Slay the Spire

Slay the Spire

Downfall Expansion Mod - 5.3
Affichage des entrées 221-230 sur 271
< 1 ... 21  22  23  24  25 ... 28 >
Mis à jour le : 30 janv. 2019 à 2h25

2.0.1

Balance

Recollect+ increased to 10 Block.

Bufixes

Localization for ZHS fixed to be updated to 2.0.

Mis à jour le : 29 janv. 2019 à 21h13

Mis à jour le : 29 janv. 2019 à 20h59

Mis à jour le : 29 janv. 2019 à 19h26

2.0.0

For discussion on this major update and more information from the developer, check the discussion thread here:
https://sp.zhabite.com/workshop/filedetails/discussion/1610056683/1779387671060710135/

Balance

  • Major Change: Goop now heals 2 HP regardless of the stack size.

Design Note - Balancing healing has been a long and difficult journey in the Slimebound's iteration process, but where it stands currently, Slimebound simply doesn't have the amount of self-damage and health loss that it once had, and the amount of healing from Goop has been carrying it into the overpowered state. The simplest way to put it is that Slimebound could draft nearly straight offense with Goop builds and also not take any damage from fight to fight, which outshines all other builds.

This change also encourages more balanced drafting between Goop applicators and consumers, as to get the most efficient healing, you'll want to exploit Goop as often as possible, rather than just needing one Attack and as much Goop as you can get your hands on. This is a very drastic change for Lick builds that barely drafted Attacks or Blocks and healed out every ounce of incoming damage, and it is the intent of this change that those builds are likely not going to be as successful if they do not draft a little more attack damage or block sources. Builds that only applied Licks or Corrosive Spit and then consumed them on the same turn will not perceive as drastic of a change, as the healing is the same as eating 4 Goop in previous versions.

  • Divide & Conquer now is a 0-cost skill that grants you a copy of Divide and a copy of Conquer. Each costs 1 energy and is one half of the previous version of the card, with Conquer having a buffed effect compared to its previous version:

  • Divide splits into a Bruiser or Acid slime (Both if Divide & Conquer is upgraded)

  • Conquer deals 8 damage, plus 1 damage per Spawned slime (2 damage per slime if Divide & Conquer is upgraded)

  • Form a Blockade is now Serve & Protect, and is reworked in the same manner as Divide & Conquer:

  • Serve splits into a Leeching or Mire slime (Both if Serve & Protect is upgraded)

  • Protect grants 6 block, plus 1 Block per Spawned slime (2 Block if Serve & Protect is upgraded)

Design Note - I've wanted to add per-slime interactions to Divide & Conquer for awhile now to give it some parity with Form a Blockade, it just has been on the backburner. As for Form a Blockade, it has proven to be a consistently strong card at 1 Energy, but it wasn't strong enough to be taken to 2 Energy on it's own. Divide & Conquer once was 2 Energy and was nearly never picked. Each of them was plainly and simply stronger than any of the unupgraded Split cards, which has been a clear red flag for overall card balance for awhile.

While making these cards 2 energy was an option, Form a Blockade (and the new Divide & Conquer if it was released before this build) was doing a whole lot of effects on a single card - just looking at the amount of text in the card's text box made it obvious. These new versions solve that problem while having some interesting side effects - in terms of balance, the full effect is now 2 energy, but if you only need one or the other, you can just play what you need and save your energy (and the other half of the card to use later). As a 0-cost exhaust skill, these effects can now be recurred through Hungry Tackle, Recollect, and Recycling, getting some major value opportunities. As a card that provides two others, it creates potential fodder for Dissolve, Repurpose, or Mass Repurpose.

  • Split: Acid is now Common. When upgraded, the spawned Acid Slime applies 2 more Poison rather than buffing all Acid slimes by 1.

  • Split: Mire is now Common. When upgraded, the spawned Mire Slime applies 2 more Goop rather than buffing all Mire slimes by 1.

  • Split: Bruiser when upgraded now increases the spawned Bruiser slime's damage by 3 rather than buffing all Bruiser slimes by 1.

  • Split: Leeching when upgraded now increases the spawned Leeching slime's Block by 2 rather than buffing all Leeching slimes by 1.

  • The Study-specific Split cards have received similar changes to the above Split cards - when upgraded, they buff the spawned slime rather than spawning two. Notable exception is Split: Ghostflame, which increases the Slime slots provided instead of buffing the Ghostflame Slime.

Design Note - The Split cards and their upgrades have proven to be underpicked, both due to the power of combined Split + other effect cards (Form a Blockade), and the lackluster benefit of the upgrade itself. The upgrades could only really be exploited if RNG allowed you to draft multiple copies of the same Split card.

These new versions boost up a single slime instantly, giving a more immediate value and likely more overall value for most drafts. The Study-specific slimes needed changing since most of them were doubling up the power of the card when upgraded, which isn't typical for the value an upgrade should provide. The functionality of the former upgrades has been condensed into a new card (see Gang Up patch note below).

  • Manipulate Time - when upgraded, now provides 4 Block instead of triggering the start-of-turn effects twice.

Design Note - As with other changes of this nature, an upgrade shouldn't be doubling the effectiveness of any card, and this one in particular was extra strong due to how potent the start of the turn can be for Slimebound.

  • Bronze Slimes grant 4 Block, down from 6.

Design Note - These were just simply a bit too strong compared to the other boss-specific slimes.

  • Super Split - Reworked to cost X. Now grants X slime slots and spawns X random Slimes. When upgraded, X is increased by 1.

  • Gang Up - Replaced with Minion Master, a new 2-cost Uncommon Power. Increases the amount of Goop, Block, and Poison your Slimes apply by 1. When upgraded, grants 1 Potency.

