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[Slay the Spire] Slay the Spire 2 confirmed for EA 2025!

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    ArcticLancerArcticLancer Best served chilled. Registered User regular
    This is maybe the biggest input error of my StS career. :|
    xfag1zfyj7di.png

    I was one turn away from perfecting the heart, but had to eat some of the 6x15 attack. I then misread its remaining health, pressed E figuring "GG", then saw it hit 12 life (I had attacks in hand and could easily have dealt 12 damage ...) and died immediately.

    Siiiiiiiiigh.

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    The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    To salve you @ArcticLancer - at least you've never given the heart strength.

    Twice.

    (Oh Jorbs)

    Stream going live, come in and watch spires be slayed! Or penguins be slain. Probably more of the latter, tbh. Link in my sig

    Ideas hate it when you anthropomorphize them
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    The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    Well, most of tonight was getting 'orribly murdered, but we got our revenge and crunched the heart to death.
    E5E515291439F8BBEEC5B0D2A0900FB7B8FFA9DD

    Deck was a bit iffy defensively, or at least felt like that - but being a slick, small deck + snecko eye, having Nilry's to supply it with a stream of extra cards, and eventually having two steroid pots + an artefact pot for the heart made for a run that ended up doing the business just fine. I think the a1 routing is particularly worth watching - i start off going Fight, and then due to lack of rewards take Fight, Fight ? Shop Campfire so i can fight a super elite.

    Also yes that a3 routing involves fighting 3 elites in a row because that's how you roll when you have Wing Boots. Somehow i vaporized Reptomancer on turn 2, which i gotta say: Did not expect.

    Fun run! Other good takeaway is watching how this deck goes from pretty good act 1, okay-ish act 2, and then in act 3 just goes from "??" to "Holycrapstronk" in very short order.

    Ideas hate it when you anthropomorphize them
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    MorranMorran Registered User regular
    So, i put a few hours in the switch edition.

    Really good game! It got a really nice feeling of actual player skill progression - first few runs i struggled to get past first section, now i can usually make it through parts of the third selection without too much problems.

    I'm still struggling a bit to maintain a suitable amount of defense. Not sure if i should just add more defense cards, focus more into buff/debuffs or rather remove cards from my deck.

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    BurtletoyBurtletoy Registered User regular
    I'm just going to keep forcing this deck. This run, however, hasn't been much of a force at all. Top row of cards you can't see is 4 defends and the starter curse. I might need to draft some defense at some point, I guess.

    ?imw=1024&imh=640&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true

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    AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Morran wrote: »
    So, i put a few hours in the switch edition.

    Really good game! It got a really nice feeling of actual player skill progression - first few runs i struggled to get past first section, now i can usually make it through parts of the third selection without too much problems.

    I'm still struggling a bit to maintain a suitable amount of defense. Not sure if i should just add more defense cards, focus more into buff/debuffs or rather remove cards from my deck.

    Which class are we talking about? Their individual options vary - Silent likes debuffs but has good block cards, Ironclad's "defense" is mostly lowering its TTK and playing high-value single blocks, and Defect likes Frost Orb generation, for general guidelines.

    Any class can benefit from healing options, but Ironclad has the easiest time with those owing to its Rare cards, starting relics, and so on.

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    BurtletoyBurtletoy Registered User regular
    Auralynx wrote: »
    Silent likes debuffs but has good block cards

    ???

    (I don't consider footworks or waith form to be block cards)

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    ElvenshaeElvenshae Registered User regular
    Acrobatics, Afterimage ...

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    BurtletoyBurtletoy Registered User regular
    edited June 2019
    I'm guessing you meant backflip, which is, in my opinion a bad version of shrug it off.

    But I hate the silent, like, a lot

    After image good tho

    Burtletoy on
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    The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    Burtletoy wrote: »
    I'm guessing you meant backflip, which is, in my opinion a bad version of shrug it off.

    But I hate the silent, like, a lot

    Backflip draws 2, which is huge. Silent also has footwork, and is the only class to be able to exploit Kunai and block at the same time thanks to cloak & dagger/shivs. Blur is oft potent, deflect is free and Dodge n Roll is the only card in the game to have multiplicative scaling with Dex

    Silent also has easy access to weak, and gets paper krane which can do some kahrazy stuff. Burst and nightmare can also be used to do some silly things defensively - apparations and wraith form are a common approach, but depending on the fight or relics stuff like leg sweep, cloak and dagger etc can crush fights. Once I had nightmare after image and it was the best.

