Slay the Spire

Slay the Spire

Kill la Kill: The Mod
gzd  [developer] Nov 12, 2022 @ 4:16pm
v1.2: OVA 2
Kill la Kill: The Mod - v1.2 - OVA 2
Release Date: 12 November 2022

There's a lot here, tbh I don't blame you if you don't want to read all of it, so here's the summary:

TL;DR
  • Created a UI element to display current amount of Blood
  • Starting Blood no longer given by starter relic, it is automatically gained by Ryuko at start of battle (same with 'Start with Blood Vial option')
  • Blood Regen change - Now only get this when you have Kamui Senketsu* - see bottom for more details
  • Blood Fury change - Now only get this when you have Kamui Junketsu - see bottom for more details
  • Lots of card buffs
  • Some relic changes
  • 1 new potion
  • 2 new relics
  • 2 new events
  • 6 new cards
  • 1 retired card (Ryuko Flex)
  • Toggleable Blood Difficulty in Mod Config now only changes -2HP/-1HP for negative Blood amounts and Blood Start is now standardized at 5 for all ascensions
  • Complete reworks to Aikuro Mikisugi, Bloodfire Potion, Uzu Sanageyama, and Sanageyama's Blindfold relic.
  • In general, Blood is easier to generate now as a result of these buffs.

Thoughts on future updates: if you have suggestions, feel free to share in the comments, in the discussion threads, or message me on Discord (_RRCN). I welcome any feedback and I like having conversations with anyone willing to reach out. I do plan on continuing to add content to this mod over time.



Change List

NEW CARD
Blood Ripper - Uncommon Attack - 2 energy - Draw a card. Deal 15(18) damage. If target is Bleeding, draw 1(2) cards. Dev comment: This is a new card using an old name. The old Blood Ripper had a name change and is now called Blood Rend.

NEW CARD
Encore - Special Rare Attack - 1 energy - Deal 8(12) damage to ALL enemies. If enemy is Stunned, deal damage again. Exhaust. Note: card given under special circumstances after playing Nonon Jakuzure.

NEW CARD
Exsanguinate - Uncommon Skill - 1 energy - Inflict 2(4) Bleed. Target takes Bleed damage.

NEW CARD
Mako and Senketsu - Uncommon Skill - 0 energy - Shuffle 1(2) random Senketsu card(s) into your hand. Exhaust.

NEW CARD
Sanguine Fortitude - Uncommon Power - 1 energy - Whenever you gain or lose Blood, gain 2(3) Block. Dev comment: Is this a block card?

NEW CARD
Sukuyo's Bento - Uncommon Skill - 0 energy - Add 1(2) random Croquettes to your hand. Exhaust.

NEW RELIC
Kamui Junketsu - Boss Relic - When obtained, replace Kamui Senketsu with this relic. When you exceed the Blood cap, gain 1 stack of Blood Fury, up to 3. The first time each turn that you trigger Blood Fury, draw 1 card and gain [E]. Note: see changes to Blood Fury at the bottom. Dev comment: You can keep Senketsu if you like sustain, or if you like to live (or die) dangerously, then swap it for Junketsu, which will give you energy, card draw, and damage in exchange for losing that sustain.

NEW RELIC
Service Fan - Uncommon Relic - When you deal Naked Damage, apply 2 Vulnerable. Naked Damage now benefits from Vulnerable.

NEW EVENT
Crimson Shrine - A new Shrine event, can appear in all 3 acts. Non-spoiler description: confers a minor bonus with no penalty.

NEW EVENT
A Threadbare Tailor Shop - An event appearing in Act 2 or later. Non-spoiler description: pay 250 gold or part ways with Thread and Needle in order to receive a special reward.

NEW POTION
Bloodlust Lager - Common Potion - For the next 3(6) turns, whenever you lose HP gain 3 Blood.

MOD CONFIG CHANGE
NEW OPTION: Toggle -1HP/-2HP for blood loss.

MOD CONFIG CHANGE
REMOVED OPTION: Start with 4/5/6 Blood depending on Ascension. Dev comment: Blood start is now standardized at 5 across all Ascensions. Additionally, Blood is now an inherent power tied to Ryuko - it is no longer initialized by her starter relic, Kamui Senketsu. Boss-swapping at Neow is now a more viable option than before.

