Slay the Spire

Slay the Spire

The Noh Dancer
Showing 1-10 of 20 entries
< 1  2 >
Update: 23 Jun, 2024 @ 6:39am

Fixed a bug that would cause the game to crash if anyone other than Kokoro had her starting relic and got attacked.

Update: 8 Jan, 2024 @ 9:41am

Updates:

  • Introducing run modifiers!
    These have been a thing in my newer mod, the Twin-Gods, for a while now, but I wanted add them to this mod as well. It's nothing much for now, but I wanted to add the basics at least.

Fixes:
  • Fixed an issue where Kokoro's mask added in the last update would show during the attack animation of maskless Kokoro
  • Fixed a typo in the Chinese version of Retreat, making it show the wrong number

Update: 30 Jun, 2023 @ 9:01am

It's almost been a year since the last update.
Nothing new has been added though, just some bug fixes.

Fixes:

  • In the Chinese translation, Crane and Tortoise now shows the correct amount of card draw while Emotionless.
  • When moving debuffs like Entangled and Gensokyo's Glitter via Humor's Possession, the effects now correctly affect the enemy they are attached to.

Update: 22 Jul, 2022 @ 3:49pm

First bugfix in half a year.
Either I've managed to get my mod stable, or you are not playing my mod that much anymore. I'm going to pretend it's the former.

Fixes:

  • Fixed Focus mode crashing the game when encountering an enemy with ridiculously high HP. It will now target a random enemy if the HP is too high, albeit at an even higher threshold.
  • Gambling Chip (and other forced Start of Turn discard effects) will no longer break cards in the Encore state. However, now Encore cards will trigger even if discarded. It's a price I'm willing to pay.

Update: 12 Jan, 2022 @ 9:16am

Updates:

  • Added an option in the Config menu to unlock everything.
    This is In case the the unlocks do not work properly, but can also be used to skip having to play several rounds to have access to everything. I personally like unlocking cards and seeing new ways to play, but I also understand if one does not like this kind of stuff. That said, this option is mostly here for error fixing purposes.

Fixes:
  • Fixed a bug where Humor's Possession would give too much block in Melancholy.

Update: 10 Dec, 2021 @ 8:18am

The final(?) update and version 1.0 has finally arrived!
All finished card art is now present, and some more QoL improvements have been made.
I will also post a development notebook of sorts shortly after this update, highlighting some of my decisions made during the development process. If you are interested into this kind of thing, I hope you'll enjoy it!

Updates:

  • Finished card art is now available for all cards in the game!
    This took quite a bit longer than I wanted, but between irl things and me wanting to keep my one artwork per week schedule on my art pages meant that I had less time to work on the images for this game. The last part was entirely my own fault, though.
  • Trapped damage is now indicated in the enemy's health bar, in the same way that Poison is.
    Now you can see at a glance if the enemy needs some more chip damage before they die or not.
  • You can now enable STS-Lib Keyword icons in the Mod Config.
    Warning: Enabling this for the first time seems to clear which cards have been seen before! (no progress is lost, though)
    These icons free up space on wordy cards, and in this mod, help out with identifying which cards have been hit by Denounce Faith a bit easier. I decided to make this change optional for people who have trouble identifying these icons and would rather play the game without them.
  • You can now enable for Kokoro to wear a mask in the Mod Config.
    Kokoro is a youkai of Masks who is rarely ever seen without a mask. It also goes with the theme of StS that we never really see the characters' eyes (Ironclad and Silent wear masks, the Watcher's eyes are closed, and the Defect is a machine). I wanted to give her a mask for a long time, but it was not of high importance enough to work on until now.
  • Googly Eyes now are present on all cards!
    Speaking of priorities... they were easier to do than an optional mask.
  • Buff icons from Power cards now have updated graphics.
    I finally remembered to update them.

Balance:
  • Playing multiple Noh of Darkness will no longer remove all charges at the start of next turn.
  • Noh of Darkness will no longer use a charge when gaining Popularity Explosion from Popularity.

Fixes:
  • Donning Masks (Anger) will no longer attempt to target defeated Darklings.
  • Mask Rush in Popularity Explosion will now give you half Block for all damage dealt instead of just the regular damage.
  • Fixed a bug were playing New Mask of Hope would have the power name Unshaken Conviction displayed. (This is what happens when you constantly switch around card names/ effects with each other.)
  • Beta Art toggling now works properly.

Update: 17 Sep, 2021 @ 1:15pm

Updates:
I've been (almost) exclusively working on card art since the last update, so now I can present you the great Skill Card Update!

