Slay the Spire

Slay the Spire

崩坠
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更新于:2019 年 1 月 10 日 下午 7:37

1.3.4

Aesthetics

Made the 'reserved health bar' a much brighter green.

Bugfixes

Fixed an issue with Black Heart of Goo not granting 2 slimes.

Fixed an issue with Quick Study not costing HP.

更新于:2019 年 1 月 10 日 下午 5:02

1.3.3

Framerate issues fixed.

Chinese localization updated.

更新于:2019 年 1 月 10 日 上午 10:26

1.3.2

Updated card art for 'Icky' curse.

更新于:2019 年 1 月 10 日 上午 10:13

1.3.1

Added support for Korean localization.

更新于:2019 年 1 月 10 日 上午 9:44

1.3.0

Aesthetic

The debuff "Slimed" has been renamed to "Goop". This was done for two reasons: 1) There are two very closely named mechanics in this character, slimes and slimed, which can be a bit confusing for new players and definitey a tongue twister. 2) The base game's Slimed status exists, and has conflicted with the keyword help popup in various places in the past. The addition of the Icky curse has made this even more apparent than it was before, and ultimately it pushed me over the edge to rename Slimed.

"Goop Tackle" has been renamed to "Opening Tackle" to remove any potential confusion with the new name for Slimed.

Slime Barrage is now named "Pile On!".

When Slimes are absorbed, they now visually move from their Slime slot position back into the Slimebound.

The 'Icky' curse no longer uses the exact same art as the Slimed status.

Balance

Slimebound's Maximum HP has been increased to 75. This is to offset the new Split mechanics regarding reducing Max HP (see below).

Splitting into a Slime now reduces your Max HP temporarily while the slime is alive. Because of this, any time you Split, upon that slime being Absorbed (or at the end of combat), your Max HP is returned to you (along with the heal associated with gaining Max HP), even without the Heart of Goo relic. This was done for a few reasons: 1) I have seen many players on streams not realizing the spent HP on a Split is restored at end of combat - this new version should be instantly understood. 2) The theming of slimes being "a small tiny bit of you out on the field as a minion" is fulfilled more accurately. 3) Balances out the potent damage output of a large slime army with a slightly higher risk. At 6+ slimes, your Max HP will be effectively lower than pre-patch.

Duplicated Form now costs 10 HP and Max HP rather than half Max HP. This pains me thematically, but ultimately was a necessary change for balance and to interact correctly with the new Max HP reduction system (see below). The card's cost is now fixed and goes into effect regardless of how much current HP you have (as opposed to being free if you were below half), and returns the health spent at the end of combat (instead of restoring more than you spent if used while not at full HP).

The maximum HP reduction of Duplicated Form (and now Splitting) has been been reworked. It no longer actually affects the true maximum HP, but rather sets a health cap. The cap is visually represented by a dark green chunk missing from your health bar, and since I am no longer changing Max HP, the effect is now unaffected by modifiers (such as the Muzzle Blight in Endless Mode). This prevents many issues regarding Muzzle or other max HP modifiers from other mods completely destroying the Slimebound. This also makes it significantly easier to arrange a final turn in combat to heal you to full, since you can immediately see by looking at the health bar how much health you will heal for at the end of combat. If the red bar meets the green bar, you're good to go. Another benefit is that Equalize still looks at your true max HP, so when running Equalize with Duplicated Form, it is much easier to trigger the double-cast.

The Heart of Goo now only spawns a random Slime at the start of combat (see previous patch note, slimes restore HP with or without the Heart now). As a side effect, replacing the Heart with Neow is a better potential option now. The Heart was just too critical to swap out before.

Black Heart of Goo no longer provides energy - instead, it now Splits into two random slimes at the start of combat, grants 1 Potency, and a slime slot. It is now a potent direct upgrade. This obviously couldn't be the same as it was before since the Heart of Goo doesn't directly cause healing now, and I decided it was better to just make it a direct upgrade rather than a sidegrade.

Protect the Boss now Absorbs the oldest slime to negate an attack rather than 'losing' the slime. This was the only effect that did this, and was a bit counterintuitive with the auto-respawning Oozes, and definitely a problem with the new Max HP splits.

Relics that spawn slimes (including Heart of Goo) now Split rather than spawn the slime without a cost.

