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I have also considered a Cyberman or Sontaran character but I don't really have any ideas for mechanics they could have. The Daleks have had lots and lots of different abilities throughout Doctor Who that were a great inspiration for this mod. Whereas, I don't think there's any other Doctor Who villain who has the same level of variation.
I've got a whole document full of mod ideas I've brainstormed, but I'm very much saving it for Slay The Spire 2. Idk if most of them will ever be created though since their mechanics/balance doesn't feel good enough beyond just a concept.
The mechanics I have experimented with are:
- A character focused on thorns and plated armour (felt too unfun to play, you just stall a lot of fights).
- A character focused on X cost cards and cards than can only be played under certain energy requirements like only costing 1 energy but can only be played when you have 2 energy (resulted in less choices being made per turn, could probably be redeemed with more deck manipulation)
- A character which has lots of card/deck manipulation but every card in your deck auto plays (is a fun gimmick but was super buggy- so I'm hoping this can be something I can experiment with more in STS2).
- i got a relic (cerebro) which duplicates the 1st Power played each turn. using the 6 Negation x2
- i got a card that let me duplicate a card in deck, using that same negation power card
- i upgraded them to 10 negation each (making about 20 per card) :)
and did a few more cool things leading up to a modded big boss fight just before the heart (with it having 500hp)
and i beat it, only to realise that i had forgotten to enable Endless mode, and the run ended at the heart :o)
(i also got a relic from an event without knowing that it would swap my starting Dalek relic into something else, but it still turned out ok)
it was such a cool run with very good cards and relics, i think it would have done really well in endless
我现在已向 达莱克 添加了简体中文的 谷歌 翻译版本。我确信其中有很多语法错误和不准确之处,但我希望它有用!
I do agree that Escape Casing should be cheaper though. It was originally quite a bit stronger but I nerfed it shortly after release but I didn't account for the nerf also needing a reduce card cost. I'll be sure to make that change when I next update the mod.
The cards you're talking about are the ones that have to be unlocked?
Looking at the starting pool, I dont see enough scaling cards for negate.
Maximum Extermination instantly kills minion enemies - those are the ones that can get spawned in by other enemies and disappear when the enemy spawning them in dies. To all other enemies it will just do it's specified amount of damage.
If you're having some difficulty with some of the higher damage enemies, you need to be planning ahead to those fights when you're dealing with the easier 'insignificant' enemies. There are quite a few cards and relics that allow you to prepare for the bigger hits! The most successful Daleks are the ones that know when to follow through with all out exterminating and when they need to be a little bit more cunning! :P
Enemies dealing high damage will bypass the negate and deal a lot of damage.
Also, because it seems to eschew block for damage negation, you have no use for a bunch of relics that interact with block, which is really a loss.
But the head in particular is an enemy you're going to have a hard time trying to out scale with the damage negation (I've only had 2 non-modded runs where I was able to approach 50-60 negation). Ideally you want a very strong offensive deck for enemies like that to kill it before it starts doing high amounts of damage.
For the wasted block debate, I've had the idea of something like "every 20 block you would have gained, apply 1 weak to a random enemy", which shouldn't be too powerful whilst also making block relics not a complete waste- but I'm not really too sure how I'd implement that without it being a bit cluttered with a second starter relic. I'll have a think about it though.
Haven't played it myself, only watched a playthrough, but if I could pitch in my own two cents on the Block issue?
What if you could convert Relics into something the Dalek can use? Nothing too major, since it'd probably apply to all relics, but it could turn them into, I dunno, healing or another form of negation, or something like that.
No clue if it'd buff the character, just wanted my idea in the ring.
there are a lot of modded cards which can also give (and utilise block), such as do damage this turn equal to your block, so if the dalek can still get block from modded cards to use, it will still be compatible in that way too
I decided to just prevent block rather than give The Dalek anything in exchange because I think The Dalek is already powerful enough as is. It is therefore up to the player to avoid taking anything that gives them block from things like shops or events.
Obviously though, that does create the problem of it being a little bit unfun when you get one of the many relics that are completely useless as a result of not having block- but there are a few relics in the base game that people consider a bit useless anyway. I think having more things that are a bit useless is in keeping with the flavour of the character and just part of the nature of roguelikes. But if anyone has any ideas of how The Dalek could interact with block-giving cards/relics that don't buff the character too much then I'm open to suggestions!