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I had to mess with some of the localization's formatting to make it work right. Let me know if anything got messed up.
https://github.com/lkh3098581667/leshy
I do agree that the above isn't a lot of card manipulation. The vast majority of cards are creatures which don't do card manipulation other than Hoarder. That being said, I am planning on adding more relics so if people feel there needs to be more card manipulation I can add some in.
Energy boss relics were left in the pool and were made to provide a Squirrel at start of combat. Other ones like Tea Set and Art of War were either replaced with Leshy versions or simply removed.
We have a boss relic that's functionally identical to Neutral Favoritism that gives tribeless creatures a tribe, for the sole purpose of benefiting from Totems.
We made a similar relic to One with the Bees, the Honeycomb, which implements the Bees side deck from Act I, in the version of Leshy that we developed in 2022, before we started overhauling him in December 2023 in preparation for his release. Though we removed Squirrel Totem between that time and release (and because it's hilarious), we added Squirrels matters relics and removed the Honeycomb.
We already have a Camera relic that creates Amalgams and a Film Roll that crafts Deathcards.
Nothing majorly wrong with Hammer of Judgement's idea, but often times sacrificing creatures is itself the benefit. Like clearing Dams, Grand Firs, Leaping Traps, other Bloodless creatures that take up space.
We have a relic that makes tribeless creatures count as Avians.
We used to have a Squirrel Totem and my god was it toxic. It was either useless or caused massive abuse cases. Turning Squirrels into Bees is just the same thing but with the easier accessed Insect Totem.
Loyal Bee Fodder is cool, but I don't know what Event could be used to grant it. If it was just in the normal pool, it would have to be Boss as it is most similar to Bottled Squirrel. Having Chemical X work with it would be a little crazy.
leshy's camera (shop relic): upon pickup merge 4 cards in your deck into a custom deathcard into your deck, it inherits the summoning cost of the first card, tribe of the second card (becomes all if amalgam if used), stats of the third card, and sigils of the fourth card.
hammer of judgement (uncommon relic): once per turn right click to activate, sacrifice a creature with 100 or fewer hp and draw 1 card, creatures sacrificed in this way give double bones (also doubles bones gained from bonelord)
neutral favouritism (common relic): creatures without a tribe also benefit from sigils gained from your totem.
loyal bee fodder (event relic): stackable relic, at the start of the first x turns each combat add a bee into your hand, x is equal to relic stacks (x gains plus 2 if you have chemical x).
1. You can upgrade a creature multiple times. Even with smaller upgrades, across 10 upgrades it adds up. With a small deck, you could even play that creature every turn making those upgrades have high impact.
2. I didn't want unupgraded creatures to be worthless. If base stats was low and upgrades were high, then you must upgrade a creature for it to be worth something. That would make larger decks bad and encourage smaller decks with 1 or 2 invested creatures.
3. I didn't want high cost creatures to be worthless. If the difference between a 1 Blood and a 2 Blood was 3-4 upgrades, then why would you ever choose the 2 Blood? Atm 12 stats take 6 upgrades which I find more reasonable.
5. Ring Worm exists as a way to double upgrade stats, meaning high upgrade value runs already can exist, just not every run.
Bone Lord's Horn exists and can convert Energy to Bones. Obtaining Squirrels from Energy would be quite strong. Even obtaining 2 Squirrels a turn was valued at a Boss Relic at the cost of a draw each turn.
Energy Boss relics are already encouraged because they give a Squirrel at start of combat in addition to whatever you gain from Energy. There are several X cost cards which could benefit.
I will hesitate to make X costs much better since if I buff the cards to account for 1 starting Energy, then Chemical X becomes much more impactful.
If I do ever make new bosses, I feel it would belong in a different mod. I changed the event system since it made sense for this character's progression system, but I do want to keep this to a character mod. The Moon also exists as a relic so it'd be a bit weird to replace the Heart with it.
-Buff Cards upgrade, -Nerf base Cards damage:
I think the cards base attack damage is a bit too high and high enough without upgrades, and the Camp-site Forge upgrades are so weak, almost feels worthless to upgrade them at camp.
Maybe x2 cards upgrade value and x0.5 on cards base damage could balance it.
-Energy:
I think starting with 2 energy with a non-energy consuming deck is too much, reducing it by 1 might be better.
Also adding a relic for player to spent energy might help the flow. Since most of the time I only used up to 1 energy per fight, using the Totem energy card in the first round and never spent energy after that. Having a relic that can exchange 1 energy into 1 bone/ blood/ squirrel might helps.
I think both can encourage players to pick energy Boss relic more often rather than picking Black Star/ Sozu/ Calling Bell etc.
LOVE this mod so much and looking forward for more contents!
Here's some of my ideas:
Replacing SlayTheSpire Act3 Bosses into Inscryption Bosses (Painter+Undead Queen+Tech Cat) and Replacing Act4The Heart into Leshy's Moon.
-Painter: Destroy the right-most card's Sigils each round,
-Undead Queen: Creatures costs +1 bone to play(even with blood cost card, except Squirrels),
-Tech Cat: Creatures cost 1 energy to play (except Squirrels).
-Leshy's Moon: Just replacing The png of the Heart with The Moon is enough. The atmosphere when fighting The Moon in Inscryption is peak. Simply changing the png could help so much! (even better if replacing The Heart fight entirely)
If replacing the Bosses entirely cost too much trouble, maybe adding Spirit/orb like thingy to Act3 Bosses. Adding the skills from above to the Act3 bosses.