    Silent just has a crap ton of ways to make her defenses work.

    Ideas hate it when you anthropomorphize them
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    BurtletoyBurtletoy Registered User regular
    Yes, footworks is good. No doubt. 75% of my silent wins have at least one copy.

    It should probably probably swap places with survivor. Start with one, can't get more. Find survivor in card reward screens and ignore it because it's not great.

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    The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    I could not disagree more. Survivor is super potent, a great upgrade, and the fact it discards lets you do all kinds of clever shit.

    (Also it would ruin the inflame/footwork/defragment symmetry. Plus no class currently starts with a power, which is good given the scaling issues)

    Ideas hate it when you anthropomorphize them
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    JookieJookie Registered User regular
    Dodge n Roll is the only card in the game to have multiplicative scaling with Dex
    Gain 7(9) block X times

    butts
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    The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    Jookie wrote: »
    Dodge n Roll is the only card in the game to have multiplicative scaling with Dex
    Gain 7(9) block X times

    I don't count reinforced body as it's just converting energy into block at a 1:1 rate like any defense card. Dodge and roll creates two instances of block for 1 energy, hence. If that makes sense?
    But that's just how I think about it!

    Ideas hate it when you anthropomorphize them
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    BurtletoyBurtletoy Registered User regular
    I think the silent has ways to make bad block cards not bad.

    I don't think the silent *has* good block cards, which was my post.

    I'm in the minority and that's okay with me. Mostly just being pedantic, really.

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    akjakakjak Thera Spooky GymRegistered User regular
    Silent’s big thing (to me) is the massive card advantage. Nearly all her cards (and her blocks especially) are never “wasted.” It’s always “do x AND y” which is super powerful.

    Cards that replace themselves are great, cards that “twofer” are great.

    She can get very efficient in ways the others can’t

    Switch: SW-4133-1546-2720 (Thera)
    Twitch: akThera
    Steam: Thera
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    The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    Strimity strim stram stream is LIVE!

    Ideas hate it when you anthropomorphize them
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    AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Burtletoy wrote: »
    I think the silent has ways to make bad block cards not bad.

    I don't think the silent *has* good block cards, which was my post.

    I'm in the minority and that's okay with me. Mostly just being pedantic, really.

    Honestly, I'm pretty low on Silent most of the time, but really I meant Dodge & Roll, Blur, and Leg Sweep.

    Silent's lack of big numbers is definitely made up for by the prevalence of Weaken and existence of Footwork, though, You're right there.

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    The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    So, guess who was the harder boss for this deck: Awoken One or Time Eater?
    98D0CC0CBE6758C9908911F0EDBD757811D69D96

    Also turns out this deck kinda sucks when HEatsinks is on the very bottom, which happend in both the heart and the A4 elite. At least, it kinda sucks when it's on the bottom and you're playing super tired, and doing dumb things. Once i stopped doing dumb things, it worked out.

    Answer to the query:
    Time eater, by a mile. Sure, awoken one had 28 strength. but 8x loop + 10 focus on a frost orb = Hahahaha, good fucking luck boyo)

    Sadly my internet cut out midstreaming this, so... welp. No VoD. Not that we need to see me beating my head in circles against the a4 elites because i'm too tired to play straight.

    Ideas hate it when you anthropomorphize them
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    MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    New patch released today! 4th character + content DLC confirmed.

    Balance stuff:
    Berserk card buffed. Self Vulnerable 3 -> 2.
    Blood Potion buffed to heal 10% -> 25%.
    Bottled Flame no longer appears if all of your Attacks are starter cards.
    Bottled Lightning no longer appears if all of your Skills are starter cards.
    Heel Hook+ card buffed. 7 -> 8 damage.
    Bullseye card buffed. Lock-On 1 -> 2.
    Bullseye+ card buffed. Damage 10 -> 11.
    Colosseum event now appears only at the top half of Act 2.
    You no longer run into The Cleric or Beggar events if you do not have enough gold.


    Full text dump:
    Hey everyone,

    It's been quite a while since release. The past few months have been pretty busy with ports and the patching of those ports but we wanted to update the PC version to contain all of the fixes, optimizations, and quality of life changes we worked on during this process.


    What’s in the Works?
    All the ports! Eventually, you'll be Slaying the Spire on your smart fridge (not really, but never say never).
    Additional translations.
    Free DLC containing a 4th character and additional content.


    Official Merchandise!?