  • All Skill (and Status) cards now feature their final art! Some of the art has been remade from the ground up. (Some pictures were always supposed to be replaced because I couldn't think of anything good at the time. Others were replaced because I had a better idea.)
  • Unstable Emotion has its own art now and no longer uses the art used in Kokoro Roulette.
  • As I finished them ahead of time, the attack cards Angry Wolf Mask, Mask Rush and Mask Storm also have finished art now.
  • Rational Strategy has been renamed to Studying Plans to fit better with the new card art.
  • Just as with the last art update, you can still take a look at the old beta art by enabling the beta art view for any given card. I still could not figure out a way to remove the jank, sadly.

Balance:
  • Fuku no Kami Mask has been reworked to reduce the damage of the opponent for each stack of Countered on them. It now upgrades to be Innate. (from flat damage prevention and cost reduction on upgrade)
    Fuku no Kami Mask has always felt a little underwhelming to me. The damage reduction effect was niche, and to be worth the cost, you had to run a deck around Countered. Except Countered is slower than regular damage, meaning you need to survive for longer than if you just attacked the enemy normally, for the upside of potentially dealing more damage. On top of that, if you wanted to build your defenses around Countered, you had the chance of Fuku no Kami Mask being buried at the bottom of your deck, which is a death sentence for a build around defensive card. This is why I both buffed its defensive potential, in this case against multi attacks, and made it easier to find in bigger decks. There is a chance that this card is now too powerful, but you still need to build your deck around it, so it should be fine. If not, I will adjust it again in the future.

Fixes:
  • Countered now no longer triggers on Thorns and similar damage.
  • Fixed a bug where Emotion Link would give debuffs you applied on yourself to enemies as well.

Update: 7 Jun, 2021 @ 10:10am

Updates:

  • Chinese (ZHS) translation is now live!
    Thanks a lot for both 某妖 and 云璇 for providing translations, and I'm sorry it took so long for actually putting them in.
    Please be aware that I cannot read or write any Chinese, so if I make any updates to cards, the Chinese translation might lag behind (or I have to put in English translations temporarily).
  • Kokoro can now find the Emotion Potion, which will let her change her Emotion on the spot.
    I mean, it's not any weirder than bottled Popularity.
  • Never-ending Dance now shows you the total number of damage you are going to do.
    The text has been updated to accommodate the new line of text, so you won't need a magnifying glass. I was tempted to just type down the formula ( (Popularity / 2) * (3*2 + Popularity) ) to slim down the text even more, but I feel like people would appreciate this change less than having a slightly smaller font size.