Design Note - Gang Up was an odd pick, often not used unless you had no other sources of slime generation, and was overshadowed by Super Split. Merging these two into a controllable Super Split allows for some big-play turns, unlocking every single slot with the aid of a Slime Tap or other energy generation sources.

This also made some room for a new "secondary effects" slime upgrade card I've been wanting to include as an alternative pick to Level Up, especially after the change to the upgraded Split cards. This change also makes the new Super Split unable to consume your slimes, since you'll always gain enough slots to have room for them, unless you were already capped.

  • Protect the Boss is now Uncommon.

  • Rejuvenating Lick is now Uncommon.

Design Note - To make room for the two Split cards becoming Common, two cards needed to move to Uncommon. Of the available commons, these two are consistently the most potent picks, and are deserving of the Uncommon rarity at their current power level.

  • Stray Goop has been merged into Self-Forming Goo as a 1-energy Power that has both effects built-in - whenever you lose HP, gain 1 Block and apply 2 Goop to a random enemy at the start of your next turn. When upgraded, the cost is reduced to 0.

Design Note - Stray Goop and Self-Forming Goo were pretty similar in their purposes in the current iteration, so it made sense to make a merge here.

  • Equalize damage increased to 8 (12 upgraded). Healing reduced to 4 (6 upgraded).

Design Note - With the changes to Goop, in testing Equalize was proven to be too valuable of a pick at it's previous healing amounts, now that healing is a little more scarce than it used to be. It is still expected to be an extremely high-value pick for many deck archetypes that can still clutch the win from an otherwise lost fight.

[CONTINUED BELOW]

Mis à jour le : 29 janv. 2019 à 19h11

2.0.0 [CONTINUED]

Balance

  • Rain of Goop no longer exhausts unupgraded. When Upgraded, now applies 2 Goop 6 times (up from 4).

  • Corrosive Spit now applies 6 Goop (9 upgraded), up from 4 (6).

  • Goop Spray+ now applies 14 Goop (up from 12).

  • Douse in Slime now applies 20 Goop (30 upgraded), up from 16 (22).

Design Note - Buffs across the board here for the non-Lick Goop applicators. Now that these can't scale a massive amount of healing, there was room to give them a bit of a bump in offensive use by way of increased Goop amounts.

  • A new Shop relic has been added - Protective Gear, which reduces the amount of damage you take from Tackle cards by 1.

Design Note - This has been planned for awhile now, as Tackles had no support in the available Slimebound-specific relics. Slimebound also had no Shop relics before, and as build-enabling as this can be, making it a Shop relic made the most sense.

  • Vicious Tackle, Opening Tackle, Finishing Tackle, and Flame Tackle now only deal 3 damage to yourself.

  • Vicious Tackle damage increased to 14 (18 upgraded).

  • Finishing Tackle damage increased to 20 (25 upgraded).

  • Tackle (Art of Slime War event) damage increased to 12 (15 upgraded).

  • Combo Tackle damage increased to 11 (14 upgraded).

  • Venom Tackle damage increased to 10 (12 upgraded).

  • Opening Tackle damage increased to 12 (15 upgraded).

  • Hungry Tackle damage increased to 10 (13 upgraded).

Design Note - With the lower amount of health gained from Goop, the self-damage on the 2-cost Tackles needed to come down. This makes all Tackles deal the same amount of damage to you (3). To help the Tackle builds bring fights to a close faster, all Tackles except Flame Tackle have had their damage bumped up. The point of a Tackle build is to deal less damage to yourself than the enemy would deal in the turns they no longer have (because you've killed them faster than a slower deck), and these changes plus the new Relic will help with that.

  • Replacing Stray Goop comes a new Power, "The Best Defense". For 1 energy, this power increases the damage your Tackles deals to enemies by 2 (3 upgraded), and reduces the damage they deal to you by 1.

Design Note - Merging Stray and Self-Forming opened up room for a new power, and keeping in theme with trying to provide more support to Tackles, they now have a dedicated Power - a Gluttony equivalent of sorts. This power can stack with itself and the new Relic, eventually making Tackles unable to damage you if you draft enough. All of these changes combined brings Tackles into the forefront as a potent build path, especially for a new player who does not have access to the first tier of Tackle-related unlocks yet.

Bugfixes

Potential fix for game slowing down over time - some visual effects were not properly being cleaned up.

Fixed Relic unlock tiers showing the small relic icon instead of the big one.

Mis à jour le : 28 janv. 2019 à 17h23

1.4.11

Fixed a bug introduced with the Bottled Heart fix that caused the Split effect to not heal you when the amount is reduced (such as when absorbing slimes mid-combat).

Mis à jour le : 28 janv. 2019 à 8h28

1.4.10

Updated localizations with recent changes.

Mis à jour le : 28 janv. 2019 à 8h21

1.4.9

Fix for Duplicated Form still showing 10 HP on the unupgraded tooltip.

Mis à jour le : 27 janv. 2019 à 22h24

1.4.8

Bugfixes

Fixed Slimebound having poor interactions and possibly softlock potential when using the Hubris relic 'Bottled Heart'.

Fixed attack damage VFX being removed from enemies when Slimebound mod is enabled. This effect removal should only occur on the Slimebound character, and only when Splitting.

Mis à jour le : 27 janv. 2019 à 22h10

1.4.7

Balance

Scrap and Greed Ooze now respawn at the end of your turn rather than instantly. This prevents a bit of Protect the Boss and Slime Tap abuse. These two were always intended as being potent support for Tap and Protect, but being instantly respawned made it a bit too abusable.

Bugfixes

When playing the Jungle mod, Slimebound-specific Act 2 events can now appear there.