    Whoa, did we team up with Fangamer and now you can get an awesome Slay the Spire shirt by Nina Matsumoto? Yes. Get one here![www.fangamer.com]

    We'll be getting more merch soon. Stay tuned!


    Touchscreen Compatibility
    A lot of work has been put into ensuring that players who use touchscreen computers (or Steam Link on mobile) can enjoy the game fully!

    Two-step confirmations have been added to several screens so you can review options before you choose a card/boss relic/shop item. To turn this on, toggle the Touchscreen Mode option found at the bottom of the Input Settings screen.


    Community Fan Art
    The amount of fan art we received since release is outrageous and we’re happy to have inspired so many brilliant works of art! Let’s take a look:


    The Silent by Fausuto[www.artstation.com]


    Demon Form and Wraith Form by selemina[selemina.tumblr.com]


    r... rain? by bluehightoptrainers[www.deviantart.com]


    Chibi Silent by LuriaHirai[www.deviantart.com]


    This shiny portrait of The Champ by @fraudulentyoshi


    The Silent Fire by Densetsu VII[densetsu-vii.tumblr.com]


    A fusion of the Act 1 Bosses: Hexaslimedian! by /u/Dragonclaude


    This gritty rendition of the Silent by @TheHalret


    Gremlin Leader except I get lazier the further right the pictures goes by /u/pulfian


    This cute Silent by @ewilio

    Modding
    While we’ve tried our best to keep backwards compatibility as stable as possible, many performance and UX improvements that were added will inevitably break some mods.

    For this release we worked a lot closer with our modding community and very grateful for sharing their insights in making the game more modder friendly, bug free, and generally helping the community stay informed of upcoming changes.

    These kind folks include (but aren’t limited to) BDWSSBB, Blank The Evil, brianfubar, Evil Pickle, and kioeeht. They have done tons of optimizations, fixes, moddability improvements, and even features like the sort bar in deck view screen! As always, if you have questions about modding or want to get into modding yourself, visit the Slay the Spire Discord’s #modding channel![discord.gg]

    Maybe just stop by to thank a modder for all their hard work :).


    Archived Versions
    Version 1.0 of Slay the Spire (January 23, 2019) will be archived in the Steam branch: [V1.0] can be found in the BETAS tab for the game (Similarly to how you would access the beta branch).

    Patch Notes

    Content
    Added Eternal One achievement, unlocked when all other achievements are unlocked.

    Balance
    Berserk card buffed. Self Vulnerable 3 -> 2.
    Blood Potion buffed to heal 10% -> 25%.
    Bottled Flame no longer appears if all of your Attacks are starter cards.
    Bottled Lightning no longer appears if all of your Skills are starter cards.
    Heel Hook+ card buffed. 7 -> 8 damage.
    Bullseye card buffed. Lock-On 1 -> 2.
    Bullseye+ card buffed. Damage 10 -> 11.
    Colosseum event now appears only at the top half of Act 2.
    You no longer run into The Cleric or Beggar events if you do not have enough gold.

    UI and Effects
    Many quality of life changes such as a larger potions menu, a long-press End Turn option, sorting options for your deck, improved rendering for tips, and a condensed top panel have been added.

