Slay the Spire

Slay the Spire

100% Spire Juice
Mistress Autumn  [developer] 12 Mar, 2021 @ 2:30pm
Version 0.9.0 Update Notes
Hello! The amount of changes was too big to fit in the Change Notes, so I have posted the entire list of changes in this update here =]

~~~Version 0.9.0~~~
New Additions:
  • All cards now use Common Keyword Images in addition to their descriptions. This allows you to see at a glance if a card Exhausts, Retains, Purges, or is Ethereal without reading the description.
  • New Keyword: Ranged. Ranged attacks do not trigger Thorns or Sharp Hide and can be played while Immobile.
  • New Power: Immobile. This is functionally very similar to Blur and Entangled packaged into 1 power. The difference is that while Immobile, you can still play Ranged Attacks, whereas when Entangled you cannot play any Attacks.
  • New Power: Crystallize - Negates a debuff. Upon negating a debuff, Block retains for the turn.
  • New Potion: Vigor Potion (Common) - Gain 10 Vigor. While this is half as strong as a fire potion, Vigor works with AoE attacks and multi-hits, so this should be comparable in builds that operate around those.
  • New Potion: Steady Potion (Common) - Gain 10 Steady. While weaker than a Block Potion, Steady works with multi-blocks, so this should be a viable alternative when running those.
  • New Potion: Lubricant (Common) - Apply 2 Vulnerable, Splash. This will apply 2 Vuln to a single enemy, but 1 Vuln to all other enemies. It can be considered an AoE counterpart to a Fear Potion.
  • New Potion: 100% Orange Juice (Common) (previous potion with the same name renamed to 200% Orange Juice) - Achieve Norma 5. Heal 5 HP. This does not trigger any 'On Norma Generation' effects, as this would make this far too strong. While the primary effect of gaining Norma 5 immediately will be much less useful in late game, the small healing should still make this worth using if no better potions are available.
  • New Potion: Blasting Potion (Common) - Apply 14 Blasting Light. Splash.
  • New Potion: Liquid Chains (Uncommon) - Target enemy loses 6 temporary Strength.
  • New Potion: Norma Potion (Uncommon) - Generate 1 Norma per turn for the next 3 turns. This Norma generation works with all 'On Generate Norma' conditionals, of which there are many more in this update.
  • New Potion: Refund Potion (Uncommon) your next 2 cards played refund their cost. Like with the card with the same effect, you do actually need to meet the energy requirement to play the cards, they just are refunded!
  • New Potion: Crystal Potion (Rare) - Gain 2 Crystallize.
  • New Potion: Overload (Rare) - Double the amount of all your powers. If this turns out to break too many modded powers, I can change this to a Whitelist of powers known to not break.
  • New Card: Desperate Modification (Common 1 Cost Attack). This Deals damage to a single target, but if the target is intending to attack you this turn, this card instead gives a big boost of Block and exhausts itself.
  • New Card: Golden Egg (Common 1 Cost Skill). This gives 7 Block and shuffles a random Attack into your draw pile. It synergizes with Accelerator, and has a Norma 2 effect where the attack card is added to your hand instead.
  • New Card: Quick Restoration (Common 1 Cost Skill). This was designed to allow easy access to synergy with Steady. It gives 3 Block 2 times (upgrades to 5 Block 2 times). It has a Norma 3 effect which lowers the Block gained by 1, but increases the number of times Block is gained by 1. This is has no immediate effect on efficacy for the non-upgraded version (2x3 = 3x2), but is an upgrade in terms of total Block when upgraded (4x3 > 5x2). In either case, the scaling of the card will be better with the additional time when any Dex, Temp Dex, or Steady are included in the mix.
  • New Card: Rainbow-Colored Circle (Common 1 Cost Skill). This card removes some of your Block and converts it into Steady. Aside from obvious applications with cards like Quick Restoration, this can also be used to save Block that would otherwise be wasted at the end of your turn for future use.
  • New Card: Blue Crow (Common 1 Cost Attack). This card deals 6 damage and gains 0 Block. Block is increased by 2 for every Attack card in your hand (including itself). Under normal circumstances, Star Breaker has a max hand size of 10, this means this card can be as weak as 6 damage + 2 Block, or as strong as 6 damage + 20 Block. The upgraded form also Retains, to assist in setting up larger hand sizes.
