Slay the Spire

Slay the Spire

The Twin Gods
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Update: 6 Nov, 2023 @ 12:49pm

Since the release of this mod, I have periodically received reports that it is too easy to gain infinite money with this character. I never wanted to set a hard limit on how much money you can gain during any given combat, as money gained can vary from battle to battle/ depending on the enemy; e.g. the Giant Head with Extortioner of the 80's can give you ridiculous amounts of Gold, but it is also very FUN to see tons of Gold flowing out of an enemy from a single card.
So I looked for several alternate effects to get the biggest offenders, AKA the literal infinite money generating cards, to not print infinite money anymore.

Balance:

  • Swindle now decreases the amount of Gold gained by 5 each time used (until the end of battle).
    I didn't want the card to just Exhaust, because that is boring. But, especially with the upgraded version, this card is a very easy to pick up card to gain infinite amounts of money (assuming the enemies do not outscale you), so I understand this card needing some sort of cap.
    Because of how StS works under normal circumstances, you probably won't be playing this card more than twice a combat if you don't intend to grind out money, so the money gained from this card is only minimally impacted while not grinding money.

  • Hit Pay Dirt no longer gains Gold on play.
    This was added during a time where the character needed a bit more money to get things going during the start of the game, so having just a bit of incidental Gold gain on a common card was all that was needed. Nowadays, this character can generate enough Gold, even during early battles, as is. So this minimal infinite Gold gain has been removed.
  • Pluck Pigeon no longer gains you money based on debuffing, but instead when you deal unblocked attack damage to a possessed target for the first time each turn.
    While, yes, you can still grind out money by dealing minimal damage, you are now forced into action, and cannot gain literally infinite amounts of money.
  • 100th Black Market remains unchanged.
    While you can gain infinite money with this card if you have means to generate cards on Trash, e.g. Dead Branch or One Man's Trash, you still need to burn resources. With Dead Branch, you might gain cards that cost you a lot to play to stay alive until you can Trash more cards, and with One Man's Trash, you transform your deck into cards that help killing the enemy, so in order to gain infinite money, you must draw and refuse to play them, leaving you vulnerable.
    While I could place a cap on 100th Black Market, I feel like these edge cases are not worth it to make this card less fun in a casual/ not grinding playthrough.
    Feel free to correct me on this one, though.

Fixes:
  • Fixed visual errors with the big images of Swindle and Picking Targets
  • Fixed an issue where the Yorigami sisters were not properly scaled based on your resolution
  • Relics like the Downfall's Gemstone Gun, which has a Start of Battle mechanic which does not exist upon the time of pickup, should no longer crash your game

Update: 25 Aug, 2023 @ 8:59am

Some fixes in the Chinese translation texts.

Update: 18 Aug, 2023 @ 1:10pm

Today is the big language update!
The Twin-Gods can now explore the Spire in Chinese (Simplified) and Japanese as well!

Big thank you to Autumn for providing a Chinese translation, and to idynaloak for providing a Japanese translation!
This would not have been possible without you!

Update: 11 Aug, 2023 @ 9:13am

The final update (bugfixes and an upcoming translation update not withstanding), introducing the remaining missing 17 pictures!
I almost forgot about Quell Oppression (Act4 Boss only card) and only remembered it once I was done with everything else. Thank goodness I checked, but man, it dampened my joy for a second. xD


Card Art:

  • Absolute Loser
  • Bought in Bulk
  • Bribe
  • Cause Accident (Boss only)
  • Clumsy Support
  • Filter Resources
  • Guard Sap
  • Harm from Inside
  • Heavenly Excavator
  • Market Crasher
  • Misfortune Magnet
  • Perfect Possession Sisters
  • Quell Oppression (Boss only)
  • Questionable PR
  • Repurpose
  • Shove (Boss only)
  • Swindle

Balance:
  • You only lose 1 Artifact instead of all of it when you lose Shielding.
    In the initial version, you gained 1 Artifact per turn without a cap, so losing all accumulated Artifact made sense. On top of it, Exhausted Sister is a negative effect, thus should be treated as a Debuff... which can be blocked by Artifact. Long story short, I decided to not punish you for gaining Artifact through other means, but make Exhausted Sister bypass Artifact by turning it into a Buff.

Fixes:
  • Poverty God Form now treats the upgraded and regular versions as separate powers.
  • Some fixes/ clarifications in keyword and other texts (having someone else read over your texts with a keen eye sure helps, doesn't it? xD )
  • Bubble Culture will no longer give you a Booster Pack with every card played. (Not sure when that broke, but it did.)

Update: 29 Jul, 2023 @ 5:48am

Just a minor update.

Updates:

  • Some internal stuff to prepare for the next update.

Fixes:
  • Plague now states WHEN it triggers.
  • All Gold costing cards (except Potion Brewer, because of internal reasons) now show the Gold Cost tooltip

Update: 7 Jul, 2023 @ 10:22am

No new art this time, but instead, the long promised new challenge modifier is finally here, and it comes with a friend!