    Patch Notes screen is back.
    Touchscreen Mode can now be enabled in the Input Settings (at the bottom).
    End Turn button can now utilize long-press confirmations for controllers and keyboard (not mouse). Turn on/off in Game Settings.
    Improved trackpad support for laptops.
    Potion menu is way bigger now (easier to click on for mouse/touchscreen).
    Top panel's floor number indicator is now an icon + number.
    Top panel gold icon, health icon, potion slots, and modifiers now scale up when hovered.
    Top panel elements gets their spacing updated.
    Adding a right stick button asset when highlighting volume sliders via controller.
    Ascension description tips are now numbered in English.
    Ascension level is now an icon + number in the top panel (gold when max level).
    Black screen when viewing a grid of cards (such as removing a card from deck) is now darker (50% -> 70% opacity).
    Boss node on map now has a hover reticle when using controller.
    Campfire sleep VFX is now slightly darker.
    Cards with glowing effects now have a border that appears instantly along with the VFX.
    Cleaning up the tick asset used on various checkboxes and dropdowns.
    Combat reward screen's items now get a reticle when hovered/highlighted. Much more noticeable.
    Completion percentages in save slot view do not show tenths place if 0% or 100% now.
    Confirm buttons now place the controller prompt icon dynamically, preventing text overlap.
    Credits screen can now be scrolled up/down using controller.
    Custom Mode screen's modifiers are now more obviously hovered/highlighted.
    Defect gets a glow-version asset at Rest Site like Ironclad/Silent.
    Disabling particle effects now disables the particles which appear upon applying buffs/debuffs.
    Fixing some grammar and typos in Potion popup text.
    Game and Input Settings tabs get larger hitboxes.
    Game Saved VFX now appears below the top panel if more than 3 game modifiers are enabled.
    Grand Finale card is now 0.3s faster in Fast Mode.
    Highlight box now resizes so text isn't blocked when highlighting view upgrade option in Card Library.
    Highlighted cards in RunHistoryScreen are now more obvious when using controllers.
    Letterboxing for unsupported aspect ratios no longer have a 1px gap.
    Line spacing in Menu Panel headers reduced by 15%.
    Lose HP action is now much faster in Fast Mode.
    No Run Histories found text is now centered and has improved line spacing.
    Offering card is now faster in Fast Mode.
    Options in Custom Mode screen are now more obviously highlighted.
    Plated Armor power description is more accurate now.
    Removed the 'Build:' text on version number as it's unnecessary.
    Rich Presence now contains Ascension level (unless 0).
    Seek card now organizes cards by rarity and alphabetically.
    Silent's starting Strikes are put before Defends (to be consistent with other characters)
    Sort button's highlight UI when using controllers are now dynamically sized based on text length.
    Static Discharge card now clarifies that it triggers when you receive unblocked attack damage.
    Text in Game Preferences settings now aligns better with checkboxes.
    Tips for boss relics are now offset so they can no longer cover a relic when hovered/highlighted using controller.
    Tips for potions now show up when hovered in Reward screens and Shops (not just in the Potion panel after acquisition).
    Vampires and Council of Ghosts events now show how much Max HP is lost (rather than showing %)
    Well-Laid Plans card plays slightly faster now.
    When hovering various tips in the Game Settings, they're now rendered on the left side instead of at cursor position.
    When previewing card for upgrade via controller, the upgrade result is now hovered, no longer obscuring your view.
    When viewing your deck, you can now sort it by obtained order, alphabetical, rarity, and cost.
    With controllers, end turn now disables cards from being hovered, so cards don't obscure enemies.

    Performance
    A lot of work was done to improve boot time, rendering performance, and to find and fix memory leaks which led to crashes when playing for extended periods of time.

    Card UI elements now utilize a texture atlas (uses less VRAM and improves performance)
    Compressed lots of images.
    Fixed memory leaks in several monsters, events, ui, and other objects.
    Flame Particles and Lightning Orb VFX assets are now pre-loaded.
    Font generators are now cached better, improving load time and reducing memory usage.
    Hexaghost and Lagavulin enemies now pre-cache music so there's no lag when music starts mid-combat.
    Improving render performance of several UI, VFX, and Fonts.
    Merged 3 identical fonts, reducing memory usage and improving load up time.
    Removed dual initialization of several assets.
    Removed a lot of unused assets.
    Many VFX assets are now pre-cached, preventing stutter when certain cards or moves occur.

    Code Cleanup
    Most of this improves moddability, extensibility, and future-proofing various functions and objects within the game.

    Confusion and Corruption cards utilize improved hooks.
    Improved lifesteal logic for Reaper and Shelled Parasite.
    Refactored Hologram card to not have to verify number of cards in the card itself.
    Specimen relic now uses the same code as other relics for applying its effect.
    Unhardcoded various cards, relics, and enemies.

