Slay the Spire

Slay the Spire

The Duelist
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Update: 21 Jan, 2020 @ 9:09am

Balance Updates
-----------------
Monster Reborn moved from Common to Rare

Parallel World Fusion cost increased to 2(1)

Patrician of Darkness is now a Vampire

Gambler's Chip chance to miss card obtain increased to 33%


Bug Fixes
-----------
Fixed a game crash the occured with Dragon Ravine

Fixed Power Metronome and Rare Power Metronome hard crashes

Fixed Shadow Vampire retaining when it should not be

Fixed Bonebrew, Soulbrew and Magical Cauldron appearing for non-Zombie decks

Fixed Legendary Ocean power description text

Fixed Lost World power description text

Update: 20 Jan, 2020 @ 10:16am

Content Updates
-------------------
Added 59 new Metronomes

Added 2 new Boosters - Rare and Uncommon variants of Metronome Booster

Added 1 new Starting Relic - Booster Pool Relic (only appears while boosters are enabled, allows you to view all currently available booster pack rewards)


Balance Updates
-----------------
Souls are now charged for each copy of a Zombie you Resummon

Metronome Deck can now receive Basic Packs as Booster rewards

Curse of Darkness now reduces Max HP by 2 on potion pickup

Vampire Dragon damage reduced

Fossil Skull Convoy cost increased to 2, is now Rare

Vendread Reunion cost decreased to 1, is now Uncommon

Vendread Striges is now Exempt

Shiranui Supremacy now Exhausts

Orb Metronome magic num reduced to 2

All Mayakashi monsters and Mayakashi Token are now Exempt

Mayakashi Winter is now Exempt

Archfiend Zombie Skull renamed Archfiend Skull, upgrade changed to reduced tribute cost

Tutan Mask upgrade changed to increased block

Decayed Commander base damage decreased

Endless Decay reworked slightly

Fossil Dragon stats modified slightly

Fossil Knight stats modified slightly

Fusion Devourer is now Exempt, tribute cost increased to 4(3)

Fusion Guard now can only resummon monsters

Various Ghostrick card stat adjustments

Hard Sellin' Zombie stats adjusted slightly

Instant Fusion is now Exempt

Mezuki is now Exempt

Ultra Polymerization no longer Retains

Underworld Cannon damage reduced to 25

Vampire Desire upgrade changed to add Retain

Vampire Dragon damage reduced

Vampire Grace is now Exempt, upgrade changed to add Retain

Wight Lady damage reduced slightly

Zombie Mammoth damage reduced to 40, base magic num increased to 7


Bug Fixes
-----------
Fixed Dragon Treasure and Beatraptor not being loaded into the game properly

Fixed card pool load/save issues that were causing some weird behavior with booster packs as well as with the card pool loading the proper cards for rewards

Fixed Orb Metronome not resummoning the proper amount of cards

Fixed an issue with Upgraded Metronomes not upgrading the resummoned cards properly

Fixed Blockman's attack option not having the proper description fields set

Fixed crossover crashes with The Animator

Fixed some issues with Orb Packs and Spire Packs (boosters) loading properly

Fixed an issue where the blue token colored temporary cards that use resummoning functions were triggering resummon effects`


QoL
------
Improved booster pack loading performance after each battle

The blue token colored cards no longer trigger resummoning VFX/SFX

Improved performance of Ojama Country and Ojama Yellow when their magic numbers are high

Reworded Curse of Armaments text

Improved animations for Metronome cards, Rainbow Medicine and Pharaoh's Blessing (no more seizures)

Improved performance of loading animations for animated cards

Card Pool Add relic no longer tries to let you put Curses/Statuses into the card pool

Card Pool Add relic no longer will allow you to add Hubris cards to the pool unless you also have Infinite Spire loaded

Metronomes are now counted towards the 'Active Cards' number seen in the config menu


Art/FX
--------
Improved Resummoning VFX, added flying purple orbs (more for bigger/higher cost cards)

Increased the volume on Resummoning SFX

Added relic art for Egg Token and Millennium Ring (relics) [thanks ascriptmaster!]