  • New Card: Beast Witch (Common 1 Cost Attack). This attack deals 5 damage and also buffs you with 2(upgrades to 3) temporary Strength. It also has a Norma 2 effect that raises it's base damage by 2.
  • New Card: Delta Field (Common 1 Cost Skill). This skill finally allows Star Breaker a more reliable way to have Vulnerable applying cards in her deck. It applies 1 Vulnerable to ALL enemies and also causes them lose 1(upgrades to 2) temporary Strength.
  • New Card: Extraordinary Specs (Common 1 Cost Skill, Exhausts). This skill applies 4 temporary Strength + temporary Dexterity and also draws 1 card. It upgrades to a 0 Cost, and should allow for additional set-up options.
  • New Card: White Christsmasher (Common 1 Cost Attack). This deals 4(upgrades to 6) damage to a single target 2 times. If you happen to be holding Red & Blue in your hand, this card instead hits ALL enemies. While the synergy with Red & Blue will be difficult to expressly built for, this does allow for other common ways to make better use of Vigor.
  • New Card: Rbits (Common 0 Cost Skill). This card gains 3(upgrades to 5) Block and 2(upgrades to 3) Steady. It's Block gain is strictly worse than other 0 Cost Block skills, but the easy application of Steady can be utilized with multi-block cards.
  • New Card: Poppo The Snatcher (Uncommon Gift). This Gift steals any buffs that monsters attempt to apply to themselves (or other monsters). There are currently a whole slew of exceptions (mainly boss powers) that it will not steal, either due to the boss mechanics failing to function or the powers straight up being negative to the player. Some of these powers may be patched in the future, but for now they are simply ignored. This card currently has unbelievable potential in some fights, and can completely trivialise at least 1 basegame encounter (Transient). Do note that while this can steal modded powers from custom encounters and bosses, modded mileage may vary. If you run into any crashing or otherwise unpredictable behaviour when stealing modded powers, please let me know.
  • New Card: Unforgiving Avenger (Common 2 Cost Attack). This card will act as an introductory card to the Revenge mechanic. It deals 12(upgrades to 14) Revenge Damage (which means it deals 50% more damage if used on the last target who attacked you), and also applies 1(2) Weak. It also has a small buff of +2 damage as a Norma 2 effect. While the strict values on the card are worse than other 2 Cost attacks, the Revenge mechanic applies after ALL other damage modifying effects, which has potential powerful setups.
  • New Card: Present For You (Uncommon 1 Cost Skill). This card will allow you to choose between adding 1(upgrades to 2) Gift card(s) to your deck or adding 1(2) Trap card(s) to your deck. Synergizes with Accelerator.
  • New Card: Protagonist's Privilege (Uncommon 2 Cost Attack). This deals a large amount of damage and draws 2 cards. If all cards drawn this way are the same type, then this entire effect is repeated next turn. It also has a Norma effect to heal for a minor amount of HP if you dealt unblocked damage.
  • New Card: Rival (Rare 2 Cost Power). The healthiest enemy becomes your rival. You deal 10% more damage to your rival, and this is increased by 10% every time your rival attempts to attack you. Stacking this power results in a higher damage boosts per turn.
  • New Card: Whimsical Windmill (Rare 1 Cost Power). This power gives you 1 energy at the start of your turn for every enemy who attempted to attack you last turn. Stacking this power results in gaining additional energy per enemy who attacked you last turn.
  • New Card: Chef, Please Help Me! (Rare 1 Cost Attack). This deals Revenge Damage and if you receive unblocked attack damage 4 times in one combat, the next hit this card does also deals double damage. The effect then rests and can reactivate again after 4 more hits.
  • New Card: Dark Side of Business (Rare 2 Cost Skill). This is the new card for generating the Magical Cards which were previously tied to Melting Memories. It consumes all Norma levels and allows you to choose a Magical Card with as many uses as Norma was spent.
  • New Relic: Home Panel (Common) - Lowers the number of cards required to gain a Norma level by 2. This means you will need 8 Skills or 10 cards of any type (if you have the boss relic).
  • New Relic: Heal Panel (Common) - Heal 2 HP every time you gain a Norma level. This is expected to be similar to Blood Vial in how often heals are acquired.
  • New Relic: Bonus Panel (Common) - Gain 1 energy every time you gain a Norma level.
  • New Relic: Draw Panel (Uncommon) - Draw 1 card every time you gain a Norma level. This should be similar to Ink bottle in performance.