    Bug Fixes
    Fixed card and relics unlocking earlier than they're supposed to.
    All-Out Attack, Madness, and Reboot cards no longer affect Card Rewards when used (rng issue).
    Astrolabe relic now works even if your deck contains 3 cards or less.
    Back button is now hidden in Save Slots screen if all saves are deleted.
    Blank The Evil's bug fix for Card Reward screen non-skip issue.
    Bottled Cards upgraded from Mind Bloom event have their description updated correctly.
    Can no longer accidentally bring up the rename screen with controller when navigating through Settings.
    Changed Input settings are now correctly retained when changing save slots.
    Darkstone Periapt relic now works with Hoarder mod.
    Empty Cage relic now works with 1 or less valid cards in your deck.
    Envenom's Poison is now applied immediately after the damage occurs.
    Fix for Cost X cards utilizing extra energy when playing quickly.
    Fix for crash when pressing RIGHT using controller when viewing 5 cards in grid card select screen.
    Fix for Map and View Deck top panel buttons sometimes skipping card rewards.
    Fix for part of the map UI remaining on the screen after hitting Return in certain circumstances.
    Fix for thank you message in credits displaying prematurely.
    Fixed Automaton's orbs preventing scaling of Genetic Algorithm and Ritual Dagger.
    Fixed Bag of Preparation not drawing cards affected by Confusion power.
    Fixed bug where a certain set of actions could disable tips for a card for the rest of combat.
    Fixed bug where deleting a save slot would generate dummy files in a ghost slot.
    Fixed bug where dialog bubbles moved faster if higher resolution.
    Fixed bug where Exhaust Pile can be viewed using controller even if it's empty.
    Fixed bug where screenshake and SFX were played when navigating to locked character select option via controller.
    Fixed card tips that remained on screen when you died.
    Fixed certain Status and Curses triggering their end of turn effects by playing them normally with Medical Kit or Blue Candle under specific circumstances.
    Fixed crash when attempting to hover view upgrade in Card Library using controller.
    Fixed crash when highlighting mods in top panel using controller.
    Fixed crash when navigating left on controller when colorless cards are sold out.
    Fixed crash when opening deck view if you have 0 cards (e.g. when you start a run with the Draft modifier)
    Fixed crash when pressing down on controller on 3rd option at Rest Site if you have 4 options.
    Fixed crash when pressing right on controller in Run History with 0 runs.
    Fixed damage and block values showing green increased values when the end value was the same.
    Fixed enemies not applying powers if they died in the process (e.g. Thorns).
    Fixed enemy order issues in Slime Boss, Gremlin Leader, and Reptomancer encounters.
    Fixed Enlightenment+ not reducing cost of cards with 1 or 0 cost for turn.
    Fixed errors with moving around relic compendium screen with a controller for Event relics.
    Fixed exploit of playing Normality while already having played 3+ cards.
    Fixed Fission+ evoking Orbs in reverse order.
    Fixed non-Steam platforms showing 0 total damage dealt on the victory screen.
    Fixed inability to inspect relics when Shopscreen is open via controller.
    Fixed incorrect scaling on draw and discard piles making them very large on high resolution.
    Fixed Invincible power with interactions such as The Boot and Block.
    Fixed issue where ending turn with Retain while hovering the player could make the leftmost card act strangely via controller.
    Fixed issue if cards are queued and turn is ended after an enemy dies, Nilry's Codex can open and cause issues.
    Fixed issue where map can be opened during room transitions, cancelling certain functionality.
    Fixed issue where moving cursor to bottom of window would cause cards in hands to bounce indefinitely.
    Fixed issue where Rest Site option text wasn't placed correctly (scaling).
    Fixed issue where tips weren't appearing correctly in single relic popup view.
    Fixed issue where up/down on controller in potion drink/discard also navigated to monsters/cards during combat.
    Fixed issue where you briefly see the map when you start a run due to its default transparency.
    Fixed lingering campfire sounds from rest sites.
    Fixed Machine Learning card affecting hand size even when negated.
    Fixed Meal Ticket not working on Shops from ? rooms.
    Fixed Nemesis gaining Intangible too early and messing up damage from Thorns.
    Fixed Normality card not stopping cards affected by Setup and Forethought.
    Fixed Regret causing less HP loss than normal if other cards played themselves first.
    Fixed Reptomancer not triggering some important logic after death.
    Fixed Rip and Tear, Sword Boomerang, and Thunder Strike continuing its hits over Thorns and Shifting powers.
    Fixed Second Wind doing its effects in reverse and only gaining one instance of block.
    Fixed slash attack VFX used by some enemies being the wrong size in high resolutions.
    Fixed Spit Web move's VFX appearing from wrong spot in high resolutions.
    Fixed the opening of Input Settings allowing skipping of unskippable screens and potentially getting to an unplayable state.
    Fixed the seedSet flag not resetting, preventing Achievements from unlocking in subsequent runs before game is reloaded.
    Fixed Wrist Blade not affecting Sword Boomerang, Rip and Tear, and Thunder Strike.
    Game and Input Settings panels are now taller so the input rows stay within the panel.
    Improved precision of volume sliders with a controller so that values can be set precisely back to 50%.
    Knowing Skull event can no longer give you a potion if you have the Sozu relic.
    Leaderboard filters labels are now displayed for the options selected when opening the screen.
    Library event can no longer contain duplicate cards.
    Neow's Lament relic now grays out when it is used up.
    No longer possible to interact with the map with a controller while single card view screen is open.
    Relic Collection menu no longer scrolls erratically in some cases when using controller.
    Removed note about Leaderboards being reset weekly as Early Access is over.
    Reptomancer no longer creates daggers with more HP than intended.
    Reset To Defaults option in Option Menu now resets all controller mappings properly.
    Run History screen's cards and floor nodes can navigated easier with controllers.
    Shop and Boss BGM now correctly mutes when game is minimized with the Mute While in BG option on.
    Slider in the Character Stats menu no longer gets stuck before reaching the bottom with a controller.
    Torch particles in Exordium now rise at the same speed on all resolutions.
    Twitch plugin now works if language isn't English and system encoding isn't set to UTF-8.
    Various card selection effects that don't update RNG are now seeded.
    When a dropdown menu is open in RunHistory screen, the controller up/down no longer affects selection outside the dropdown menu.
    WobblyLine VFX used in Snecko's glare is now larger and scales correctly with resolution.

