Slay the Spire

Slay the Spire

The Flagbearer
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Update: 27 Jun, 2023 @ 8:57am

The Flagbearer 1.2.0

Fatigue

“Gain 1 Fatigue at the start of your turn. When you gain 1 stack of Fatigue, remove 1 stack of Aura: Might”
Now
“Gain 1 Fatigue at the start of your turn. Then remove Aura: Might equal to your Fatigue

This update effectively does not change how Fatigue and Aura: Might function when using the starting deck. It is only intended to make the effects of Plant and Fatigue consistent even when using Aura: Might modifying effects like Aura: Accel or Might Banner.

Plant // Mystical Banner // Relic Swapping

“When the flag is Planted gain 2 stacks of Aura: Might”
Now
“When the flag is Planted gain 1 Aura: Might”
Additionally - Plant, by default, grants 1 Aura: Might

In relation to the changes to Fatigue, relic swapping becomes heavily punishing as the first turn pass while Planted would result in -1 Aura: Might and peak at -3 Aura: Might.

I was a bit unsure how to handle relic swapping on the outset so it was initially, “if you’re not paying for Aura: Might then Fatigue shouldn’t punish you”. However, part of Fatigue is paying for the Pulse effect every turn (3 damage to ALL enemies).

I recognise that relic swapping is an important option for some players. Now that Fatigue statically keeps track of itself, relic swapping would be very risky or unplayable. So, part of the power of the starting relic has been shifted to the Plant action. This allows players to have a similar amount of time to cycle through their deck for a Recall card while still presenting a trade-off for swapping out Mystical Banner (potentially a turn with -2 Str/Dex)

Plant (keyword)

Added “… Gain 1 Aura: Might, and …”
See changes to Mystical Banner.

Mighty Banner
Flavor text updated to be unique from Ethereal Banner.

Sorry for the whirlwind of patches, this should be the end of any major changes for a while. Thank you again for playing the mod! Enjoy!

Edit: (Forgot to mention this)
Sanctuary

The block on Sanctuary has been reduced by 4.

Changing Sanctuary to "cannot have attacked" works as intended (woo undo synergies) but to bring it in-line with no longer being effectively once per turn its power is being reduced.

Update: 24 Jun, 2023 @ 11:32pm

Version 1.1.1

Bugfix

Pillars of Light now correctly shows its base and upgraded card text

Update: 24 Jun, 2023 @ 2:08pm

Version 1.1.0
New Card, “Dimension Walker” - Rare | Power | 2(1)
Whenever a card with Suspend is played:
Skill – Gain 3(4) Block.
Attack – Deal 2(3) damage to a random enemy.

I was initially unsure if I wanted to include a scaling card for the Suspend suite of cards. Part of my design philosophy (including my personal projects) is that the implied value and context of actions (cards in this case) are heavily valued.
Interestingly, I felt like a lot of the Suspend cards did what they were supposed to do. However, the Spire can be pretty ruthless at times and drawing a card which will mostly, or only (a single tear for Hopeful Plea and Focus), help you next turn may be enough of a brick that it will end your run. As such, I wanted to include a defensively slanted power card to help bridge the gap to next turn, either safely or by at least enough to benefit from Suspend effects.
No extra effect for Life Magic, rip.

(Basically) New Card, “Parallel Universe” – Uncommon | Skill | (2)1
Paradox.
Play all Suspend effects immediately.
Gain 1 Energy. Draw 1 Card.

Parallel Universe was initially a wheel style card in the same vein as Calculated Gamble but contextually not as useful. The flavor was “escaping to another timeline” to get better options. However, a lot of the time it redraws the same cards. Low impact and I don’t think the Pulse or Auras decks need more help.
So, instead I wanted to make another Suspend payoff. I certainly had concerns about making a card like this due to it creating a too much value (bordering infinite). I forgot that I made “hard once per turn” a keyword, Paradox, so I think it’s going to be okay.

Sanctuary
Base/Upgrade: Must be played first -> Cannot have attacked.

I love Sanctuary, however, I felt like the disynergy with Grimoire/Retrace or in general, card manipulation, is very punishing. “Must be played first” was only meant to prevent dealing damage to enemies before benefitting from the block as this would result in having no tradeoff for playing the card. It has been changed to “Cannot have attacked” (Yes, you can get those cheeky pulses through before playing this card)


Seraphim Feathers
Base: Deal 3 damage 6 times -> Deal 4 damage 5 times

Pillars of Light
Base: Deal 4 damage 10 times minus 1… -> Deal 5 damage 8 times 10 times minus 1…

Small changes to the multi-hit cards to make the upgrade feel better. Base damage is similar, but upgrades allow for maximum scaling. Kinda feels like the upgrades are “punchier” if that makes any sense.

Futuresight
Base: Scry 5 -> Scry 3. Suspend – Draw 1.
Upgrade: Scry 5 Suspend - Draw 1 -> Scry 6 Suspend – Draw 1

This card was changed close to launch. It’s been updated so the Suspend context and power of the card is available pre-upgrade. Also, while there are notable differences between drawing immediate and next turn, the upgrade has changed to Scry 6 so it can differentiate from Cantrip.

Retrace
Now correctly only counts as a Suspend card when upgraded.

Thank you so much for the warm reception to The Flagbearer mod! I hope these changes can help you conquer the Spire!

Update: 23 Jun, 2023 @ 2:28pm

Bugfix

AoE cards, Lightning Spear and Flag Quake now work with randomized target effects like Distilled Chaos, Grimoire, and Miracle

Update: 22 Jun, 2023 @ 10:50am

Update: 21 Jun, 2023 @ 10:31pm