Slay the Spire

Slay the Spire

Fabricate: Custom Creation and Runs
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Update: 17 Oct, 2023 @ 9:35pm

v3.1.2

- Added loadout value editing option for custom relics
- Workshop folders are now automatically scanned for compatible folders containing Fabricate items. Note that workshop items uploaded as loose folders instead of JAR files will not be visible in the MTS launcher. For more information on how to have your workshop item recognized, please see https://github.com/SevenDayCandle/STS-Fabricate/wiki/Basic-Usage#uploading-to-steam
- The info panel on the various custom item selection screens will now appear above said items
- Fix custom loadout values defined on cards being ignored in loadouts

Update: 16 Oct, 2023 @ 5:37pm

v3.1.1
- Template cards will no longer be visible in the card library by default. This should fix issues with them appearing in runs for certain modded characters such as the Packmaster
- The "Base Game"/"Fabricate" toggle on the Colorless/Curse pages will still toggle the appearance of the cards the templates represent to show their template variants, but other colorless/curses will still be visible
- Damage, block, and cost traits now have an "exact" option to make them output a fixed value instead of a relative value
- Added field for loadout value on custom cards
- Added button to export csv/json files on the various card pool preview screens
- Added a button to certain card pool preview screens that lets you import an existing card pool from a CSV file exported by EUI
- Added a sample template to the potion and blight screens
- Added a check that should prevent cards that reference rarities/types/colors from other mods from crashing the game if said mods are not active
- Fixed custom powers showing "When created" for empty effects
- Fixed capitalization on custom powers with more than 1 effect
- Fixed affinities not being shown in cards in the compendium
- Fixed "Load Existing" button on the card selection no longer doing anything

Update: 7 Oct, 2023 @ 8:25am

Update: 7 Oct, 2023 @ 8:22am

Update: 7 Oct, 2023 @ 7:42am

Update: 6 Oct, 2023 @ 5:01pm

- Hotfix for custom cards crashing when loaded in-game

Update: 6 Oct, 2023 @ 4:53pm

- Fixed relic/blight names not changing when upgraded
- Fixed relics and blights not loading their upgrade and form changes when re-entering the game
- Fixed tiers on custom blights not being saved
- Fixed acquisitions of duplicate unique blights going through instead of upgrading the existing blight

Update: 6 Oct, 2023 @ 2:56pm

- Fixed cards in card selection effects not being hidden upon pressing the "Peek" button if those cards were in the hand
- Fixed the scroll bounds in said selection effects sometimes being set improperly when multiple card groups were covered, which made it impossible to scroll down
- Fixed effects under blights and powers without any parent trigger not showing "At combat start" or "When created" at the front
- Adjusted namings on effects on powers that target the power owner

Update: 6 Oct, 2023 @ 11:44am

Update: 5 Oct, 2023 @ 9:22pm

v3.1.0
- Added blight editor
- Added effect for creating blight
- Added condition/modifier for checking blights
- Added first-time walkthroughs for the potion, blight, and power editors
- Added toggle in custom runs for custom blights. The custom item toggles in the custom run screen are now also on by default
- Card/relic/potion/blight dropdowns in the effect editing pane now show a preview of that item when hovering over the row
- Added an additional "or" option to card generation effects to toggle between generating X copies of a card matching each filter and generating X cards matching any of the filters
- Custom powers mentioned in effects now show icons when EUI's description icon setting is active
- Fixed cards mentioned in effects showing "+" in the name even if they were not upgraded
- The gameplay-changing settings in the Basemod settings page are now put onto their own page
- The Low VRAM option can now be toggled on or off in the middle of a run