Card Pools
-----------
Metronome Pool: now only consists of 75 Metronomes + a 60 card basic pool

Update: 16 Jan, 2020 @ 1:13pm

Bug Fixes
-----------
Fixed small Revive logic bug

Fixed Avendread Savior not applying debuff

Update: 16 Jan, 2020 @ 12:22pm

Content Updates
-------------------
Added 1 new Card - Skull Conductor

Added 2 new Nameless Tomb Cards


Balance Updates
-----------------
You may now only Revive from a maximum of 5 cards at a time, so if you have more than 5 cards Entombed you will choose from 5 random Entombed cards

Revive now costs 5 Souls

Removed P.M. Captor from Zombie Deck, switched out for Tutan Mask

Removed Castle Walls from Zombie deck, switched out for Archfiend Zombie Skull

Removed Sparks from Zombie deck, switched out for Skull Conductor

Robbin' Zombie, P.M. Captor, Tutan Mask stats and effects changed

Book of Life lost a lot of benefits that you used to get from Upgrading the card, and no longer Upgrades the generated custom card

Soul Release effect has been significantly changed to match the new Revive costs

5+ Souls at the start of turn now adds a random Zombie to your Graveyard, instead of a random Undead card

Scapeghost is now Exempt, upgrade changed from +1 Intangible to -1 turns on debuff

Ryu Kokki stats modified slightly

Lich Lord can no longer be Entombed or Revived

Reduced the siphon amount on all siphon/attack Vampire cards

Reworked Ojama Pajama to not be as strong, now also has Purge

Monsterbox (relic) no longer spawns on Challenge Mode or while playing the Exodia Deck


Bug Fixes
-----------
Fixed crossover mod issues with: Hubris, The Animator

Fixed Metronome crashes

Fixed Atomic Scrap Dragon and Cyber End Dragon crashes

Fixed Ojama Country not Exhausting

Fixed Tribute to Doomed only allowing Zombie resummons and not using its magic number to actually allow you to select extra cards (when applicable)

Fixed all the different versions of Kamion having different names

Fixed Vendread Reorigin not being added to the game properly (and as a result, turning into Madness in your deck)

Fixed Super Strident Blaze glowing gold when you had no orbs

Fixed Immortal generating wayyyy too much energy

Fixed Spear Shellfish triggering its damage effect on itself

Fixed Electric Key save/quit cheese

Fixed Custom Resummon Cards showing up in rewards

Fixed Large Booster potion trying to put way too many cards in your hand

Fixed Entomb Token always Entombing 0

Fixed special Monster Egg's magic number (the one generated by the relic)


QoL
------
Updated to the latest versions (internally) of the following mods: basemod, StSLib, The Animator, Infinite Spire, The Gatherer, Replay the Spire, Hubris

Reworded Ojama Pajama card text to match newer card jargon

Reworded Entomb keyword text slightly

Improvements to Entomb/Revive logic


Art/FX
--------
Updated red color for Special cards to be darker and cooler

Added unique custom color just for Custom Resummon cards


Card Pools
-----------
Basic Pool (zombies): removed Tutan Mask and Flute of Kuriboh, added P.M. Captor and Ghostrick Renovation

Zombie Pool: added Skull Conductor, removed Ghostrick Renovation

Update: 14 Jan, 2020 @ 12:45pm

Beta Changes (since 3.407.1)[pastebin.com]

Main Changes (since 2.878.0)[pastebin.com]

Future Updates (post v3.407.3)[pastebin.com]

Update: 14 Jan, 2020 @ 12:21pm

Update: 14 Jan, 2020 @ 6:54am

Update: 13 Jan, 2020 @ 6:46pm

Content Updates
-------------------
Added 1 new Relic - Grave Token


Balance Updates
-----------------
Armored Zombie block decreased to 6

PM Captor damage decreased to 12, base cost reduced to 2, upgrade changed to damage+4, no longer Purges on use

Switched out 1 copy of Armored Zombie and Clown Zombie from starting Zombie deck for 1 copy of Castle Walls and Sparks

Re-enabled the ability for Book of Life to Entomb custom cards

Return to Doomed upgrade changed, now the base version creates copies of the first monster resummoned and the upgraded version will create copies of the first card (of any kind) resummoned

Reviving Vendread/Vampire/Shiranui/Ghostrick/Mayakashi monsters will now increment their subtype counters (as if they were played normally)

Blood Sucker no longer summons

Burning Skull Head cost reduced

Enma Judgment rebalanced slightly

Ghostrick Socuteboss damage increased, tribute cost decreased

Mispolyermization upgrade changed

Robbin' Zombie rebalanced slightly

Shiranui Spectralsword rebalanced slightly

Shiranui Spectralshade rebalanced slightly

Vendread Houndhorde now summons 1 less

Vendread Striges damage decreased slightly

Wightprince rebalanced slightly


Bug Fixes
-----------
Fixed an issue with effects triggering twice on card use (ie Nob's enrage was triggering twice on Skills)

