Slay the Spire

Slay the Spire

The Hedgehog
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更新于:7 月 12 日 下午 7:35
作者:MetalBall

Version0.7.5 Blue Quill, Magic Hands token, Player 2 counters, Evolve Chao, and Defect Edit Ending

Thank you Cany0udance for your feedback! Also, thank you Madii and Enbeon for helping me w/ the extra icon code! Even if you hate it!

Quality of Life
Crest of Fire - Fire counter token
Do Not Throw - Now shows a little hand underneath the energy, reminding you to hold the card instead of exhausting it.
Player 2 Relic - Now shows TWO numbers. The top number is what turn you're on. The bottom number is how many cards you've played.
Text Pop Ups - Tricks, AMAZING (the power), and Player 2 Relic show texts on the screen. I have no idea if it works on other computers as well as it does mine, so the option to disable them is here.

Relics
Blue Quill - New Starter Relic: Add a Shortcut to your hand.
Blue Quill Plus - Boss Swap: Add 3 Shortcuts to your hand.
RingKeeper - Depreciated. It encourages stalling.
Classic Mode - The same thing as RingKeeper, but w/o the keeping. Only available via config.
Emblem and Emblem+ - Depreciated. Too OP.
Chao - Now has a Free Action campfire to evolve! Also, Elise's leg is blocking the text. Oops. She will have to go away soon.

New Cards
Shortcut - Lowers the cost of one card in your hand for this turn. Can only be obtained via Blue Quill

Fixes
Assist - It should show up in the card pool now. Also fixed the save/load feature.
Strike - 6(8) -> 6(9)
Blast Processing - Ignores Free to Play cards (for instance, created cards from attack/skill potions)
Declare all cards to be unseen in order to make sure Crest of Fire cards are unlockable.
Falcon Punch - Stops from asking to exhaust something when you kill an enemy
Dizzy and Windmill should work on offclass cards now.

Balance
Rings now only give Temporary HP. Light Speed Dash will still heal you.
Bounce Pad - 6 Block -> 5 Block
Bounce Pad - Back to only Rings. Too flexible.
Foot Sweep - 6 -> 7 dmg
Fire Tackle - Now upgrades damage by 1 to be more viable
Fire Somersault - Now upgrades damage by 1 to be more viable
Heavy Bounce Slam - 1 -> 2 cost. 8(10) damage -> 10(12) damage.
Homing Attack - 8(9) -> 8(10) damage
Horse Kick - 14(18) -> 14(16) damage
Peelout - Draw 3 Exhaust 1. -> Exhaust 1. Draw 3.
Quick Air - 6 Block -> 5 Block
Sonic Wave - Deal 7(9) damage. Channel 1 Lightning -> Skill: Channel 2 Lightning. If you have any orbs, Evoke ALL orbs twice and exhaust
Teaser - Removed Spin Up. I have determined Teaser is not strong enough on its own to warrant Spin up and Dark orbs need synergy to really pop off. Hence the change on Sonic Wave.
Turbulence - 2 -> 1 cost

Media
I took Defect's ending and edited him out.

更新于:7 月 8 日 下午 10:36
作者:MetalBall

07/09/2025 01:36 AM hotfix for Slot Machine Eggman.

The first time you draw 2 Eggman cards, you enter Wrath. However, the second time you draw them, you did not. This fixes it so that you can reliably go into Wrath if you draw two a 2nd time.

更新于:7 月 8 日 下午 10:22
作者:MetalBall

Version0.7.3 New Boss Relics and more flavor!

Thank you Madii for helping me fix the potion name bug!

Relics
bal - Emblem - Take 5 damage -> 3 damage.
NEW - Emblem+ - New Boss Relic! At the start of combat, gain 1 Level Up Flight and Power. Replaces your starter relic.
NEW - Ring Bonus Energy - New Boss Relic! At the start of your turn, gain energy if you have 5+ Rings.

New Cards
AssistChip - Enter Calm.
AssistRouge - Silent's Concentrate.
AssistShadow - Apparition
AssistSticks - ALL of your starter strikes and defends cost 0 and gain Spin Up.
AssistTikal - Gain block. This card glows red when the enemy is attacking.

