Slay the Spire

Slay the Spire

The Noh Dancer
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Update: 24 May, 2021 @ 11:30am

Updates:

  • It's the first wave of finalized card art! This is getting us one step closer to the finished version of the mod! New card art is now available for:
    • Every single Power card. The icons generated by these power cards still need to get updated, though, as most of these icons were merely shrunken down version of the beta art.
    • All of the starter cards: Strike, Defend, Frenzied Strike, Retreat, Water Iris' Beauty, Crane and Tortoise. Listing them all makes me realize just how many unique starter cards Kokoro has.
    • Soul Crushing Mask: I hope no one is disappointed that I replaced the image intirely instead of polishing the joke image.
    • Bell of Doujou-ji: I love this card, so I wanted to see it with some added polish. The background is now a red sunset, to indicate its affinity with Anger.
    • Leitmotiv: I got it done by the time I wanted to upload this patch. Nothing more to it.
  • You can toggle between final and beta art as with the regular character's cards. Clicking the Beta Art checkbox will not update the card instantly, though. I'll see if I can get that working without breaking everything (the modding tools have some overhead for card art loading and does not normally support beta art, as far as I know. If I'm mistaken, feel free to tell me).

Bugfixes:
  • Angel's Feather Robe now correctly spends 1 Popularity while melancholic. I'll get Popularity Loss right the first try one of these days.
  • Cheap Shot can still be used at 0 Popularity, but it will NOT give the additional effect if you have 0. I have updated the Tooltip for Popularity Loss to reflect this.
  • Updated Tooltips for Countered to make it (hopefully) more understandable.

Update: 25 Apr, 2021 @ 3:50am

There are a lot of minor changes this time around. To summarize a lot of it, a lot of Uncommons got slightly nerfed due to interactions with other cards being too powerful, and a few Commons have been buffed to make the early game easier.

Commons:

  • Setup now deals 6 damage. Setup+ now gives 2 Followups (up from 1), but does not upgrade its damage.
    Setup is just a slightly more powerful Fan Swipe, while costing infinitely more. It giving two Followups should hopefully make it slightly more appealing towards builds that want that extra Popularity or flexibility. This flexibility MIGHT make it too powerful for a common card, so I will continue to monitor it.
  • Fan Swipe now deals 2 damage (down from 3. Fan Swipe+ remains unchanged).
    I did the numbers on Fan Swipe, and in Anger, it dealt 8 damage on a 0 cost card. While Anger is supposed to increase the damage numbers, that's still a lot for a free card. In Melancholy, it still is a "deal 3 damage, gain 3 Block" card, which is also pretty good for a free card.
  • Ranged Combat now deals 5(6) damage and Countered (up from 4(5))
    With Setup+ getting an upgrade, Ranged Combat also needed to be a bit stronger, as the Joy form of this card was far weaker than Setup after the change. Ranged Combat is still weaker in Joy than Setup is, but Ranged Combat is a modal card, and choice should cost something.
  • Masked Performance now has Performance in its base form, but will Exhaust when used via Encore. (Masked Performance+ removes Exhaust from the card.)
    Now, Masked Performance has its flavor in its base form already. Thanks for the suggestion, tuti250!