  • New Relic: Damage Panel (Uncommon) - Deal 7 damage to ALL enemies each time you gain a Norma level.
  • NOTE: The existence of these relics indirectly buff Backdoor Trade, which has direct synergy with all of them. Try to collect them all! Maybe something good will happen?
  • New Relic: A Truly Golden Egg (Uncommon) - On pickup, add a unique copy of Lulu's Lucky Egg and Golden Egg to your deck. These unique versions are much more powerful than the base versions, and do not appear in the compendium.
  • New Relic: Spare Bit (Uncommon) - On pickup, add 2 Deploy Bits to your deck. While holding this relic, Deploy Bits will now scale and gain +2 bits each time it is played in combat.
  • New Relic: Scorching Sun (Uncommon) - Apply 1 Blasting Light when you deal unblocked attack damage. This is designed to work similar to how Envenom works, so multi-hit attacks can apply more than once.
  • New Relic: Searchlight (Uncommon) - At the start of combat, apply 2 Overheat to the healthiest enemy.
  • New Relic: Fleeting Butterfly (Uncommon) - The first card you play each combat is converted into a Memory.
  • New Relic: Bottled Orange (Uncommon) - On pickup, choose a card. Whenever you generate Norma, move this card to your hand. This effect is functionally identical to the way Long Distance Shot works, so it will even exhume the card to your hand if you have exhausted it! This opens up the possibility of using a card that exhausts multiple times per combat, as long as you have a way to generate Norma effectively.
  • New Relic: Strange Present (Rare) - At the end of turn 5, apply 4 Vulnerable and Weak to ALL enemies. Do note that as it activates at the end of the turn, you effectively only get 3 turns to use the effect. This may be changed however.
  • Star Blasting Light now has minor screen shake during the flames effect.
  • Spawning Star Blasting Light via the starter and boss relics now plays a happy animation (like when playing a Power card).
  • Added a Heart Breaker scene, courtesy of Clown Bird!
  • Added dynamically colored card trails. Playing a card will now set card trails to the color of the card.
  • Star Breaker now has voice lines at the end of battle as well.
Removals:
  • Self Destruct - I tested a multitude of reworks for this card, and while some of them were certainly good, none of them felt natural to be in the draft. A rework may be added back in the future, but for now, it has been shelved. It's code still exists in the mod, but it should not appear at any point in the game.
Last edited by Mistress Autumn; 12 Mar, 2021 @ 3:16pm
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Mistress Autumn  [developer] 12 Mar, 2021 @ 2:30pm 
Balance:
  • Long Distance Shot buff - Now a Ranged Attack. In addition, is now added to the hand when you generate a Norma level, rather than gain one (subtle difference, it now works even if you are at Norma 5 and cant gain additional levels).
  • Extended Photon Rifle buff - Now a Ranged Attack.
  • Evil Spy Work Execution - Now a Ranged Attack. This should increase it's viability in later acts as it was basically suicide vs Thorns users previously.
  • NOTE: There are a few cards which would make sense to be Ranged Attacks (Jonathan Rush, Rocket Cannon, etc.), however, they are currently not for balancing purposes. This may be changed in the future however!
  • Immovable Object buff - Now gives 2 Immobile (was previously 2 Blur and 2 Entangled). As Ranged Attacks can still be played when Immobile, this allows for more synergy options.
  • Big Magnum rework - Is now a 1 Cost Uncommon Skill that does not Exhaust (was previously a 0 Cost Common that Exhausted). Has a completely new effect: Select a card in your hand to Exhaust, Gain 4 Vigor, then Increase this card's Vigor gain by 4(upgrades to 6,9,13,18,24) for this combat. It can be upgraded 5 times. This should allow for some interesting mechanics, and is much more usable than before.
  • Go Away nerf - Now costs 3 (was previously 1). A full rework of this might be done in the future, for now though, 1 cost was way too low.
  • Completion Reward buff - No longer has a reset when playing it, this will drastically increase viability in longer fights. Norma 2 effect is now +6 damage (was +3 previously). Moved to Common (was Uncommon). To compensate movement to Common, now is a 2 cost that upgrades to a 1 cost (was previously always a 1 cost).
  • Assault buff - Now does 7(upgrades to 9) Piercing Damage rather than Fixed damage and ignoring block. New Norma 2 Effect: The Piercing effect is twice as powerful. This should allow this card to scale and be a better pick in more deck types. While it is basically a Strike against normal enemies, it can pierce for a heavy 14(18) on blocking targets.