Quality of Life
ALL Rings, Tricks, and created cards are gold text now.
Player 2 Relic now shows a little warning in the center of your screen before you dupe a card.

Potions
bal - PowerCore Potion - Uncommon -> Common
NEW - Chaos Soda (uncommon potion) - Exhaust 1 card. Add a Trick+ that costs 0 to your hand. Gain 1 Orb slot. Enter Calm.
NEW - Ice Cannon (rare potion) - Apply SLOW to ALL enemies

Fixes
Fixed the Power Core bug
Added the Assist cards back to the Compendium
Added Super Sonic back to the Compendium
Heavy Bounce Slam accurately doubles its damage this time, ignoring Vigor, Weak, and Vulnerable.

Cards

Blast Off - Uncommon -> Special. No longer available due to the fact we have so many ways to gain energy: Dash Panel, Grind Rail, Dizzy Spin, Speed Break, Secret Route.
Bounce Pad - Add 1 Ring -> Add 1 Ring or Add 1 Trick to your hand.
Fire Tackle -> Common -> Uncommon. There's no synergy with any other card except for the Crest of Fire cards.
Heavy -> Spin Up. One more clause: Whenever this card's cost is randomized, lower the new cost by 1.
Light Speed Attack - 2 cost -> 3. We have Vigor. We now have a relic that gives us Rings. We have stance cards that gives us Wrath. It deserves the 3 cost.
Enerbeam -> Removed Heavy/Spin Up.
Momentum -> No longer exhausts.
Momentum -> Upgrade used to be set cost to zero. Upgrade is now gain Vigor by the number of cards in exhaust pile AND hand size. (The idea is to make this card a LOT better than Ramp Jump)
Rocket Accel - Deal 32 damage -> Deal 28 damage. Modify two random attacks in your hand to deal 4 more damage.
Slot Machine Eggman -> Instead of immediately ending your turn, enter Wrath.
Secret Route - Heal 2, Gain Energy, Draw 2 is now Draw 2 cards and lower their cost by 1 for this turn.
Speed Up -> No longer exhausts.
Sky Ring -> Common -> Special. No longer available.
Sonic Wind -> Common -> Special. No longer available. It just seems really weak and doesn't really have any synergy w/ anything except for Sonic Wave, Thunder Shield, and maybe Smooth Landing.

Media
AMAZING has a huge text pop up
Bandage Up is now a Chili Dog only for Sonic
Hot Rod Overloaded now loads a black and white image.
Pride Mod now loads a more colorful Ring and Trick in art.
Bluer cards.
Tricks have trick names pop up above Sonic

更新于:7 月 2 日 上午 7:43
作者:MetalBall

Version0.7.2 STARTER RELIC and BETTER TAUNTING

Thank you Zu for finding some of these bugs!

New Relics
Ring Keeper Relic - Your Rings persist between each combat. If you take 5+ damage, exhaust ALL of your Rings.
Emblem - At the start of combat, gain 1 Level Up Power.

New Cards
Horse Kick
Relax (another stance card! Too bad I don't know how good or bad this card is.)

Quality of Life
Ricochet's power now reflects the number of Ricochets in your discard pile.
Level 1 unlockable: Fire Tackle, Fire Somersault, Volcanic Slider
Level 2 unlockable: Magic Hands, Relax, Enerbeam

Magic Hand's (Gentle) keyword is now (Do NOT throw) to make a better reference to how Magic Hands was used in SA2B.

You can now switch your starter relic in the config!
0) Ring Keeper & Emblem
1) Burning Blood
2) Ring of the Snake
3) Cracked Core
4) Pure Water
5) Snecko Eye
6) Random


New Potions
Power Core

Fixes
Config - Corrected the text to say Boss III music
Claws Unleashed - Added a patch so that Defect's claws affect Claws Unleashed
Crest of Fire - More visuals.
Endless Boost - Fixed upgrade wording.
Quick Air/Step - Will only glow if you have an orb.
Ramp Jump - Deleted "Exhaust" from the text.
Trick Finisher - No longer plays 2 audio clips.
Trickster - Has Trick preview.