New run modifiers:

  • Poverty God: Play as Shion only and climb the Spire to get revenge on your sister who has left you behind!
  • Gacha: Do you want to challenge luck itself? All card rewards are disabled; instead, you get 3 Booster Packs each turn to fight your enemies with! (Gold has been disabled during this run, but all cards are free of gold cost)

Fixes:
  • Fixed some text string issues, mostly in the German version.
  • Fixed some icons not being displayed properly.
  • Fixed a bug where Shion (Boss) could spawn regardless of mod settings (with a low enough spawn rate to evade my testing).

Update: 8 Jun, 2023 @ 10:26am

More new art!
I didn't manage to quite get the new challenge run to work the way I wanted, so instead, I focused on some more card art.
12 new images, all Attack cards are done, only roughly half of the Skill cards remain.

Card Art (Attacks):

  • Fuel Fire
  • Super Poverty Bomb
  • Extortioner of the 80's
  • Rigged Game
  • Dispose Trash
  • Poke
  • Easygoing Egoist

Card Art (Skills):
  • Team Up
  • Hit Pay Dirt
  • Spreading Doubt
  • Sister's Bond
  • Shinjinrui of the 80's

Update: 14 May, 2023 @ 2:40am

It's the long awaited card art update, introducing finished art for 17 cards. That leaves 29 cards left.
(Typing it out like that, there's a lot still left to do, huh. Well, I better get back to drawing, then.)

All Power and Curse cards and a few Attack and Skill cards now have finished art. Buffs also now sport new icons to make it easier to tell which buffs are applied at a glance.
Nothing has changed in the code base so far. However, I am planning to add another run modifier in the future, so stay tuned!

New art exists for the following cards:

Powers:

  • 100th Black Market
  • Cruel Sister
  • Invigorated Sister
  • Possession Stripping
  • Poverty God Form
  • Propaganda Press
  • Punching Down
  • Solace of Poverty
  • Spendthrift God Form
  • Wall of Money
  • World of Destitution

Curses:
  • Terrible Luck
  • Great Misfortune

Attacks:
  • Nouveau Rich Splendor
  • Extort

Skills:
  • Distract
  • Picking Targets

Update: 10 Apr, 2023 @ 7:27am

This update took a lot longer than I wanted.
However, the most massive problem cards should finally be dealt with now, though I may have over-corrected things a bit. If I did, please let me know.

Balance:

  • Poverty God Form is completely reworked: It now prevents you from gaining gold and applies 1 Plague and 1 random Debuff to all enemies for every 15 (10) Gold you would have gained. (Previously: (Innate.) Ethereal. Gold Costing cards can be played without spending their Gold Cost, but these cards now Exhaust instead. At the end of your turn. deal damage to all enemies equal to the number of cards in your Exhaust pile.)
    Plague used to be very powerful, and it still is in the right circumstances, but it has become a lot harder to assemble all the tools required to gain a lot of Plague since the first public version. So I decided, if Poverty God Form needs a rework anyway, I might as well strengthen the archetype that is the most inconsistent (in my eyes, anyway). With this new version of Poverty God Form, you are now still incentivised to pick up Gold Gaining cards, while maybe trying to not overload your deck with Gold Spending cards.
  • Grab Bag and Heavenly Excavator are now transformed into a Curse after 3 uses (3 + number of upgrades for Heavenly Excavator, which can now be upgraded an unlimited number of times)
    I may have over-corrected these two cards, but you still get a ton of value from them.
  • Market Crasher now Exhausts.
    This card can gain an unlimited amount of money in any battle. I wanted to make it a bit harder by making it single use, to discourage farming by playing it over and over again. You can still just wait to play this card until the Possess number is high enough, but you will still get less money overall now.

Fixes:
  • You will no longer lose money if a non-player combatant hits another non-player under the effect of Robbery (e.g. Remilia attacking Flandre in the Gensokyo Mod)
  • Fixed Terrible Luck and Great Misfortune debuffs ticking down immediately after being applied if the debuffs only had 1 stack.

Update: 6 Mar, 2023 @ 1:08pm

This update is sponsered by Shion Yorigami, who thinks you all have way too much money.

Updates:

  • I said this mod was feature complete? I lied! Well, not really, but I got some new ideas! Added run modifiers that start you with different sets of relics (and cards).
    You can access them from the character select screen (at the top of the screen)
    I was talking to a friend of mine, who was sad that one of his favorite builds from the beta version was not possible anymore in the final version since I turned a rare card into the Perfect Possession Legend relic. (That build is still somewhat possible, but a lot less likely to happen since an uncommon relic is less common than a rare card. That, and Perfect Possession+ increased everyone's Possessed by 1 each round).
    This build is still possible with the Perfect Possession Legend relic and Mischance Scatter+, though, which got me joking, why don't I just let the player start with the Perfect Possession Legend relic to make getting this build more consistent, but to make things more balanced, I'd remove the Sister's Bond relic, which prevents Possessed to affect the player.
    It didn't take a lot of time for this joke to be turned into code, and now here we are, with several different run modifiers, selectable at the Character Select screen!

