Slay the Spire

Slay the Spire

The Marked
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Update: Jun 15, 2021 @ 3:43pm

Update: Mar 16, 2021 @ 11:44am

1.2.10
Some small bugfixes and balance changes.

Fixes:

- Fixed the action text for electrify.
- The game no longer crashes when saving and loading with Improvise in the deck
- Eyepatch now properly works with number-less debuffs such as Hex and Confusion.
- Summoning existing Improvised weapons no longer grants small amounts of Charge.

Balance:

- Tunnel Vision
Number of hits: 3>2
Damage: 5(6)>7(9)
Total Base-damage: 15(18) > 14(18)
Ignorant: 3(2) > 2

-Twofold Defense
Block 7>8

-Muscle Memory
Cost: 2>1
Buff amount: 3(4) > 2(3)

-God-given Power
Now counts as Summoning

-Electrify
Now counts as Summoning

-One With the Blade
Charge 2(6) > 2
cost 1 > 1(0)

-Banishing Wave
Damage 16(17) >15(16)

Update: Mar 10, 2021 @ 12:02pm

1.29
Big art overhaul! Updates almost all card art to be more in line with the vanilla game’s style.
Making Charge decks more reliable and less dependent on circuits and making Challenge playable against enemies with debuff cleanses (like the Heart).

Fixes:
Applied changes to sword and magic which did not go through last patch
Abjuration + now also targets all minions if the primary target is not a minion (as intended)
Rogue Sparks no longer deals the wrong damage type when triggered by summon cards (which meant it could trigger Thorns etc.)

Balance:
Power Flow rarity: uncommon > common
Aftermath: Charge 2(4) per attack played > 2(3) + 2(3) per attack played.
Challenge now reduces the damage of attacks directly. (This means it will no longer have unfavorable interactions with the Heart, Champ and Time Eater and Fell the Proud will continue to add an attack for the +1 Strength on the target after the first attack.)
Mystical Arsenal no longer grants Charge. Cost 1(0) > 0. Banish 2 > 2(3).
Attacks with “Preserve” now have “Conductor” instead. They use all Charge in addition to not consuming it. Affected cards: Perfect Storm, One With The Blade, Shocking Touch(!) and Chain Lightning(!). Circuit and Electrocute are unchanged.
Shocking Touch: Damage 10(15) > 5(10). now has Conductor
Chain Lightning: Damage 10(12) > 8(10)
Now has Conductor.
Upgrade increases secondary target damage 50%>75%
Creeping Chasm: Damage 20(25) > 17(20)
Now also applies 1(2) Weak on cast
Charge needed 4(2) > 4

Art:
New art for almost all cards.
Old artworks are now set as beta-art!

Update: Feb 16, 2021 @ 5:51pm

1.28
Pulling back Rogue sparks a little, buffing underperformers and making some upgrades more appealing. Adding 2 max hp to put her in the same tier as the Watcher.

Fixes:
Cleaned up localisations (special thanks to Rita-B)
Cleaned up resources, making the mod smaller

Balance:
MaxHp 70 > 72 (same as the Watcher)
Nerfs:
Rogue Sparks: Block 2(3) > 1(2). Damage unchanged.
Sword and Magic: Damage 6(9) > 5(8)
Buffs:
Aftermath: Amount 2(3) > 2(4)
Electric Strings: Damage 4(7) > 5(8)
Mailstrom: Charge 4(5) > 4(6)
Muscle Memory: Amount 2(3) > 3(4)
Overcharge: Charge 5(8) > 6(10)
Shocking Touch: Damage 10(14) > 10(15)
Take Cover: Block 11(14) > 11(15)

Art:
Shadow should no longer cover parts of the HP bar.

Update: Feb 13, 2021 @ 9:04am

Update: Feb 13, 2021 @ 8:20am

1.27
Electrify and Throw weapon giving me a headache.
On the bright side, there’s a lot of flavorful eye-candy coming.
Welcome to flavortown.

Fixes:
Electrify no longer gives double Circuits when there is only 1 attack in your hand… I hope
Throw weapon no longer gains double benefit from modifiers
Electrify was still destroying cards in some cases, that should be fixed now…
Eyepatch no longer gains one extra turn of energy from Weak/Vulnerable/Frail after it expires.
Chinese Simplified should once again be playable. I didn’t know it was bugged, sorry.

Balance:
Rogue Sparks: Damage 3(5) > 2(3) now also grants 2(3) Block.
(New) Bigger Than Fate: Shuffles a Suspicious Raven in your Discard Pile and Exhausts.
Suspicious Raven: Now triggers every time it is drawn and no longer exhausts. Can no longer be added to your base-deck.

Art:
Added animations for
• having no sword
• Summoning
• Out-of-combat rooms, like shops
• Taking and blocking damage
• “Casting” related cards, like Attract Metal and Banishing Wave
And as always: some improved card-arts.

Update: Feb 9, 2021 @ 12:41pm

1.26
Some of the bugs added in the last patch were not living up to expectations and had to be fixed. Idle animation is a bit flashier now.

Fixes:
Throw weapon and Electrify no longer send your non-attacks to the shadow realm
Electrify no longer gives double Circuits when there is only 1 attack in your hand
Demon Dagger once again works on targets with no Banish
Opportunist no longer gives Risposte regardless of the amount of damage blocked

Art:
Improved some more card-arts
Small improvements to the Idle animation

Update: Feb 5, 2021 @ 2:54pm

1.25
99 bugs in my sts mod
99 bugs in the code
Take one out, patch it around
113 bugs in my sts mod

Fixes:
Fixed bugs were Electrify and Throw weapon were not exhausting cards properly
Throw weapon should now properly work with cards that make it free to play once (like Panic)
Electric Strings, Abjuration and Chain Lightning should properly work with damage modifiers like vulnerable now
Fixed a bug where Banish could trigger twice in some situations.
Demon Dagger now consistently works only once a turn
Applying more than 10 Banish to an enemy with no Banish would no longer trigger it when the target has Artifact.
Opportunist should now work if the enemies damage has been modified by Strength/Vulnerable etc.

Balance:
Determination:
no longer triggers multiple times when upgraded. Cost 1 > 1(0) (this led to weird results when stacking it)
Creeping Chasm:
Charge Cost: 6(4) > 4. Damage 20(22) > 18(22)
Summon Potion: Renamed to Familiar Potion. Rarity Rare > Uncommon.
Charge Potion: Renamed to Storm Brew. Rarity Uncommon > Common.
NEW
Hover Shot (RARE): Reduce the cost of all Skills in your hand by 1 this turn.

Art:
Improved several card-arts

Update: Feb 2, 2021 @ 5:41pm

1.24

Fixes:
Enhance Movement tooltip now shows that it exhausts.
Seal now also returns to hand when 10 or more Banish are applied at once to a target with 0 Banish.
Summoning a non-existing card now creates in in the discard pile if your hand is full.
Fixed a bug where Spirit sword wouldn’t reduce Alyssa’s Blade’s cost when it was summoned back quickly after being played.

Art:
Improved Campfire pose
Improved Death pose

Update: Jan 29, 2021 @ 8:12am