Tongue Lash now deals 5 damage plus 1 (2 when upgraded) for each Lick card. Even with the change to Gluttony, this was still too easy to get into silly territory. When upgraded, with just 3 Licks, which are common to draft, this is a 1-energy 11 damage attack with no drawback that can only scale higher. Unlike Perfected Strike, Tongue Lash has a less restrictive turn cost (1 energy opposed to 2) and the cards it needs you to draft are often ones you want to be picking up anyway, as opposed to Strikes you may not have taken if you didn't have Perfected and were trying to build around it.

Stray Goop now works whenever you lose HP, not just on your turn.

Slime Crush reduced to 50 damage.

Bugfixes

Splitting now detects Temporary HP when determining if you have enough health to Split. As a result, the Bottled Heart relic of the Hubris mod will no longer completely prevent Splitting. Duplicated Form (which now will not allow you to play the card while at or below 10 HP) also will check for Temporary HP.

Fixed a visual issue with the Slime spawn visual shooting to the lower left of the screen for a moment when you spawned a slime while all slots were full.

Fixed a localization issue where the string for 'damaging the heart' was pointing to the character select description text.

Fixed the 'Icky' curse being very rarely generated via Study the Spire/Quick Study

Fixed the 'Icky' curse help pop-up showing the Slimed debuff help text instead of the Slimed Status help text.

Fixed the 'Icky' curse showing a 0 energy cost.

Fixed an issue where the Greed Ooze event could appear twice on the same floor.

Fixed an issue where 'error message' thinking bubbles did not work on Slimebound.

Minor fixes for French localization.

更新于:2019 年 1 月 9 日 上午 8:58

1.2.4

Slimebound is now available in French! This is still a WIP and will be updated over the next couple of days. French translation is made by Mootie.

Bugfixes

Fixed Overexert, when cleared by Last Stand's debuff removal, sometimes triggering the removal of all slimes.

Fixed Leeching Slimes not updating their hover tooltip text when Split: Leeching+ is used.

If you have Greed or Scrap Ooze and are playing in Endless mode, future repeated runs should no longer be able to have those events appear. It is not intended that you can have multiple Greed or Scrap Oozes, and if you had enough of them they'd go into an infinite loop of absorbing and respawning.

Minor grammatical fix for Greed Ooze relic and Cultist Slime orb tooltip.

更新于:2019 年 1 月 8 日 上午 11:52

1.2.3

Hotfix for Acid Slimes still applying 2 Poison. NOW they apply 1.

更新于:2019 年 1 月 8 日 上午 9:41

1.2.2

One last change for the day.

Balance

SLIME CRUSH!!! now deals 60 damage and does NOT skip your turn. It now costs 5 energy and is Ethereal. When you Prepare Crush, you'll need to make a decision next turn to either spend the energy on your normal cards, or spend a bulk of the turn on the huge impact.

Bugfixes

Fixed some minor issues with Chinese translation for 1.2.0

更新于:2019 年 1 月 8 日 上午 8:50

1.2.1

Content

Since Balance updates are always not a great time for some, I decided to add a new bit of content - a new Event has been added that can appear in the Exordium and the City, and unlike the other Slimebound events, this can appear on any character.

Bugfixes

There is a softlock that can happen if you have all of the Camp relics and the Scrap Ooze. Until I get a proper fix, if you have the Scrap Ooze and Peace Pipe and encounter a Camp room, you will lose your Peace Pipe.

Chinese localization has been updated for 1.2.0, and for the new event.

更新于:2019 年 1 月 8 日 上午 6:49

1.2.0

This update contains a moderate number of balance changes, and to help process why some of these changes were made, in each section I will explain the thought process and design philosophy here. As stated in my discussion post, I don't want the Slimebound to be head-and-shoulders above the base 3 characters in power level, and it has definitely proven to be in some build archetypes.

Balance

Gluttony has proven to be a problematic card. It was designed with the intent to get a payout for drafting Licks, but in its current form, it also provides infinite recurring value (by saving its generated Lick in a thin deck and redrawing it), and infinite scaling for Tongue Lash. Beyond that, it amplifies a gameplay pattern that I am not happy with, which I'll talk about next.

When you first start a Slimebound run, you actively think about which targets to Slime up and when to use a Lick. With Gluttony and upgraded Lick drafts though, the gameplay starts to devolve into 'spam all of my Licks on whoever, doesn't matter, I want to draw cards and I'll get more Licks anyway'. I've seen this time and time again on streams and in my own sessions, and I want to address that here.

I like the potential to draft into a Lick deck of course with Tongue Lash and supporting cards, so I'm tweaking another card here to act as a more consistent Lick generation source - but one that doesn't happen every turn.
  • Dissolve now only generates Licks rather than any 0-cost card. This makes the result of the Dissolve more reliable so you can plan the turn out better. And also not get a Dissolve out of a Dissolve.

