Slay the Spire

Slay the Spire

The Exalted - NO LONGER SUPPORTED
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Update: 23 Jan, 2020 @ 7:40am

Finxed the mod to work with new update 2.0

Update: 27 Dec, 2019 @ 3:06am

- Increased the cost of reflex coil from 2(1) to 3(2).

- Increased the cost of Rendig Strike from 1(1) to 2(2).

- Added a bundle of new relics based on Arcanes.

Update: 8 Dec, 2019 @ 6:54am

Third time is the charm, the Dragon Keys event should finally be working as intended.

Update: 8 Dec, 2019 @ 6:49am

Update: 4 Dec, 2019 @ 3:42am

- Fixed the Gear Up event "equip the Dragon Keys" segment. Now it should correctly disable the option for the Dragon Key you just took.

- Fixed Provoked power tooltip showing an incorrect description.

Update: 3 Dec, 2019 @ 3:12am

Reduced the overwhelming power of combo mechanic (only if you have the Ascaris active) and added a couple of events, one adding a bit of much needed (optional) challenge. This is the detailed changelog:

- Fixed Condition Overload dealing much more damage than intended on upgrade.ç

- Fixed an small issue with conserving flight between combats.

- Magnetic status no longer removes Beat of death, Minion or Life Link powers on enemies. We don't really want those gone, it can lead to weird interactions.

- Reduced Finishing touch cost to 1 (0 when upgraded).

- Combo now only multiplies damage by x1.5 instead of x2 when you have the Ascaris device equipped. (unchanged for easy mode).

- Added 2 new events, 5 relics and 4 rare cards that are only obtainable through these events. This is how they work:

If you are playing the Exalted, the first event room you enter when in The City (Act 2) will always be the event Gear Up. In this event you can choose, among other options, to equip one or several of the corrupted Dragon Keys. For those that play Warframe, you already know how these work. They will have an strong negative effect on you while you carry them, but will let you open the Orokin Vault, which is the second new event (found in Act 3), if you happen to carry the correct key. If opened, you are inflicted with a new random negative effect and gain a type of special mod (here a card) at random. To avoid having an empty event, the Orokin Vault will be removed from the event pool if you don't have ANY Dragon Key equipped.

Update: 6 Nov, 2019 @ 8:09am

- Added 8 new potions

- Changed Adaptation to now give damage reduction to yourself instead of strength reduction to enemies, because that's just more confortable to everybody.

- Since Forma is now a potion, the card "Forma" has been changed to "Forma Blueprint" with the following mechanic: [Exhaust a (random) card. Gain a Forma. Exhaust]

Update: 7 Oct, 2019 @ 11:07am

Seems like I hadn't commit the changes about those multidamage cards. The mentioned fix should actually be fixed now.

Update: 4 Oct, 2019 @ 8:50am

FIXES:

· Did no one realize that Combo cards where dealing more damage than they were telling you in the card when you had weakness or similar effects? Well, now that's fixed.

· Fixed a crash that would happen when using Speed Trigger. This should also have fixed several possible crashes with multi-damage cards, like Radial Javelin.

· Fixed Vitality not giving the amount of temporary HP it was saying to give in some cases.

· Fixed Frostbite giving you more Cold than intended. The Chills...

· Adaptation now applies the strength reduction effect just after receiving damage, so it works with enemy multi hit attacks, which is what I initially intended.

· Hell's Chamber now should properly work with attacksyou add to your hand via power effects and such.

GENERAL CHANGES:

· Broken Cephalon starting relic now works like the following: at the start of combat AND whenever you shuffle your deck, draw a card. This makes it more fitting as an "starter" cause now you can use from the moment you start.

· Powers that deal damage now have their damage represented by colour on the enemies HP bar.
Also added custom markers on HP bars for Burn and Bleed powers. You can disable them in the settings menu.

· Reduced starting HP for the exalted to 75 HP. 100 HP will be reserved for those that buy the premium founders pack and get excalibur prime (There's no such thing, no HP refunds, big bois don't need that much HP).

· Powers that get above 100% chance now apply multiple stacks at once, instead of applying 1 stack several times.

