection now reduce the cost of the granted card by 1 rather than reducing it to 0.

Fierce Bash cost reduced to 3.

Hyper Beam now has 'Strength affects this card 3 times'.

Ancient Construct now causes you to lose 1 energy whenever it adds Artifact, but grants 2 Artifact.

Charge Core+ now adds a 2nd socket.

Citrine is now Rare.

Clone is now Uncommon, but exhausts and no longer has a socket.

Roll Attack damage reduced to 10/13.

Orbwalk increased to 2 Strength when played.

Bugfixes

Fixed an issue where Thorns, if reduced via a Momentary Debuff, would still retain its original damage value and not update to the new amount.

Fixed Vent Steam not showing its Weaken effect when upgraded.

Update: 2 Mar, 2019 @ 11:50pm

0.2.5

Balance

Emergency slightly altered - now Accelerates the right-most card in Stasis until its turn counter reaches 0, meaning it will trigger all remaining Ticks if the right-most card has a Tick effect.

Update: 2 Mar, 2019 @ 11:41pm

0.2.4

Bugfixes

Fixed Gatling Beam only choosing a random target once, not rerolling per beam fired.

Fixed Temporal Strike/Shield when upgrading having double the intended values.

Update: 2 Mar, 2019 @ 11:06pm

0.2.3

Mod description update to thank my first Patreon supporter - the one and only Rhapsody!