Balance
Acceleration no longer shows in the card pool.
Blast Off - Heavy. Gain 1 Energy -> Heavy. Gain 1 Energy. If most left, gain 1 more.
Homing Attack - Order of actions has been swapped to adjust for the Ring Keeper relic.
Level Up - Rings increase your X by 2 -> Add a Ring to your hand.
Light Speed Dash - Has new keyword: LSD.
Version0.7.2: After you play this card, Rings can heal you and do not count towards the healing cap for the rest of the turn.
Rings can no longer upgrade.
Rings have a healing cap of 5 to promote less stalling.

Media
Taunt has text formatting.
Egg Dragoon is Boss Act 3 music.
Champ has dialogue on intro.

更新于:6 月 23 日 下午 12:26
作者:MetalBall

Version0.7.1 BOSS MUSIC

Thank you again #modding-technical for helping me out figure the focus behind the Rings! And the music!

New Relics
None.

New Cards
Claws Unleashed - I nerfed this card and I gave it a branching upgrade. This card needed the nerf, b/c it's just crazy strong.
- Old Base Form - Can only be played if you have a channeled Dark Orb. NL Deal 19 damage.
- Old Upgrade Form - Deal 16 damage.

- New Base Form: Can only be played if you have a channeled Dark Orb. Deal 14 damage.
- New Base Upgrade: Can only be played if you have channeled Dark. Deal 18 damage.
- New Branch Upgrade: Deal 14 damage.

Fixes
Dash Panel - Powers get exhausted instead of discarded. Obv, they should disappear as Powers, but I'm looking into it.
Crest of Fire - Cards get a visual upgrade and every card in combat gets upgraded.
Triple Kick - Show all 2 cards in preview instead of just part 2.

Balance
Drop Dash - Uncommon -> Common.
Enerbeam - 7(9) -> 7(10)
Falcon Punch - 8(11) -> 9(12) Matching Dagger Throw
Level Up - 1(0) -> 1(1) (upgrade no longer costs 0)
Notes: I just love the POWER. Will probably revert in next patch I'm sorry.
Homing Attack - 9 -> 8 This is a buff for Laga. But the main reason is that BASH does 8 damage. SURVIVOR blocks 8 damage. LIGHTNING EVOKE is 8 damage. VIGILANCE is 8 block. Like WHAT?? I didn't even think about it and here we are. Eruption is 9 damage tho.
Perfect Score - 2(4) -> 4(6) Matching Accuracy

Quick Air (and Quick Step but right-ish)
Old Form : Gain 6 Block. If most left, draw 1 card. Add Quick Step to your hand. Exhaust.
New Form: Gain 6 Block. If most left, activate the passive effect of your leftmost Orb. Add Quick Step to your hand. Exhaust. (If most left is now a keyword and completely ignores Rings in this calculation)
Notes: This balance change to Quick Air/Quick Step should make it more friendly to Ring synergies, due to the smaller hand size.

Sonic Eagle - 10(12)(if attacking 14(16)) -> 10(14)(if attacking 14(18))
Notes: Every time I see this card, I never ever want to upgrade it. It has no real synergy with any other card. It's only front load damage and I only play it if I have nothing better.
Sonic Wave - 8 -> 7 damage. Matching Ball Lightning

Trick - 3 Vigor -> 4 Vigor. Matching Shiv damage
Notes: This card (and Perfect Score) scales so hard in balance, but I have determined it is better to be wrong and be too OP than it is be wrong and too weak.

Media
Egg Emperor music for Act 2 Boss
Egg Emperor music for Act 3 Boss. Will probably change this later.
Supporting Me music for Act 4
Big Arms music for the Heart

Considerations
All branching upgrades should really have a branching image. Like... I need to glance at the card and know ASAP what the card is doing. Current branching cards are HomingAttack, Teaser, Blue Tornado, Sonic Boom

Also, I'm freaking tired of NOT playing optimally. In the next patch, I'm going to make it so that your Rings will heal you with whatever leftover energy you have. You will be able to adjust this in the config.