UI CHANGE
Added a new UI element above the player's energy orb that displays current Blood amount. Mousing over this orb will display the full Blood tooltip with all of the Blood mechanics. Mousing over the player's Blood power icon will only show an abbreviated tooltip, reducing screen clutter when player has many active powers.

CARD CHANGE - Aikuro Mikisugi - Rework: Uncommon - Skill - 1 energy - Gain 2 Vulnerable. Gain 10 Block. Gain 3(5) Block for each stack of your Vulnerable. Dev comment: keeping with the theme of "getting stronger when getting naked (aka Vulnerable)" - Get a Lot Of Block Right Now in exchange for making yourself Vulnerable for 2 turns.

CARD CHANGE - Blood Drive - Card cost is now 1(0), was 2(1)

CARD CHANGE, NAME CHANGE - Bloodfirewall - New name: Bloodfirewall, old name was Hemostasis. Buff: Block is now 12(16), was 12(15). Change: now gives Bloodfire buff for 2 turns, was 1(2) Hemostasis. Bloodfire is a power that negates ALL Blood costs while active.

CARD CHANGE - Blood Mark - Rework: Uncommon - Skill - 0 energy - Apply 1(2) Vulnerable. This turn, when attacking this target, gain 2(3) Blood.

CARD CHANGE, NAME CHANGE - Blood Rend - New name: Blood Rend, was Blood Ripper. Buff: now also deals 4(6) damage. Also has new art. Dev comment: the card effect did not match the art or the name, a remnant of previous iterations of Blood Ripper when it used to be Big Damage Number Card Go Brrrr.

CARD CHANGE - Disciplinary Action - Nerf: no longer removes all block from enemy. Change: Exhaustive 2(3), was Exhaust. Note: see Mordhau

CARD CHANGE - Hoka Inumuta - Card cost is now 1(1), was 1(0). Vulnerability infliction is now 2(2), was 2(3). Upgraded version will no longer exhaust on use.

CARD CHANGE - Ira Gamagori - Rework: Rare - Skill - 1 energy - Retain. Gain 5(7) Block. When Retained, increase this card's Block by 2(3). Exhaust. Adaptive: Impenetrable 3(4).

CARD CHANGE - Lunge - Buff: Now always draws 2(3) cards, was 1(2). Bloodthirst cost is now 2, was 1.

CARD CHANGE - Mako's Bento - Change: card is now Uncommon, was Rare. Buff: now gives 1(2) random Croquettes on use. Nerf: card draw is now 1(1), was 1(2). Nerf: energy gain is now 1(1), was 1(2).

CARD CHANGE - Mako Snack - Change: energy gained on use is now 1(1). QoL Change: Mako Snack will now prioritize exhausting a Croquette in your hand before looking for another card to exhaust.

CARD CHANGE - Mako Snecko - Change: cost randomization is only for the turn in which this card is played, not the rest of combat

CARD CHANGE - Mordhau - Buff: Now additionally applies 1(2) Vulnerable at all times. Buff: Now removes all Block from target. Nerf: damage is now 8(10), was 9(11). Nerf: no longer applies 3(4) additional Vulnerable if target has Block. Dev comment: gives players more opportunities to gain use out of this card rather than just having a 9(11) 1-energy attack card that doesn't do anything special most of the time.

CARD CHANGE - Nonon Jakuzure - Buff/Change: Cost is now 2(2), was 3(2). Damage done is now 8(8), was 12(12). New effect: if you hit 3 or more targets, add Encore to your hand.

CARD CHANGE - Rain of Blood - Nerf: Card now Exhausts on use and upgrades to Exhaustive 2. Change: card damage calculation text temporarily disabled, it is broken

CARD CHANGE - Rampant Blade - Buff: No longer exhausts. New effect: When X >= 2(1) energy: Gain 1 Blood for each card discarded; old effect was: Gain X Blood.

CARD CHANGE - Ryuko Flex - Removed from game - Dev comment: this card is retired for now. Maybe I'll reinstate it someday with new art and a cooler effect.