  • The alternate Act4 Boss now plays music!
    Credit goes to AdeleyWolfy.
    Check out their channel for more music (remixes): https://www.youtube.com/@AdeleyWolfy/featured
    Link to the song: https://www.youtube.com/watch?v=t3DC5luDstk

New run modifiers:
  • Standard run:
    The regular version you are used to
  • Perfect Possession
    You start with Perfect Possession Legend, BUT you are affected by Possessed yourself! Can you outlive the mutually assured desctruction?
  • Midas' Soul
    There is a rare event in which you can get the elusive Midas' Soul, which renders your block cards worthless, but makes it so that half of your gold gained is converted into Block instead. With run modifiers now a thing, I decided to add it as one of them, seeing how much it changes the gameplay of this character. Oh, you also start without your Money Pouch. Good luck!
  • Missing Sister
    You died in the alternate Act4 boss battle, and were brought back to the beginning of the Spire. Can you climb it again, without your sister at your side? Start the run without any cards that Possess, use Misfortune or have Shielding. This includes the starting deck AND the card reward pool!

Balance:
Several Block cards are now slightly weaker:
  • Questionable PR: 10(13) Block -> 9(12) Block
  • Occult Spreader: 8(11) -> 7(10) Block
  • Swindle 8 -> 3 Block, 10(20) -> 10(15) Gold
    With some of the more common defensive cards being weaker, Joon is now a bit more frail to discourage excessive farming.
    Swindle has been hit extra hard; it was always meant to be a common that allows the player to gain lots of money if needed, but at some point, when I needed a bit more survivability, I upped the defenses of several cards, including Swindle. When I later introduced some better overall defenses to the character, Swindle remained a pretty good common Block card, on top of giving lots of Gold. Now, Swindle is back to being mostly about Gold gain with a bit of Block on top, instead of being a Block card with Gold gain on top. (Similar to how the Defect's Hologram is a recursion card with a bit of Block gain on top, I had the same design goal here, it just got lost at some point.)

  • Extort's damage has been reduced from 14(18) -> 13(17)
    Due to Vulnerable existing on a starting card, the damage output of Extort can be pretty insane. Extort seems kind of weak at 13 base damage, but it is really powerful with Vulnerable at 14 damage, especially in Act 1, where getting Distract into Extort is very easy due to your small deck size.
  • Rapid Sucker Punch's damage has been reduced from 8(11) -> 7(10)
    Similar to Extort, I wanted Gold gain to always be weaker than non Gold gain cards, to encourage Gold spending. One damage point should not be the end of the world, but should still be enough to encourage taking this card less often.
  • Shakedown is now uncommon instead of common
    I like making references to the fighting game moveset the characters have, with Pickpocket -> Rapid Sucker Punch -> Shakedown being the standard attack combo for Joon. As it is the standard combo, I wanted it all to be common. That said, even I can not deny just how powerful the potential of doubling this turn's Gold earnings is, and as such, Shakedown is now uncommon. I don't want to forbid any crazy Gold gain shenanigans, I just want it to be happening in some runs, rather than in all of them.
  • Grab Bag and Heavenly Excavator now cost 2 more when their Gold cost is 0 due to Poverty God Form. (Their regular cost remains unchanged)
    These two cards synergize a bit too well with Poverty God Form. This has always been the intent, admittedly, but that was before Poverty God Form itself had received a buff before the initial release. Grab Bag had also cost 2 instead of 1 until shortly before release, and I cannot deny that a 1 cost no gold cost card giving you a random relic is kind of too powerful, even if it is a combo. If an increased cost by 2 proves itself to be too much, I will scale the cost increase down to 1.
  • Possessed now applies debuffs to the player at the beginning of their turn. The timing for enemies remains as is.
    With an entire run modifier forcing the player to be under the effect of Possessed, you need to know when to prepare for Vulnerable. As such, the timing needed to be moved.

Fixes:
  • Yorigami now properly starts with less Max HP (70) from Ascension 14 onward
  • Mischance Scatter now properly scales Possessed while you have the Perfect Possession Legend relic
  • Fixed another bug with Mischance Scatter where the base form would always increase the LAST debuff in the list. God knows how I did not catch that before.
  • Fixed a bug where if a target has exactly 1 Artifact and is the target of Ridicule, they do not regain their Strength at the end of the turn for the Misfortune Strength Down part.
  • Crude Oil Pollution no longer makes ChemX flash (it was only a visual bug, it had no functionality)
  • Pluck Pigeon now scales properly when played in multiples by adding +1(+2) debuffs instead of +5.