Fixed Tsukahagi card values and actually implemented the card properly

Fixed Battle Fusion checking for the first resummoned monster instead of the first monster played

Fixed Return to Doomed not ever finding a card for Resummon

Fixed some instances of resummon selection screens not including enough (or any) cancel options to make it through the effect

Fixed Soul combat icon text

Fixed an issue with the Entombed list loading cards it shouldn't through save/quit

Fixed an issue with the Entombed, monsters player, spells played, traps played lists peristing across runs

Fixed an issue with monsters/traps/spells played during the run list being saved to during combat (now saved after combat to prevent cheesing with save/quit)

Fixed issues with Vendread Reunion selection screen

Fixed Ghostrick Witch not having an upgrade

Fixed Goblin Zombie exhausting your entire draw pile

Fixed Parallel World Fusion resummoning from your discard pile instead of your Graveyard

Fixed Shallow Grave not resummoning only Zombies

Fixed anti-Resummoning debuff power descriptions

Custom Resummon Cards should now be properly recreated inside the Entomb list, with all the attributes you actually chose


QoL
------
Vendread monsters now glow gold when they will trigger Vendread Reunion

Improved Tribute to Doomed logic


Art/FX
--------
Added new Resummoning VFX and SFX

Update: 12 Jan, 2020 @ 12:11pm

Content Updates
-------------------
Added 1 new Card - Ghostrick Mansion

Added 1 new Relic - Ghost Token


Balance Updates
-----------------
Shallow Grave now Upgrades to 0 cost

You may now Entomb only cards that you have not already Entombed

Factory of 100 Machines changed from Fleeting/obtain card -> Exhaust/add card to hand

Temporarily removed the ability for Book of Life to Entomb custom cards


Bug Fixes
-----------
Fixed various anti-Resummoning effects that were not preventing Resummons properly

Fixed Absorb Fusion allowing any kind of card to be Resummoned

Fixed Shallow Grave card text

Zombie subtype counters are now reset properly at the end of each run

Custom Resummon Cards should now be possible to properly Resummon, both from your Entombed list and normally

Entombed cards are not saved on the Entomb effect, but rather only at the end of combat now (to prevent cheesing with save/quit)

Vastly improved Shiranui Supremacy logic

Made improvements to Book of Life selection screen logic and card text

Fixed an issue that was causing Electricity to effect Factory of 100 Machines twice


Art/FX
--------
Added new Power Wall (card) art


Card Pools
-----------
Standard Pool: added Vendread Charge, Instant Fusion, Fusion of Fire, Fusion Weapon

Standard Pool: removed Harmonic Waves, Sword of D. Soul, Advance Force, Ojamuscle

Update: 11 Jan, 2020 @ 8:27pm

Content Updates
-------------------
Added 180 new Cards

Added 10 new Booster Packs - Ghostrick Pack, Vendread Pack, Shiranui Pack, Vampire Pack, Mayakashi Pack, Hybrid Zombie Pack (+3 variations), Special Zombie Pack

Added 7 new Keywords - Mutate, Spirit, Possessed, Entomb, Undead, Graveyard, Revive

Added 4 new Mechanics - Mutate, Possessed, Entomb/Revive, Undead

Added 9 new Tokens - Spirit Token, Ghostrick Token, Vendread Token, Vampire Token, Shiranui Token, Mayakashi Token, Entomb Token, Mutate Token, Undead Token

Added 6 new Relics - Resummoner's Fury, Resummoner's Bane, Resummoner's Might, Mutator Token, Vampiric Pendant, Fusion Token

Added 7 new Potions - Bone Potion, Soul Potion, Fusion Potion, Vampire Potion, Soulbrew, Bonebrew, Magical Cauldron

Added 1 new Card Pool Relic - allows you to view the Basic card pool

Added several new (Resummoning related) Buffs and Debuffs


Balance Updates
-----------------
Change of Heart is now a Power

Gambler's Chip (relic) chance to skip card obtain reduced to 20% (from 50%)

Electric Potions now only grant Electricity for a single turn

Geargiauger magic number reduced to 2 (now generates 1 fewer Explosive/Super Explosive tokens)

Reworked Zombie starting deck slightly

Duplicates Booster Pack no longer spawns until you have passed floor 10

Polymerization and Ultra Polymerization have been reworked

Adjusted Book of Life options slightly, added new target all enemies option, added 5 cost option to Entomb the custom card