更新于:6 月 19 日 下午 1:09
作者:MetalBall

Version0.7.0 RELICS and Fixes

New Relics
Chao - Common Relic, gain 1 Orb

Quality of Life
Drift - automatically calculates the 3X part for me.

New Cards
None

Fixes
Dash Panel - uses exhausted cards correctly.
Dash Panel - uses Heavy Bounce Slam correctly.
Dash Panel - uses X-cost cards correctly.
Perfect Score - First instance of vigor now also gains from Perfect Score

Balance
None

Media
Fixed one of the Quick Air sounds.

更新于:6 月 18 日 下午 6:30
作者:MetalBall

Version0.6.9 Heavy Keyword

Thank you Protogen_Rhythm for pointing out that the power Mid Air Tricks do not stack!

New Mechanic
Having Snecko Eye was already winnable, but this new keyword should make it more winnable, esp. w/ Speed Break.
HEAVY
- Blast Off
- Enerbeam
- Heavy Bounce Slam
- Magic Hands
- Windmill

Fixes
Dash Panel - Now mimics DoubleTap/Burst in terms of code. Seems to be more reliable than the old method.
Hot Rod - Immediately resets when sent to discard
Mid Air Tricks - It should stack now.
Perfect Score - Used betterOnApplyPowerStacks so I took out the failsafe.
Sky Ring - Now common
Smooth Landing - If upgraded, no longer glows for extra effect.

Balance
Ramp Jump - upgrade is now 4 tricks instead of 3.
Sky Ring - upgrade is now 2 tricks instead of 1.

Media
More sounds. A little more variation.

Endless Boost - New voiceline
Light Speed Attack - New voice line if you have more than 5 hits
Strike - Doesn't cut off
Taunt - 3 voice lines!
Wind up Punch - GO

更新于:6 月 16 日 下午 1:16
作者:MetalBall

Version0.6.8

New Cards
There are no new cards this update.

Fixes
Slot Machine Eggman - Curse -> Status
Turbulence - Text should say "Lose 2 Focus" instead of "Lose -2 Focus"
Rings - Reworked. Volanic Slider and discard should now accurately calculate rings.

Balance
Magic Hands - On the upgrade, you enter Calm. Upgrade is no longer a zero cost card.
Magic Hands - Exhausts now.

Media
Cream - New Art
HomingAttack - When you have PrideMod loaded, Homing Attack now shows more colorful art. Idk how to fix the portrait though.
Magic Hands - New Art

Considerations
If there aren't any fixes that need immediate attention, I want to leave the balance alone for a while.

更新于:6 月 15 日 上午 10:46
作者:MetalBall

Version0.6.7 Ring Healing is capped. Added Magic Hands. Renamed audio files.

Thank you FrostPrime for streaming my mod! I didn't realize exhausting a Ring would not update the Ring counter. Ricochet is working exactly as intended. It has to enter the discard pile first.

New Cards
Magic Hands is now the ONLY card in this whole mod that supports switching stances. Balance is untested.

Fixes
  • Found the piece of code that adds Ironclad's strike to the Match 2 event. Replaced the card with Homing Attack.
  • Added a failsafe for Nice Smile. Vigor no longer adds after 99.
  • Fixed the sounds for ThunderShield, DropDash, and Checkpoint
  • Fixed how ThunderShield is supposed to work... kinda. Untested in terms of balance.
  • When you exhaust a Ring, the Ring counter is supposed to update! idk WHY it took me so long to notice

Balance
Bounce Pad - 7(10) -> 8(11) Bounce Pad is hard to think about. 1 extra Dex is pretty good, but also kind of a curse. If we look at an upgraded Armaments, we see it gives EVERY skill +2 block.
Homing Attack - 9(12) -> 9(10) Homing Attack is just really strong cuz you get 3 Vigor from it. That's not even accounting for the branch upgrade either.
Rings - You can only heal at most 12 HP via Rings every fight. (Number taken from Black Blood's healing amount)
Smooth Landing - Channel 1 Frost, draw 2 cards -> Channel 2 Frost. On upgrade, ALWAYS draw 2 additonal cards next turn.
Turbulence - Lose 2 Focus. Oof. It's hard to stack this power now, but this power was always OP. You can upgrade this power to lose 1 Focus instead.