Uncommons:
  • Hyottoko Mask now deals 2 damage per hit (down from 3)
    Recently, it has become easier to gain Popularity, so Hyottoko Mask has become quite a bit more powerful than it was at the time it was put into the game. Its upgraded form can easily deal 6 pings every turn for 18 damage on a 1 Energy power. At 2 damage per ping, the damage is still sizable, but it does come at a cost of losing Popularity, and with that, access to Popularity Explosion. I think 2 damage is a good trade off.
  • Melancholic Ogress now gives 2 Trapped (down from 3).
    It seems a bit above the curve, and I wanted this card to be a good block card first, so I decided to have its Trapped portion be slightly weaker.
  • Sticky Web now applies 1(2) Trapped (down from 3(4))
    Due to Endless Debuff being, well, a debuff, the damage caused by this card scales incredibly quickly. Even without any other debuffs, every stack of Trapped now deals double damage. And since a lot of cards now give 2 Followups on upgrade, it is very easy nowadays to apply Trapped on enemies. All of this combined resulted in my decision to heavily nerf this card.
  • Kitsune Mask now gives 2(3) Block per Debuff applied (down from 3(4))
    There are a few cards that apply multiple debuffs, or apply them multiple times per use. In addition to that, there are now more cards that generate multiple Followups, which, in Joy, can apply Trapped. All of this combined could easily generate 60 Block in a turn without playing a single Block card. While Kitsune Mask should be good in a Trapped deck, this was a little overboard.
  • Flow of the Masks now : Anger: reduces Strength by 4(5) 2 times, Joy: reduces Strength by 4(5) against all enemies, Melancholy: gives 5(6) Block 2 times.
    Related to the change above, since "Strength down" is technically 2 different debuffs, Kitsune Mask procs a total of 6 times in Anger. While I was fine with the original numbers, the interaction with Kitsune Mask was too powerful to be left as is.
  • Trap of Kuchisake now applies X*2 Countered (down from X*3), applies 1 additional Trapped in Joy (instead of doubling it) and 1 additional Weak in Melancholy (instead of doubling it).
    The damage per turn from Trapped was quite high on this card. Spending 3 Energy dealt 18 damage per turn, assuming you are in Joy (and that's not even considering the damage coming from Countered). When upgraded, it would be 22 damage per turn. The new damage formula makes this card still a good allrounder, but more difficult to scale high damage numbers quickly. As for Weak, I ended up with enemies having 6 Weak too often to keep it as is. Ironically, a non-upgraded Trap of Kuchisake now applies more of the debuff at 0 Energy than it did before, but the problem was not the low Energy numbers, but the high ones.

Rares:
  • Control Emotions now also lets you choose and Emotion on play
    This is another counter to being stuck without an Emotion in your first turn.

Misc. Tweak:
  • Sacred Rite "Okina" and Reckless Masks now gain Block before dealing damage.
    This should help out against enemies with Thorns, and keeps their effect in line with similar cards like Iron Wave.

Update: 17 Apr, 2021 @ 5:04am

Changes

  • Ruthless Execution now deals 12(14) damage and increases its damage by 2(3) for this combat (down from 14(15) and 4(6))
    I'm not sure how these numbers slipped past me, but now they're brought down to a more reasonable level
  • Angel's Feather Robe: Now states "Melancholy: 1 Popularity loss. Gain 2(3) aditional Block" (instead of Thorns)
    Thorns are a bit too powerful on a common Skill, so I decided to give a more appropriate additional effect for Melancholy
  • Kokoro Roulette now is Innate and gives 1 Popularity (down from 3)
    I noticed a couple too many runs where combat started with a hand full of Modal cards, but no Emotion enabling cards, despite a reasonable distribution between those cards. So now there's a card that should help un-bricking Modal card builds.
  • Kiyotsune's Promise now gives 8(11) Block (up from 7(10))
    I originally nerfed the card for being too good, but I feel like I overdid it. I feel this amount of Block should be reasonable, given how difficult its secondary effect is to be useful outside of pure Melancholy builds.


Bug Fixes
  • The card cost reduction form Shouting Spider now properly applies when the (reduced) card cost is 0.
  • Exiting a run and then checking the Noh Dancer's compendium will no longer crash the game.
  • Focus Mode should now not crash the game when a multi target attack card tries to deal damage to yourself.
  • Ghost Blade will no longer let Burn ignore the Player's Block

Update: 10 Apr, 2021 @ 2:07pm

  • Playing 2 Saru Masks, one upgraded, the other not, does no longer make the second one use the same values as the former.
  • Split-Mouth Emotion now properly interacts with Menreiki Form.
  • Donning Mask+ now gives 2 Followups on Joy (up from 1).

    Update: 10 Apr, 2021 @ 9:00am

    • Modal cards are now displayed properly in shops
    • Menreiki Form now does not change the cost of X cost cards anymore
    • Some tooltips have been fixed or clarified

    Update: 9 Apr, 2021 @ 2:18pm

    Update: 9 Apr, 2021 @ 12:07pm

    Update: 9 Apr, 2021 @ 11:54am

    Update: 9 Apr, 2021 @ 9:58am

    Update: 9 Apr, 2021 @ 7:12am