CARD CHANGE - Scissor Blade Shear - Buff: Vulnerable is 3(3), was 2(3)

CARD CHANGE - Scissor Blade Parry - Nerf: Return damage is now 3(4), was 3(6)

CARD CHANGE - Seki Tekko - Buff: Blood gain per turn is now 3(3), was 2(3). Upgrading this card now makes it Innate.

CARD CHANGE - Senketsu Feed - Buffs: HP Loss on use is now 2(2), was 4(2); blood gain is now 6(9), was 6(6). Discarding this card now reduces HP loss by 1(2), was 1(1).

CARD CHANGE - Senketsu Senjin - Buffs: Will always apply 4(5) Bleed to selected target (AOE targets don't receive Bleed). Bloodthirst cost is now 4(3), down from 5(4). New SFX.

CARD CHANGE - Senketsu Synergy - Card is now Adaptive. Card being playable when upgraded removed. New effect: When exhausted, gain 6(8) Blood.

CARD CHANGE - Sirius - Nerf: Cost is now 1, was 0.

CARD CHANGE - Snecko Mako - Buff: Cost changed from 1 to 0. Dev comment: despite providing nice cheap card draw, it is a risky option. Reducing this cost hopefully makes it a more tempting gamble

CARD CHANGE - Split Demon - Buff: Bloodthirst cost is now 4(4), was 4(6). Dev comment: Previously, I had thought that an overbearingly powerful card like Split Demon doing 18(27) damage for 2 energy cost was too good, so I decided that increasing the blood cost even on the upgraded version would be a fair way to balance out gaining 9 damage on a card upgrade. However, it stuck out like a sore thumb in the mod - it was the only card to increase in blood cost when upgraded. As a result, I've decided to flatten out Split Demon's blood cost to 4(4) for now. Now it's a little better when upgraded and no longer violates my mod's unspoken law of Bloodthirst Costs Only Decrease When Cards Are Upgraded. Keep in mind, it is still a very good pick, and it becomes even better when you have reliable strength gain, a method of exhausting the Wounds it puts in your deck, any Blood generation cards/relics or any Blood cost negation cards.

CARD CHANGE - Sole Survivor - Buffs: Blood gain is now 3(4), was 2(3); Card draw is now 1(2), was 0(1)

CARD CHANGE - Sukuyo - Damage is now 4(6), was 8(10). Number of croquettes added to hand on use is now 2(3), was 1(2). Dev comment: 8(10) damage plus 1(2) croquettes for 1 energy was nice but not particularly better than many of other Ryuko's 1 cost attack cards. Chances are, if you found Sukuyo, you already had an established deck, and this card rather than being a boon just felt like clutter. Changing the power of Sukuyo's card from being that of "dealing damage" to "adding goofy croquette cards to your hand" feels like a way of giving this card a unique identity

CARD CHANGE - Survival - Buff: Blood gain is now 2(3), was 1(2)

CARD CHANGE - Thirsting Strike - Buff: Blood gain is now 3(4), was 2(3).

CARD CHANGE - Torrent - Buff: Blood spend (blood SPEND, where you cannot spend into negative, not to be confused with BLOODTHIRST) cost is now 6(4), was 6(5). Change: first potion option changed to Bloodlust Lager

CARD CHANGE - TRIGGER - Buff: now gain 3(4) Block for each card discarded from your hand.

CARD CHANGE - Uzu Sanageyama - Rework: Rare Power - 1 energy - Gain 3 Weakened. Gain 1(2) Shingantsu: While weakened, your attacks apply 1(2) Vulnerable. Dev comment: I rolled Sanageyama's Blindfold (old) relic effect into this card and changed that relic to do something else. Note: Shingantsu lasts for the rest of combat. The number on the power icon denotes how much Vulnerable you will inflict per attack while Weakened.

EVENT CHANGE - Special Forge - QoL Buff: Now if you don't have one of the special cards, you can still receive a normal card upgrade instead of nothing.

