Slay the Spire

Slay the Spire

The Human
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Update: 30 Jul, 2022 @ 2:07am

3.2

Updated Korean translation, thanks to zerosiki__

Update: 29 Jul, 2022 @ 8:20am

3.1

Balance Changes:

CARDS

- Silver Generation
- No longer gains Peaceful
- Upgraded version no longer has Innate
- Now reads: At the start of every third turn you take, apply 1 Ageing to ALL enemies.

- Physiotherapy
- ...Gain 40 Block -> ...Gain 30 Block
- ...Gain 4 Healthiness -> ...Gain 2 Healthiness
- Upgrading gives +10 Block instead of +15

- Morning Walk
- Gain 3 Healthiness -> Gain 2 Healthiness
- Find 3 random Junk -> Find 2 random Junk

- Detoxification
- Upgrade gives +1 Block instead of +2

- Happiness
- Now gives 5 Healthiness and Regen instead of 6
- Upgrading no longer gives Innate

Bugs:

- Fixed Reading's card description not showing the right numbers

- Fixed In The Park not showing tooltips

- Fixed crash with Ruina's Baral fight

- Fixed relic outlines

- Code Cleanup

Update: 29 Jul, 2022 @ 5:15am

3.0.1

!EMERGENCY NERF!

Balance Changes:

RELICS

- Emerald Eyepiece
- Now reads: Whenever you spend Gold, if you have more than 200 Gold, gain 20 Gold. Otherwise, gain 30 Gold.

Update: 29 Jul, 2022 @ 4:20am

3.0 - The Relic Update

New Relics (Finally!):

- Environmentalist
- Rarity: Uncommon
- At the start of your turn, add a random Junk to your hand.

- Secret Training
- Rarity: Uncommon
- Usable once per combat. On right-click: Draw 3 cards and add a "Stabby Stabby" to your hand.
- Stabby Stabby: 0 cost Attack, deal 8 damage and apply 3 Poison.

- Emerald Eyepiece
- Rarity: Common
- At the start of your turn, gain Gold equal to the cost of the top card of your draw pile, multiplied by 5.

- Fire Arms
- Rarity: Rare
- Whenever you Shoot a Weapon, also apply 1 Burning to the target.
- Burning: At the start and end of a turn, and whenever a card is played, creatures with Burning lose between 2 to 5 Health randomly. Whenever Health is lost this way, reduce stacks of Burning by 1.

Balance Changes:

MECHANICS

- Uncover
- Can now only find basegame cards

CARDS

- Legal Action
- No longer has Stun
- Now reads: Deal 20 damage. Gain 20 Block. Shuffle a Poverty into your draw pile.

- Berreta 92
- Mastered form now can give Intangible and Metallicize

- Community Service
- Rarity: Common -> Rare

- Concealed Carry
- Rarity: Rare -> Uncommon

- Dual Wielding
- Cost: 1 -> 2
- New text reads: "Whenever you Shoot a Weapon, Shoot another random Weapon in your draw pile.

Miscellaneous:

- Added heart death cutscene

Bugs:

- Fixed Berreta 92 showing wrong tooltip

- Fixed Mastery for weapons having wrong amount

- Fixed The Trash Monster not working correctly with Big Cards

- Code Cleanup

Update: 25 Jul, 2022 @ 5:35am

2.1.3

Added updated Korean translation, thanks to zerosiki__

Update: 25 Jul, 2022 @ 5:22am

2.1.2

Balance Changes:

CARDS

- Grocery Shopping
- No longer has "Scry 5"
- Lifestyle now has "Scry 3"

Bugs:

- Code Cleanup

Update: 24 Jul, 2022 @ 11:03pm

2.1.1

- Added custom death image
- Added custom character sprite
- Harold looks more...professional?

Balance Changes:

CARDS

- Desert Eagle
- Mastery now reads: Exhaust ALL other cards in your hand. Heal to full.

Update: 18 Jul, 2022 @ 7:05am

2.1 - Korean Translation

Added Korean translation, credit to zerosiki__

Update: 15 Jul, 2022 @ 1:09am

2.0.1

Bugs:

- Fixed power wording for Freedom Of Mind

Update: 14 Jul, 2022 @ 6:04am

2.0 - "Guns Blazing"

New Mechanic:

- Mastery
- Upgrading a Weapon enough times unlocks a "final form" for it
- These forms are expensive to reach but are massively powerful

New Card(s):

Balance Changes:

CARDS

- Pocket Pistol
- Shoot (8 x 2, 3%) -> Shoot (2 x 8, 3%)

- Uppercut
- Deal 6 damage to a random enemy -> Deal 6 damage

- Speedloader
- Cost: N/A -> 0
- Now has a use effect: Exhaust ALL Empty Cartridges in your draw pile.

- Disposal
- Upgraded Cost: 1 -> 0
- Upgrading no longer gives Retain

- In The Park
- No longer has "Find 1 Junk"
- Instead has "Lifestyle: Find 1 Junk"

- Slap
- Upgrading now applies 1 Injured instead of increasing damage

- Confused
- Cost: 1 -> 0
- No longer draws cards
- Now has Exhaust
- Upgrading removes Exhaust

- Dumpster Diving
- No longer has "Return 2 cards from your discard pile to your hand"
- Instead has "Uncover a card"
- Find 1 Junk -> Find 2 Junk

- Ignore
- Now has "Lifestyle: Gain 1 Peaceful"

- Midlife Crisis
- No longer draws cards
- Now reads "Apply 2 Weak, Frail and Vulnerable" instead

- Furious Slap
- Now has "Gain 1 Strength"
- No longer draws a card
- No longer creates a copy of itself in the draw pile

- Petty Theft
- Cost: 1 -> 0
- ...Gain 6 Gold -> ...Gain 10 Gold
- Upgrading no longer increases Junk found

- Turbo Slap
- Deal 4 damage -> Deal 6 damage
- Damage dealt is now Unblockable

- Scuffle
- ...for each Healthiness you have over 15 -> ...for each Healthiness you have over 8

- Pocket Pistol
- Each shot now has a 50% chance to apply 1 Injured

- Fit As A Fiddle
- ...more than 25 Healthiness -> ...more than 18 Healthiness

- Glock 17
- Rarity: Common -> Uncommon
- 13% Critical Chance -> 15% Critical Chance

- Angst
- Removed old text
- Now reads "Discard any number of cards. For each card discarded, gain 1 Temporary Strength"

POWERS

- Healthiness
- Removed "Unhealthy" category: New category boundaries are: Healthy (0 - 10), Very Healthy (11 - 18), Extremely Healthy (>18)

- Injured
- Now reduces by 1 at the start of the owner's turn.
- Now reads "For each stack of this, lose between 1 - 4 Health randomly"

- Happiness
- Cost: 2 -> 3
- Gain 7 Healthiness... -> Gain 6 Healthiness

- Car
- Removed Lifestyle effect
- Gain 5 Block -> Gain 10 Block

- Focused
- Removed Lifestyle effect
- Now has "Gain 5 Peaceful"
- Upgrading no longer gives Innate

- Aggressiveness
- Rarity: Common -> Uncommon
- Discard is no longer random

RELICS

- Thumbs Up
- Grants 5 Healthiness at the start of combat instead of 10
- At the start of combat, gain 3 Block -> ...5 Block

Bugs:

- Code Cleanup

- Changed Aggressiveness' description to be clearer

- Fixed effects that targeted random enemies possibly targeting dead enemies