  • Ambush buff - Now does Piercing Damage when it passes the Norma check.
  • Heat 300% rework/buff - New effect: For 2(3) turns, all attacks on the target will Pierce. If the target has no block they take 30% (50% at Norma 2) more damage instead. Like with Plushie Marks, if a target is hit by an attack that already does Pierce damage, Heat 300% will result in an additional bonus Pierce damage instance.
  • Big Bang Bell rework - Big Bang Power now explodes when the target deals unblocked attack damage (was previously when they intend to attack) and Exhausts. Like Long Distance Shot, it is automatically moved to your hand when you generate a Norma level, exhuming itself if needed. This allows for substantially easier scaling (assuming you can successfully Block the attacks). Of note, the target doesn't have to deal unblocked damage the player for the power to go off, so forcing the enemy to attack something else (such as with Wanted), will work. This card will now safely have a position in large Block building decks as a potential primary source of damage, and is a much better pick overall.
  • Cloud of Seagulls buff - Now adds 1 Jonathan Rush directly to your hand (was previously shuffled into the draw pile). No other changes were made at this time, but this may see a rework in a future update. I would prefer to have no cards (besides Flamethrower) use the Fixed Damage mechanic, however, being able to hit yourself for boosted damage from Str and Vigor is a serious issue (yet allowing self damage is an integral part of the card from it's source material). As such, the Fixed Damage remains for now.
  • Raging Madness buff - Now costs 1(was 2) and applies 2 Strength(was 1). This should make this a little more viable of a choice.
  • Treasure Thief buff/QoL - In lieu of the incredibly wordy effect that it had before, this now has a Norma effect that increases the amount of cards you are able to draw when attacking by 1 (was previously a 50% chance of increasing it by 1 that was calculated on a turn-by-turn basis).
  • Unlucky Charm rework - Is no longer basically a curse, lol. Has an entirely new effect: When held, any debuffs applied to you are also applied to ALL enemies. This has obvious synergy with cards that have negative effects, but is still effective in a deck without any as there is no shortage of enemies that inflict debuffs.
  • x16 Big Rocket buff - Now deals 12 damage (was 10). When upgraded, damage and scaling both increase by 3(was 2).
  • Forced Revival buff - Now Heals 4(6) HP, Gains 1(2) Energy, at the cost of applying 2 Weak (was previous at the cost of 1(2) Vulnerable). New Norma effect: -1 Weak (was previous +1(2) Weak but double Energy gain). This makes this card much safer to use in higher ascensions, and the norma effect no longer has any negative side effect.
  • Blazing! rework - Now applies 6 Blasting Light at the end of your turn, and then increases the amount it applies by 3(upgrades to 6). No longer has a negative effect on the player. The values of this may change for balance, but the effect of the card is now substantially more reasonable than before.
  • Sink Or Swim rework - No longer applies 1 Vuln, Weak, and Frail for 3 turns. Instead applies 3 Weak and 3 Frail all at once, so 2 artifact is enough to avoid all downsides, rather than 9. The removal of Vulnerable from the downsides should make this more viable of a pick, but if this still underperforms the values will be modified.
  • Bloodlust rework - Has a completely new effect and no downside. Upon attacking, Bloodlust will become active. While active, ALL attacks you make will cause you to gain 2(upgrades to 3) Temp Strength. At the start of your turn, Bloodlust will then use 1 Gift Use if was activated the previous turn. As it expressly applies 'on attack', it synergizes well with AoE (as each hit in an AoE is an attack), and multi-hits (as each individual hit in the sequence is an attack).
  • Metallic Monocoque rework - Now a Gift (was previously a Power) that has a much stronger effect: Whenever you would lose HP, lose 5(upgrades to 6) less HP. Once this effect activates it is effective for the remainder of that turn. At the start of your turn, it will then use 1 Gift Use if it was activated the previous turn. Given that the effect lasts the entire turn once activated, it is capable of lowering the damage of multi hits and/or multiple enemies, all from the 1 single use.
  • Reproduction of Records buff - Now copies the last 3 cards (was previously 2).
  • Rocket Cannon buff - Now costs 0 (was 1).
  • Big Rocket Cannon buff - Now hits ALL enemies (was Splash).