  • Gluttony - Reworked. Now increases the amount of Slimed applied by Lick cards by 2 (3).

  • Upgraded Lick cards no longer draw a card. The upgraded Lick cards now increase their Slimed by 2 and their secondary effects by a small amount.
In many streams, it became painfully clear that the per-turn guaranteed Poison applicators were just too strong, shoving cards like Venom Tackle and Soul Sicken out of being pick potential because, who needs them when you are applying so much every turn for free. I expect most players will have been expecting a balance hit here. That being said, I like getting high Poison values on a target and drafting into it, it should just require more planned drafting and decision making than just drafting a couple cards that generate a ton of Poison.
  • Acid Gelatin reduced to 2 (3) Poison when hit.

  • Acid Slimes now deal 2 damage and apply 1 Poison (rather than 1 damage and 2 Poison).

  • Soul Sicken no longer Exhausts, and upgrades to apply 2 more Poison.
As dear as the Spire Boss mechanic is to my heart, I know it's been a pretty broken card, and this is mostly due to the upgraded version. Study+ is essentially 4 upgrades in one, gaining an absurd amount of value when upgraded. The upgrades had to be targeted. A few Study cards have jumped out as being some of the best results from the mechanic, but for the most part, there's a nice balance across the Study set. Note that the upgrades for the cards still exist, which may make Combo Tackle a more desirable pickup if you find yourself with a few Study cards.
  • Study the Spire now lasts for 3(4) turns. Study the Spire+ doesn't provide upgraded cards.

  • Cultist Slimes now gain 1 damage per turn. It was too easy for Cultists to scale into bonkers damage territory.

  • TorchHead Slimes now start at 6 damage. Instead of gaining power when you play a power, they gain twice the normal benefit from Potency. This makes their base damage consistent with the other Spire Boss slimes, and makes the benefit more easily attainable since it counts even if you already played a Potency card before the TorchHead came out.

  • Head Slam now only deals damage against Bosses. When used against Elites or Normal enemies, just applies the stun.

  • Guardian Whirl now deals 2 damage 3 times, instead of 1 damage 4 times.

  • Hexaburn now deals damage equal to 1/10th of your current health twice to all enemies. I wanted to have a nod to Hexaghost's actual mechanics here, and needed to remove the x6 attack due to it simply being too big of a scale multiplier on Slimed.
One build I have been enjoying some streamers attempt is a focused minion build, grabbing up Splits and upgrading them for their bonus effects. Some small changes here should help to more focus in the slime archetypes your deck can generate if you want.
  • Divide & Conquer now costs 1, deals 7 damage, and spawns either a Bruiser or Acid Slime (both if upgraded).

  • Form a Blockade now spawns either a Leeching or Mire slime (both if upgraded).
Lastly, some small adjustments to a Tackles and a few other cards. Tackles now fall under an easier-to-remember consistent pattern for how much damage they deal to you: 1-cost = 3 damage, 2-cost = 5 damage.
  • Flame Tackle - Self-damage increased to 5.

  • Vicious Tackle - Base damage increased to 12, Self-damage increased to 5.

  • Goop Tackle - Base damage increased to 10, Self-damage increased to 5.

  • Hungry Tackle - Self-damage increased to 3.

  • Self-Forming Goo now costs 0, and the 'self forming' effect is reduced to 1 (2) Block each time you lose HP. This card had an odd pattern of either being taken and not actually used in turns, or taken in multiple copies and used to insane effect. This change should help in both aspects - making it easy to play, and not make it too busted if multiple are played.

  • Recollect+ Block reduced to 9. This is consistent with other Block sources increasing Block by 2 when upgraded.

  • Slime Spikes reduced to 6 (8) Block and 3 (4) Thorns. This was just a bit too strong overall.

  • Super Split reduced to spawning 3 random slimes (down from 4). This card is already a strong, near instant pick for a slime-based build, but the utility of instantly bursting out an army made it a great pickup for just about any other build. It probably still is, even with one less slime, since the real benefit is the extra 2 slots.

  • Slime Tap+ now draws 3 cards instead of absorbing a 2nd slime. With the change to Licks, Slime Tap is now going to stand out as one of the only sources of draw, so it made sense to just amplify that feature. I often saw streamers not wanting to absorb 2 slimes and not upgrading the card, so making the upgrade be strictly better instead of situationally better seemed wise.