Texts
Polite Girl -> Cream the Rabbit. The "Polite Girl" was a reference to how Sonic first met Cream, but in hindsight, I can see why that would make it an uncomfortable name.
Wall Jump - Now says Gain Block first AND THEN get Rings. The intention was always make the Rings give this card extra block but the code never worked. So it's this way, and it's actually better this way b/c less math.

Media
Voice Frequency -> Default is now 10. Maybe the voices will get grating? Look, the majority of people (and streamers and their audience) are going to play this mod once, so get the full experience!
Nice Smile -> Perfect Score. See what I did there? Why are the T-Shirts $100???
Super Sonic Style - edited to remove the grunt afterwards. Added some reverb. I am NOT a sound editor-- I'm sorry for not being super perfectionist on this.

Considerations
Smooth Landing has some awful card art.

Super Sonic is NOT for the Heart. The Heart requires intense damage right away with multiple tools to handle every single turn. I mean, what are the chances anyone making Watcher's Omega work w/ the Heart? It's really hard to make it work.

One idea is how Hexaghost did it with the six seals... but I hate that kind of gameplay so much. And it's just optimal.

Renamed some audio files.

更新于:6 月 10 日 上午 8:36
作者:MetalBall

Version0.6.6 Death Audio
06/10/2025 11:36 AM

Thank you Bardic Knowledge for pointing out the unclear texts!

If Sonic dies, he screams "Nooo!" or you hear "Long Live the Eggman Empire". These are affected by the voice freq config.

New Cards
Blast Processing - The first two times you create a card each turn, they cost one less. (Two b/c Homing Attack gives two cards. Might nerf to 3 cost in the future.)
Assist
- Otherworldly Hero/Blaze - Flame Barrier
- Rosy - Impatience
- DebugMode - Dual Wield, but 0 cost, w/ any card, and only one dupe.
- Big - Seek

Fixes - Fingers crossed.
Back Spin Kick - Fixed a reduce cost thing.
Smooth Landing - Hopefully the art will load correctly this time.
Level Up - Hopefully the card will trigger remembering the last card.

Balance - Mostly nerfs.
Assist - You have the option to remove RNG at the end of combat.
- Some balancing for assist cards since RNG isn't a huge factor
CyanLaser - 5(8) -> 4(7)
InstaShield - 3,3,3 to 3dmg, 2block, 1flamebarrier. To match very closely with JustLucky.
NiceSmile - 3(4) -> 2(2)
Sky Ring - 9(12) -> 7(10)
Speed Up - Transform no more. We're exhausting Rings and putting them to the right of your hand for more Dash Panel synergy.
Top Kick - Vulnerable instead of Vigor
Triple Kick - 10(12)3str, 7(9)3str, 7(9)3str --> 5(6)2str(3str), 5(6)2str(3str), 5(6)2str(3str)
Turbulence - Replacing Upgrade from exhausting a card -> Adds a Trick to your hand.

Texts
Endless Boost - "You lose 2 Dexterity this turn" -> "At the end of this turn, lose 2 Dexterity" (b/c there's debuff that happens at the end of turn or start of next turn)
Level Up - "Rings give you X Strength." -> "For each Ring in your hand, you have X Strength"

Art
Flag Pole is now Triangle Dive. Fans are just more prevalent and makes more sense for the card's effect.
InstaShield art was exchanged. Sonic Advance to S&K3.
Triple Kick now focuses on Bean instead of Fang. Fang's stage is too busy in card art.

Considerations
Level Up should really be more consistent. Temporary Focus is just odd.
There are 68 cards now. Blast Processing was added b/c I wanted more Genesis references. Now, I want more SA2B references.
I wanna change the ending pictures.