· Now Bullet Jump will only conserve Flight until next turn, instead of forever. Added additional text to Archwing launcher explaining that it's Flight IS conserved FOREVER (Until you lose it, that's it).

· Changed Seismic wave to deal 6(8) damage, plus 8(12) damage per stack of flight. This makes it a more useful in more general circumstances.

· Reflection power is no longer lost at the end of your turn.

· Blast power now will only trigger once per attack, instead of per hit.

· Viral damage now will trigger once dealing the total amount of damage for every time it would have triggered (similar to blast damage)

· Provoked now gives 1 Strength each time you gain a Debuff. It was too niche, considering the Exalted does not have means to apply vulnerable to himself.

· Killing Blow+ Now deals 11 base damage instead of 13. Changed Killing Blow's damage animation.

· Changed cost from Finishing Touch from 4 to 2. No need to have that big initial cost if it deals so low damage initially. Finishing Touch's attack animation now changes based on how much combo you have stacked in it!

· Flow now gives only 1 energy. Flow+ also gives only 1 energy next turn.

BALANCE CHANGES:

Now introducing a new special starter relic, the Ascaris Device!*
This relic will reduce the power of the Exalted to bring it closer to the base characters, but you can remove it by right-clicking it, making all powers and cards recover their OP original effects. The objective is to make the character more appealing for those that would like a challenge, but without taking the intrinsic fun of being a super powerful warrior like in Warframe.

These are currently all the effects that carrying the Ascaris will have in your cards and powers:

· Toxin power only applies 1 poison each time it triggers.

· Cold power only applies 1 cold each time it triggers.

· Burn power scales more slowly. It will increase damage, and next time, it will increase the amount of times it will deal the damage instead of both scaling at the same time with each stack.

· Irradiated power is reduced by one per each hit redirected to enemies.

· Gas power is lost after spreading poison.

· Viral damage is capped at your power amount.

· Bleed goes down by one per turn.

· Archwing Launcher gives only 2 Flight instead of 3.

· Bullet Jump does not conserve any Flight.

· Patagium power is not lost on your turn and Patagium card exhausts. Patagium power will let you conserve Flight as long as you use at least 1 attack in your turn.

· Steel Fiber gives 2(4) plated armor instead of 3(5).

· Redirection will apply a debuff that won't let you gain block from cards until the end of next turn.

· Killing Blow deals 8(10) damage instead of 9(11).

· Condition Overload's damage cannot be modified by powers or card effects.

· Reflection is lost at the start of your turn.

· Rejuvenation gives 1 Temporary HP at the start of your turn, instead of giving Regeneration.

NOTE: Card and power descriptions will change as long as you have the Ascaris active, but there's a know issue where zoomed-in cards will always display the original description. This is a minor inconvenience, since the upgrade preview shows the correct description still. I'm working on fixing that, but the way Slay the Spire renders the zoomed-in cards is much less accesible.

*(The Ascaris should not appear on reward pools even in cases where you would be able to get other character's starter relics)

Update: 28 Sep, 2019 @ 2:10am

· Steel Fiber is now a Power. Reusable plated armor bad.

· Added a new common Power: The Foundry.

These two will help with having always the same common Powers populating the shop. Offering Slip Magazine every single time wasn't very cash money of you, joyful shopkeeper. I'll let it pass cause you complimented my hair.

· Made Intensify to check wheter you are applying a debuff on enemies, because if you would apply a debuff on yourself (Like the Lose Strength at end of turn, from Blaze), it would apply infinitely. Yay! (It wasn't very "yay", actually).

· Made all mods and cards one single colour. The only difference you'll notice is that now they will appear all tidied up on a single tab in the Compendium. People using 10+ character mods will probably appreciate this change.

Edit: I just found out that the previous way I had of introducing mods to the card reward pool was making rare mods WAY more common to find than they should, which was making my bro Excalibro even more powerful than it already was.

· More typos were found and they were disciplined into correction. Whereas the original cause of these typos (myself) has been succesfully tracked donw and vanished to de sdow relm. Ohno! Hes baC!!1! HALLP!!