Balance:
Starter Deck Update time!
Kokoro's biggest weakness has always been the early game. It used to be even worse pre-release, but her starter deck is still rather weak compared to that of other characters. Hopefully, with these changes, getting out of Act 1 will be less cumbersome.
  • Retreat now reads "Gain 5(8) Block. 1 Popularity Loss. Gain 3 additional Block."
    Retreat was always supposed to be a Melancholy Defend. But it was too weak, and Kokoro would die in the early parts of the game, so it was made powerful, at the cost of Popularity. After receiving multiple reports that this made the card too unreliable in the early stages, when the card was supposed to be at its most useful, I decided to make it into a Defend with an upside, at cost of being slightly more complex for a first time player.
  • Crane and Tortoise now draws a card when Emotionless.
    This is to help out in turn 1, especially in the early stages of the game, when you don't have any means of gaining an Emotion to activate this card. Other Emotion Bound cards with no text on Emotionless remain as is, as it is an active choice to put those into the deck.
  • Water Iris' Beauty now reads "Become Joyful. Gain 2 Popularity. Draw 1 card next turn." and costs 1 (upgrades to 0). (from 2 Popularity Loss. Become Joyful. Gain 1 Energy. Upgrade to 0 cost).
    Water Iris' Beauty's purpose is to grant the player the ability to obtain Joy while they have not yet found any other cards that can do that. While gaining Popularity has become a lot easier recently, that is not the case with the starter deck, making spending 2 Popularity rather difficult, especially on turn 1. As I don't want to have Energy gain for less than 2 Popularity spent on a starter card, I decided to rework it entirely. I originally wanted it to be a 0 cost card that gains Popularity, but that took all the decision making away from this card, so I upped the cost back to 1 and make it draw a card as well. The Popularity gain should help out enabling Retreat's full effect, and should help out against enemies with a lot of Block, even when you don't have Ghost Weapon.
  • Recurrence now deals 3(4) damage to ALL enemies per Popularity (down from 4(5)).
    With all of the Popularity gain added (in form of Followups obtained from cards and now also Water Iris' Beauty) in recent patches, this card easily becomes a 20 damage AoE on upgrade. at almost no downside, when it used to be a risky undertaking to spend so much of your popularity. As such, the damage of this card is now closer to other 1 Energy AoEs. It is still a bit more powerful than those, but there is still a cost and risk involved with Popularity Loss.
  • Attack cards that activated their Popularity Loss portion (Cheap Shot (Anger and Melancholy mode), Recurrence and Never-ending dance) will no longer give you Popularity when doing unblocked damage.
    Due to Water Iris' Beauty now gaining Popularity, and the general ease of gaining Popularity, you are at 12 Popularity far too often despite constantly spending it. This change is to keep your popularity in check and make putting so many of these cards in your deck a bit more of a risk.
  • Performance Cards with no effect in Emotionless (Masked Performance and Spider Slasher) can now be played while Emotionless. If you want to spend your Energy to set up the Encore effect, you are now free to do so. This will also mean that, if these cards are already in Encore while you are Emotionless, e.g. via Red Curtain, they will now be played and go into your discard pile instead of back into your deck.
  • Due to the improvement of Common cards in recent patches, and the (slight) improvement of the starter cards in this patch, Kokoro's base health has been decreased to 73.
    I'd love to set her starting life to 66, one point per mask, (or 65 due to her missing Mask of Hope), but I'm afraid she won't make it out of Act 1 if I did that.
  • Popularity Explosion cannot be overwritten by other Emotions anymore. That means that Bell of Doujou-ji, Well Prepared Act and Control Emotions no longer negatively impact Popularity Explosion builds.
    While playing Emotion cards overwriting Popularity Explosion has been an intentional decision in the past, I didn't have nearly as many modal cards back when I had implemented Popularity Explosion. With more modal cards, Control Emotions has become far more important to activate the forms you need. However, the card with the most synergy with modal cards has an anti-synergy with the big modal card payoff, which feels kind of bizarre. So I have decided to retract my former decision and make Popularity Explosion a bit more powerful for the sake of more fun gameplay. If this decision starts breaking Popularity Explosion builds, I will revert this change, but I'm willing to give it a try.
  • Mask Rush no longer applies Trapped in Joy.
    I gave it that effect when I needed more cards that apply Trapped to make the Trapped archetype viable. There are now more than enough of these cards, and Mask Rush is already surprisingly good in Joy due to it giving you back 1 Energy after play. Combine that with the Popularity Explosion buff, and...
  • Setup's damage has been reduced to 5 (down from 6).
    Now that Setup is giving 2 Followups, it has become too versatile and almost an auto pick in any deck. Need Trapped? Become Joyful and play Setup. Need damage? Become Angry and play Setup. Need Block? You get the idea. Combined with the Popularity Explosion buff, I feel like Setup needed to be brought down a notch again. And yes, I'm aware that Fan Swipe+ is now a 0 cost Setup. I'll keep Fan Swipe as is for now. And Ranged Combat (Joy) is now equal to Setup, too, but it's less reliable in giving you Followups, so there's still a reason to pick one over the other. It's not like the 1 damage difference before was much of a difference, either, when compared to the remaining differences.

Fixes:
  • Roaring Fox Mask can no longer switch Emotions while Emotion Locked.
  • Trap of Kuchisake now no longer applies Debuffs with a value of 0, as these would still count towards the Block gained from Kitsune Mask and the damage dealt by Trapped.
  • Sacred Rite "Okina" will now activate Performance when in Popularity Explosion.
  • Masked Performance's upgrade text has finally been fixed.
  • Performance cards now correctly exhaust when made Ethereal by Denounce Faith.
  • Fuku no Kami Mask is now correctly considering Block. (That's what I get for not specifically testing against multiple enemies.)
  • Fixed some jank caused by Shouting Spider Mask's Attack Cost Reduction.

Update: 1 Jun, 2021 @ 4:45pm

Fixed a bug where the recently introduced tooltip fix caused an error with the dynamic card text generation for Emotion Modal cards.

Update: 29 May, 2021 @ 11:20am

Updates:
Interactions with other mods is now online!

  • People with an appreciation for the googly eyes mod will now find that cards with final art now feature googly eyes in all of their glory! Some beta art cards also come with these eyes. Kokoro herself refuses to wear googly eyes due to me using BaseMod's CustomPlayer, and the render method that comes with it, instead of the main game's AbstractPlayer.
  • Kokoro now reacts when meeting other people from Gensokyo! If you have the Gensokyo mod running and encounter an elite or boss, Kokoro or her enemy will leave a short remark! There are even a few hidden conversations triggered by having specific relics or cards in your deck.


Fixes:
  • Fixed a typo in the chartacter's description where it says Kokoro was born from 100 masks. How did that slip past me?! It's now corrected to be 66.
  • Tooltips are now shown for all keywords on cards, even if the keyword is on an alternate Emotion version of the card. So now, you won't be left wondering what Sap or Accelerator do until you manage to get this card in your hand while joyful.