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Wouldnt this be better worded as "Apply 7 Poison. (Then) Gain block equal to the targets Poison."
https://github.com/Paul-Sml/Neat-The-Spire/blob/main/src/main/java/neatTheSpire/cards/red/PiercingStrike.java
clock of the shade (shop relic): upon pickup add 2 upgraded copies of Apparition to your deck.
party pack (rare relic): upon pickup add an upgraded apotheosis to your deck, gain 20 max hp and gain 3 potion slots.
ClawTimus, God of Claws (boss relic): upon pickup transform all attacks in your deck into upgraded claws, whenever you add an attack to your deck transform it into an upgraded claw, whenever you play a claw gain 1 temp hp.
MarkEron, God of Pressure (boss relic): upon pickup transform all skills in your deck into upgraded pressure points, whenever you add a skill to your deck transform it into an upgraded pressure points, whenever you play a pressure points gain block equal to the amount of mark the target enemy has.
Beserker's might (1 cost rare ironclad power): for every card in your exhaust pile and every card you exhaust gain 1 strength. gains innate when upgraded.
deadly arsenal (1 cost common silent attack): deal 5(8) damage and add 1(2) shiv's into your hand.
preemptive caution (1(0) cost uncommon watcher power): when played and at the start of your turn add a 0 cost (upgraded) safety with ethereal into your hand.
Lava Hand : 1 HP, 8 damage -> 2(1) HP, 9(11)
Simpleton : Simplified overall
Shieldrang, Always Learn : removed
Ironclad, Silent and The Watcher all pack 9 cards, I can add 1 card for each I will take ideas
Paint Roller : hand full -> at least 9 cards | triple -> double
Geode : 3 -> 5 damage
Blood Hourglass : simplified and made more fair
The Spire Biomes card "Flurry" (X cost deal 8 damage to a random enemy X+1 times) does not interact properly with the Neat the Spire relic "Paint Roller" (When your hand is full, Attacks you play deal triple the damage).
I had 5 energy, 6 strength, and a full hand, and on hover the card incorrectly displayed 30 times X+1, tripling the base damage before strength is applied. It should be 42, but even worse despite displaying 30, when played the card only did 14. I reproduced this twice, and unfortunately this was the difference between 180 damage and 84 damage, and lost the run against Deca. Pretty frustrating, but bugs happen. I think it is most likely on Neat the Spire's end, as it seems like the implementation of Flurry would be quite generic and well handled by the game, but I'm dropping the report in both for completeness.
Polarization+ correctly activates orbs next to the last magnetic if placed at the last spot
As for Gitl-head I chose to simply lower the value (6->4) instead of doing a more complex effect or a mod config. It now is a correct/good common relic for heart runners and an average/bad relic for non heart runners. Value might be too low given hp gain require a special condition acquired over time, looking for your feedbacks
the one glaring critique I have is that gilt-head (Raise your Max HP by 6 for each Key you own and obtain.) seems way too strong, especially for a common. 18 max health is bonkers; in comparison, mango in vanilla is a rare and only gives 14. yes, the 18 is technically conditional, but it's conditional on something that I think everyone is doing every run anyway.
Ironclad (Red)
Double Blade : 8(10) -> 9(11) Block
Lava Hand : changed so its interresting effect is availabe without requiring an upgrade. HP loss synergy
Piercing Strike : 6(8) -> 8(12) damage | text changed to be slitghly more precise
Pocket Blade : 8(11) -> 9(12) damage | 5(8) -> 6(9) Block
Defect (Blue)
Dispense : Removed
Light Switch : Removed
These are the cards I'm keeping an eye on and look forward for your feedbacks :
Flame Blow, Piercing Strike, Simpleton, Always Learn, Special Concoction.
Or any feedback and ideas really :)
Deep learning core : nerf
Polarization : avoid infinites and more interresting upgrade than just a -cost
Dispense, meteor spin, bloody claws: too useless/specific in their previous state
Side note
Dispense, Fine and Shine (blue) are subject to changes or removal since I'm not happy with their current state, and currently there isn't exactly 10 cards mer char which is a rule of myself that i can break if it serves the mod but currently it only halfly does it.
Feedback and suggestions are always appreciated
(red) Inner fire : Dynamic text + allow player not to exhaust (mod config removed since not useful anymore)
(blue) Deep Learning Core : X(+2) -> X(+1)
(blue) Dispense : Since light orbs aren't what they were, Dispense has been changed
(blue) Reach Stability : can now be played even if condition aren't met
(blue) Polarization upgrade changed to : Trigger the passive ability of Orbs next to a Magnetic Orb.
(blue) Meteor Spin : cost 0 -> 1 | Can only be played if you have at least 9 cards in hand -> Discard 5 cards to...
Inner fire, Simpleton, Reload, Aspiration : better text
Relics
Seesaw : 3 -> 4
(red) Bloody Claws : ...heal HP lost on the last turn -> heal twice the HP lost on the last turn from cards | amount shown on counter
(purple) Pocket Lightning : bug fixed
Seesaw, Paint Roller : better feedback
Mod Configs
New : Allow Rip and Tear damage to be increased by Claw
Removed : Inner fire config (see msg start)
Solar Panel changed to fit new Light orbs
MidJourney's art added to a good chunck of cards, lmk what you think of it
Removed ; Tormenting Strike
Light Orbs channeling cards have been changed.
Lava Hand : damage 7(7) -> 7(9)
Magnetic evoke draw : 3 -> 2
Inner Pain : base damage 17(19) -> 17(17)
What this rare does is actually allowing you to gain block, first of all at the cost being to lose some aswell since hitting into block and/or with weak (or other -dmg) gives you less block in the end.
But let's say in the majority of cases you gain extra block thx to strength, or vulnerable, i would compare to Reaper, which heals you. Whereas here you only gain block utilise potential damage for temporisation instead of actual damage.
When you know that wallop is a card I hardly see how shieldrang is op, and would gladly hear your opinion
1 per character
2 relics which go together, one is intentionally hidden for you to discover
Secret Stash now costs 15 golds
(blue) Polarisation : cost 2(1) -> 1(0)
(purple) Desolation Strike : Uncommon -> common
ui text fixes