Made major changes to many of the old Zombie cards


Bug Fixes
-----------
Fixed booster pack crashes that occured when you had either Busted Crown or Question Card

Fixed Busted Crown and Question Card not modifying booster pack size properly

Fixed a summoning list bug that was creating a visual glitch when viewing the cards in the summon list while also summoning 2 tokens with the Puzzle at the start of combat

Fixed a Detonation crash that could occur infrequently

Fixed an issue where the last card pool was being carried over into the next run in some cases

Fixed a crash that could sometimes occur when using either an Upgraded Booster (potion) or a Large Booster (potion)

Fixed some issues with Custom Resummon Cards not behaving properly

Fixed some minor logic issues with Gambler's Chip (relic) and Mark of Exxod (relic)


Art/FX
--------
Replaced the placeholder power icon (that is used for many powers without permanent icons) with a more general image


Card Pools
-----------
Zombie Pool: added Polymerization, Super Polymerization, Ultra Polymerization, Vampire Awakening, Vampire Retainer, plus many other new cards

Zombie Pool: removed a lot of the old non-Zombie themed cards

Basic Pool: updated the basic pool when playing with the Zombie deck

Various: removed some of the cards that have been changed as a part of this update and no longer make sense in their old pools


Future Updates
---------------
General:
- Save a list of all cards ever encountered and a list of all cards ever obtained
- Fix basemod dev console application of all custom powers
- Fix orb channel sounds (volume, sound quality)
- Add additional gameplay settings to further modularize Duelist runs
- Card pool relics and other in-run settings moved to a top panel option menu

Main Menu:
- Add custom main menu option for special Duelist settings screen
- Add stats screen inside special settings menu - cards seen, heart kills with each deck, etc.

Dungeon:
- Add custom acts, or implement some sort of 'Duelist Kingdom' alternate spire
- Create some custom rooms
- Add additional custom events, including a unique custom event for each starting deck

Art/UI:
- Fix buggy implementation of custom selection screens (used for card pool relics, Trickstone/Battlestone/Spellstone, and a few other places)
- Improve sorting options for card pool screens (allow sort by monster/spell/trap, fix arrows on big card view screen, etc.)
- In combat: Add enemy hand icon (like floating summon icon) that enables right-click to view cards in the enemy's hand
- Cleanup Red card color for Special cards (looks bad, too bright red currently)
- Add tooltip card previews for any appropriate cards (for any card that specifically references another card or token, things like Messenger of Peace, etc.)
- Add unique Power icons for all custom powers
- Add unique Relic icons for all custom relics
- Add Pegasus and other character models

Scoring/Unlocks:
- Standardize score unlock thresholds for starting decks
- Create special global unlock and scoring logic
- Display deck unlock criteria for any locked deck on hover while in selection screen
- Give all decks 2 unlock criteria (score and something unique for each deck, triggering either should unlock deck)

Enemies:
- Fix Kaiba fight issues (some of his cards have changed since he was implemented, and he is using the old versions)
- Add additional enemy duelists
- Make enemy duelist logic more modular to allow for easier modifications and improvements
- Allow enemy duelists to use other mechanics that are available to the player (Orbs, Resummons, etc.)

Card Pool Relics:
- Add other deck pools to card pool options relic
- Add other options to card pool options relic

Balance Changes:
- Change Millennium Coin to gain gold on each Millennium Item pickup
- Give Rocks some unique effects/mechanics and more cards
- Make Duelist orbs work with Lock On
- Add a similar Millennium Puzzle effect from the Dragon deck to the Standard deck, add new effects to the pool of choices for each deck unlocked

Card Pools:
- Properly setup all base game card additions for all pools
- Filter/update basic card set for each deck
- Giant for each Starting Deck set (typed decks only)
- Unique Common/Uncommon/Rare/Shop relic(s) for each Starting Deck
- Unique potion(s) for each Starting Deck
- Remove Predaplant/Giant decks from selection, change into simple Pools (like Rock/Arcane)
- Completely Redesign: Standard, Toon, Warrior, Megatype, Increment, Ojama/Beast, Creator, Ascended I, Ascended II
- Moderately Rework: Spellcaster, Fiend, Plant, Insect, Metronome
- Design and Implement: Ascended III, Pharaoh I, Pharaoh II, Pharaoh III, Pharaoh IV, Pharaoh V