POTION CHANGE - Bloodfire Spirits - Rework - Old effect was: apply Bloodfire to a target for 3(6) turns. When attacking this target, gain 1 Blood and inflict 1 Bleed. NEW EFFECT: gain Bloodfire for 2(4) turns. While this power is active, negate all Blood costs. Dev comment: old iteration of Bloodfire Spirits was far too weak, especially if you had Torrent in your deck - Bloodfire Spirits was such an ugly option in comparison to Senketsu Blood Vial and Corrosive Potion. Even though the potential blood gain was higher than the one given by Senketsu Blood Vial (and the bleed infliction was just an extra bonus), especially in acts 2-3, you typically don't have the luxury of dragging out fights for the extra turns required to fully benefit from that effect.

POTION CHANGE - Corrosive Cocktail - Buff: Vulnerable applied is now 3(6), was 2(4). Dev comment: Exposed is a good status effect. Maybe I can tempt people into using this potion by slathering some more Vulnerable on it. Mmmm. It's delicious.

RELIC CHANGE - Kamui Senketsu - No longer grants Blood at the start of battle - Blood is now inherently gained by Ryuko instead regardless of whatever relics she has. Instead, possessing Senketsu allows you to gain Blood Regen when exceeding 12 stacks of Blood and also allows you to heal post-battle for any remaining stacks of Blood Regen. Dev comment: I moved these mechanics from Blood to this relic.

RELIC CHANGE - Little Witch's Academic Hat - Nerf: card draw AND temp Dexerity gain on drawing a Status card removed. Dexterity gain when drawing a Burn is now 1, was 2. Dexterity gain capped at 3. New effect: After gaining 3 Dexterity from this relic, Exhaust Burns when drawn.

RELIC CHANGE - Nonon's Baton - QoL Change: Preserves ability in between combats like Pen Nib. Now plays a unique SFX when triggering its effect.

RELIC CHANGE - Sanageyama's Blindfold - Rework: While weakened, incoming damage is reduced by 3. Dev comment: works just like Tungsten Rod, it reduces any HP loss damage, not just attack damage.

POWER CHANGE - Bleed - Nerf: no longer applies a stack of Bleed when ticking on an Exposed target

POWER CHANGE - Blood - No longer granted by Ryuko's starter relic, Kamui Senketsu, at the start of battle. This power is now inherently gained by Ryuko instead.

POWER CHANGE - Blood Fury - The conditions for obtaining it have changed: You now only gain Blood Fury if you have Kamui Junketsu. Now instead of "each time you exceed the Blood cap, gain 1 Blood Fury," you obtain Blood Fury like "each stack of Blood exceeding the cap converts into Blood Fury, up to 3," EXACTLY like how Blood Regen is attained. Hopefully this simplifies things for everybody, I know it was confusing before. Nerf: damage per stack is now 3, was 4. Nerf: card draw and energy gain on use removed, mechanic moved to Kamui Junketsu. VFX Update: should look cleaner, snappier, and more distinct than the chaotic appearance it used to have.

POWER CHANGE - Blood Regen - The ability remains the same, but the conditions for obtaining it have changed. If you have Kamui Senketsu, each stack of Blood exceeding the cap is converted into 1 Blood Regen, up to 3. If you have Kamui Senketsu, heal at the end of battle for each stack of your Blood Regen. *Note: you can still receive Blood Regen from direct sources like the Senketsu Blood Vial and Senketsu Regeneration, but you can't receive the post-battle heal from it unless you have Kamui Senketsu.



MISCEL:

  • Mod Config option "Start with a Senketsu Blood Vial" is now inherently linked to instances of Ryuko; it is no longer tied to her starter relic Kamui Senketsu
  • Pocket Scissor Blade adding Retain to cards now functions properly
  • Bleed VFX now occurs even on the last dying enemy in combat
  • Bleed VFX sprite changed
  • Various changes to cards' VFX behavior
  • Changed some SFX to only play on a low % chance
  • In combat randomization now based on Slay the Spire's seeded randomization instead of normal Java random
  • Back end changes to card action queueing, many cards should have smoother behavior now
Last edited by gzd; Aug 18, 2023 @ 11:46am
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FunZed Jan 11, 2023 @ 11:43pm 
Can you change music in game when you pick card "Don't lose your way"? XD
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