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Bugfixes on Timewinder and Sp-Hit next turn damage.
I know some skin related boss relics are bugged and woul recommand not playing with them as of right now.
I will probably look into them in a near futur, I can't promise tho.
what I can see is "能量和生命恢复(点0)\n能量和生命恢复(点)".
Fading : 16(21) -> 17(22)
Afterimage Setup : 3 -> 4
Afterimage time wrap : 5(7) -> 6(8)
Process : 18(23) -> 16(20)
Project preference : damage 3(4) -> 2(3)
Sandstorm sympathy : cost 1 -> 0
Zdrive Project : Resoncance required 5 -> 4 | effect 3 -> 2
Zdrive Skt : Strikes generated 5 -> 3
Zdrive Sandstorm: Defendsgenerated 5 -> 3
French and Chinese Potion text fixed
时空断裂 text fixed
"Feel less pain changed"
But obviously since it's removed its pointless
New card : Fading
Greed : 13(17) -> 13(16) damage | moved to Unco
Quick break : 1 -> 0 cost x2 -> x1 Block
Recalling punch : Strike -> Basic rarity | 5 -> 4 damage
Play the Beat : Simplified
Disturblast upgrade : +2 damage
Wait for key timing upgrade : 4 -> 3 cards
Calming waves : 9 -> 8 Block
Load up upgrade changed
Feel less pain changed
card removed : Ice Break
card removed : Feel Less Pain
some text edits
Relic french names :)
For those who've played the mod enough know that most of it is actually intentionnal.
However the ??? text (unknown) and duplicate timeline will get changed. Since I'll update the mod for these fixes I'll remove some cards I don't like to replace them with others, probably Block cards since indeed the char lacks some.
1:44 / 1:52 Time Master, the upgrade should just make the card cost zero energy
8:42 Unchained, should apply the strength gain this turn, rather than next turn
14:33 True Damage Tendency => Vibin' => Nagging Blow ... ??? card text ... WHAT?
19:45 Duplicate Timelines, `you can't say "most" in a game about numbers`
28:24 "That's a cool mod ... the character feels like it has a lot of depth"
Please add more good block cards to this character's deck
https://www.youtube.com/watch?v=E8CvhIEYBI0
Fancier card background
Level up : cost 2 -> 1 but is now Exhaustive 2 when not upgraded
Phase dive : When upgraded, the strike created is not 0 cost anymore
La traduction française a été mise à jour suite à la mise à jour de StsLib. De plus la carte "Adouci la douleur" n'avait pas été traduite suite à son nouvel effet, ça devrait être corrigé.
Process : changed (available soon)
Chronobreak : Reworked
Feel it : Reworked
Certains oublis dans la traduction française rajoutés
When bringing ekko to StS I made a StS character with what that implies
im not sure what you mean by "breaking all the rules" here, cause from my point of view, if the basic version of it was made, aka starting deck for all champions along with runes and items, then making a champions as an extention is a way for other players like you and i, to bring in our own league of legend's champions into slay the spire. it doesnt make a new game, just like any other mods, they alter the game in different ways, and that what keeps it fresh
The main poitn was to have a character in slay the spire, this inspired by a lol champion, but that is still a StS char with everything that implies. If you start to change and break all the rules, unless you do it correctly, which basically means creating a whole new game, you will have something unfunny that people with get bored of
So, In league, we know that it is very item/rune dependent, with three basic abilities, a passive, and an ultimate. The question is how we should implement these game-play mechanics into the world of slay the spire? For this, you need two different mods, one for the item/runes with limitation, the other being the champions being added to the game, there's a reason why that two different mods are needed to make this successful. Runes, Items, and a universal deck should be easily implemented through one mod, a universal deck is easy to make as it will cover the basics of auto attack and defensive attack, however both runes and items will be the hard part, as they have value in different spectrum. Champion mods will be made with a passive and the rest of their kits as an add on.
- few cards Balancing
- 3 card arts changed
- 1 power art fixed
- translation done for tooltips and some other shit
Still puzzled as how you're supposed to combo your way through those acts with this deck.
But most important 6 new skin related boss relics
Next step will be to add a way to polarise gameplay by embodying a ekko skin, still WIP tho.
And ofc fill some cards but nothing much more, mod's close to be finished