  • Plushie Master buff - Attacks that deal 7 or less damage (was previously only less than 7), will have damage raised to 7 and Pierce if there is Block to piece. If no Pierce was done (because there was either no Block or the damage was over 7), gain 3 Temp HP (was previously only if damage was 7 or higher).
  • Deploy Bits buff - Norma effect now only Optimizes (was previously -3 Bits and Optimize).
  • Sweet Battle rework - No longer tied to the creation of Cookies due to Accelerator shenanigans resulting in far more healing than was reasonable. Instead, directly heals 2 HP when drawn or retained and has 3(upgrades to 4) uses. This results in more healing on average than before, but no additional effects. Compared to Bandage Up (which is the same rarity and also has no cost, but is Colorless), this results in 2 more HP healing, but it takes longer to get the full healing.
  • Saki's Cookie reversion - The current Cookie was clunky and inconvenient. Reverted back to the simpler effect before the rework: Gain 2(3) HP. In addition, has a new Norma 4 effect that converts it to a cantrip by also drawing 1 card. This should make more useful in both early game (where healing may be more useful) and late game (where the cantrip nature can be taken advantage of at higher Norma).
  • Lulu's Lucky Egg buff - Now gains block 2(3) times instead when that effect is triggered, rather than the block being 2(3) times stronger. This allows it to have better synergy with Steady and Dex.
  • Leap Through Space/Time reworks - Now a single power, Leap Through Spacetime. When played, you are presented with 2 different powers to choose from: Leap Through Space allows you to view any cards that you will draw next turn, and add them to your hand if you want, at the cost of 1 less card draw next turn per card taken this way. Leap Through Time allows you to borrow energy from your next turn, gaining it at the cost of 1 less energy next turn per energy gained this way. Both powers should respect all base-game versions of Increased Energy, such as Philosopher's Stone, and Next Turn Energy, such as Energize, (by letting you borrow more, since there would be more energy to borrow), as well as Extra Draw Power, such as Serpent Ring, and Next Turn Draw, such as Predator (by presenting you with more cards that you will be drawing next turn). Modded mileage may vary, as it is difficult to determine all the ways that mods can change energy and draw power.
  • Magical Memories rework - No longer tied to the existence of Magical Cards. Now consumes all Norma Levels (but you regain 1 lost Norma per turn) to apply 1 stack of Magical Quill. This new power converts the first card you play each turn into a Memory if it is viable to do so. Viable cards are Attack and Skill cards which cost 0 or more energy. A Memory is removed from play and added to a new power called Book of Memories, which you can click to view all our your memories. While in the book, playing a card will automatically trigger the effect of a memory of the same type. Memories that play their effects this way will incur a cooldown period (in turns) where it can not be reactivated again. Memories are not exempt from Exhaustive Behaviors (Exhaust, Exhaustive, Purge).
  • Sealed Memories rework - Now allows you to select optionally select a card in your hand to convert into a Memory and then retain your entire hand. This does NOT require Magical Memories to use, as it will also create the Book of Memories power if you don't already have it.
  • Magical Inferno/Massacre/Revenge reworks - As previously mentioned, all 3 are tied to the existence of a new card, Dark Side of Business. They all start with 0 uses, as denoted by an Exhaustive counter, and they consume all of your Norma levels when created to start with that many charges. One Norma Level is regained each time you play a Magical card (so you get your Norma Levels refunded by the time the card runs out of uses and exhausts). Inferno is now a 5(upgrades to 7) Splash Damage to ALL enemies and 5(7) Vigor. Massacre is now an 8(upgrades to 12) HP and max HP loss to the healthiest enemy and 5(7) Steady. Revenge is now 25%(upgrades to 33%) of your missing HP as Revenge Damage (deals 50% more damage if used on the monster who most recently attacked you) that heals you for 33%(50%) of any unblocked damage dealt. Revenge is now able to scale off Strength and Vigor as well.
  • Holy Night rework - Now an Uncommon (was Rare) clickable power where you can spend 1 energy to draw 2 cards, once per turn. Stacking increases the number of times per turn you can do this, and it also has a Norma 3 effect to allow unlimited uses per turn (So stacking is unnecessary in runs building around Norma).
  • Accelerator buff/QoL - Norma 5 effect now presents the player with the choice to spend the extra energy for the bonus effect, rather than always activating it.
  • Indiscriminate Fire nerf - lowered damage to 7(upgrades to 10), was previously 8(upgrades to 12). Even with the Dazed downside, this was already doing so much damage for a Common attack. This should bring it a little closer in line with other attacks.
  • Binding Chains nerf/rework - Removed decay system, the card now exhausts instead. Lowered Str loss to 6(upgrades to 8), was previously 8(upgraded to 12). To compensate, now also applies 1 Vulnerable(upgrades to 2). As the entire effect still has Splash, the upgraded version will apply 1 Vulnerable to all other enemies, but the normal version will not (since 1/2 would truncate to 0).
  • Out Of Ammo moved to Uncommon (was Rare).
  • Final Battle moved to Uncommon (was Rare).
  • Broken Bomb / SB Bomb buff/QoL - Gaining Norma for playing cards is no longer tied to the existence of these relics. Instead, you start combat with Norma if you are playing as StarBreaker or have a Norma card from her kit (Prismatic Shard shenanigans), and gain Norma for every 10 skills played. Like before, the number of cards until your next Norma level carries over between combat. Broken Bomb now simply adds 1 Star Blasting Light to your hand when you gain a Norma level. SB Bomb also adds 1 Star Blasting Light to your hand when you gain a Norma level, but additionally switches Norma gain from 1 every 10 skills to 1 every 12 cards (of any type) for the rest of your run. Forgoing your starter relic in favour of a Random Boss Relic (or similar effect) now simply gives up the Star Blasting Light per Norma level.
  • Homemark buff/QoL - As mentioned before, starting combat with Norma is no longer tied to relics, though Homemark retains it's ability to spend money to increase what Norma level you start every combat at. If you lose/sell/forgo this relic at any point (including mid-run) you only forgo the ability to continue to pay money to raise what Norma level you start at: the levels previously paid for will STILL REMAIN for that run even when this relic is gone.
Changes:
  • Drastically increased readability of Accelerator's description.
  • Updated Korean localization to reflect the proper effect of Golden Die.
  • Star Blasting Fuse, Broken Bomb, and SB Bomb now have much shorter wait times when playing/activating (was 4f pause, now 0.4f).
  • Changed phrasing from Fixed damage to Fixed Damage, to be consistent with Piercing Damage and Splash Damage.
  • Steady now uses a new power icon.
  • Character Color shown in the Card Library (WHITE_ICE) is now the color of Star Breaker's hair, rather than the actual RGB value of White Ice.
  • Red And Blue renamed to Red & Blue to fit original card name.
  • Splash Damage - All secondary hits are now counted as thorns (indirect) damage. This makes it more consistent and less suicidal when dealing Splash Damage to ALL enemies, as it could result in multiple applications of thorns damage.
Bug Fixes:
  • No longer causes a crash when using Mnemonic Vestments from Bard (Reported by SolarNougat on the Bard workshop).
  • Fixed typo in Korean localization Vampire Event.
  • Another Ultimate Weapon now properly works at 0 energy when you have Norma (Reported by CrownBird).
  • Shield Counter no longer triggers Sadistic Nature on you when you play it (Reported by Sagil).
  • Shield Counter now has proper spacing when you have more than 1.
  • Long distance shot will no longer sometimes be invisible after adding it to your hand when gaining a Norma Level.
  • Extended Photon Rifle now properly scales off Temp Str and doesn't ignore Vigor.
  • Air Strike now works properly with powers that use the onDamageAllEnemies hook.
  • Lowered the font size of Evil Spy Work Preparation to the E doesn't get cut off.
  • Transmutative cards should no longer fail to actually have the Transmutative keyword tip.
  • Rocket Cannon+ now correctly shows that it will shuffle a Big Rocket Cannon+. Big Rocket Cannon+ now correctly shows that it will shuffle an Air Strike+.
  • Free Card Power (from Unpaid Work) was patched and should now work for all base-game cards and almost all modded cards. Notable exceptions are any cards that cause you to lose energy multiple times (such as a 1 cost card that also says 'Lose 1 energy when played').
  • Encore Power should now properly play all cards at no cost, as it prevents all energy loss while it is autoplaying things. This means that it should work even for modded cards that cause you to lose energy multiple times. Notable exceptions are any modded cards that cause a delayed energy loss.
  • Blasting Light no longer increments if it going to wear off.
Last edited by Mistress Autumn; 12 Mar, 2021 @ 3:25pm
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