    Localization
    Thai and Turkish languages are now available. Big thanks to our community translators :D.
    New languages and localization improvements, hooray!

    Portuguese Brazilian was out-of-date so it has been removed from main branch.
    JPN translation overhaul by Kakehashi Games.
    JPN and THA now have translated Merchant Shop images.
    THA fonts updated.
    Updated credits for JPN, POL, THA, and TUR.
    Added logic to disallow periods to cause line breaks in Asian languages.
    Rewrote how Asian languages are rendered, fixing several formatting issues.
    Asian languages now utilize lineSpacing variable in renderSmartText.
    Asian languages no longer have A~Z sorting filters in Card Library screen.
    JPN renders card descriptions from left to right.
    Rest Site options' rest option info text now uses localized period character.
    Run History and Daily Screens now use YEAR/MONTH/DAY by default for dates except in English.
    Run History date format in JPN utilizes localized AM/PM.

    Note: Asian languages referred to in these patch notes refer to Japanese, Chinese (Simplified), and Chinese (Traditional) which utilize a separate way of rendering text.

    Need a voice actor? Hire me at bengrayVO.com
    Legends of Runeterra: MNCdover #moc
    Switch ID: MNC Dover SW-1154-3107-1051
    Steam ID
    Twitch Page
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    kimekime Queen of Blades Registered User regular
    That shirt is maybe a little too busy for me unfortunately

    Battle.net ID: kime#1822
    3DS Friend Code: 3110-5393-4113
    Steam profile
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    MorranMorran Registered User regular
    MNC Dover wrote: »
    New patch released today! 4th character + content DLC confirmed.

    Balance stuff:
    Berserk card buffed. Self Vulnerable 3 -> 2.
    Blood Potion buffed to heal 10% -> 25%.
    Bottled Flame no longer appears if all of your Attacks are starter cards.
    Bottled Lightning no longer appears if all of your Skills are starter cards.
    Heel Hook+ card buffed. 7 -> 8 damage.
    Bullseye card buffed. Lock-On 1 -> 2.
    Bullseye+ card buffed. Damage 10 -> 11.
    Colosseum event now appears only at the top half of Act 2.
    You no longer run into The Cleric or Beggar events if you do not have enough gold.


    Full text dump:
    Hey everyone,

    It's been quite a while since release. The past few months have been pretty busy with ports and the patching of those ports but we wanted to update the PC version to contain all of the fixes, optimizations, and quality of life changes we worked on during this process.


    What’s in the Works?
    All the ports! Eventually, you'll be Slaying the Spire on your smart fridge (not really, but never say never).
    Additional translations.
    Free DLC containing a 4th character and additional content.


    Official Merchandise!?

    Whoa, did we team up with Fangamer and now you can get an awesome Slay the Spire shirt by Nina Matsumoto? Yes. Get one here![www.fangamer.com]

    We'll be getting more merch soon. Stay tuned!


    Touchscreen Compatibility
    A lot of work has been put into ensuring that players who use touchscreen computers (or Steam Link on mobile) can enjoy the game fully!

    Two-step confirmations have been added to several screens so you can review options before you choose a card/boss relic/shop item. To turn this on, toggle the Touchscreen Mode option found at the bottom of the Input Settings screen.


    Community Fan Art
    The amount of fan art we received since release is outrageous and we’re happy to have inspired so many brilliant works of art! Let’s take a look:


    The Silent by Fausuto[www.artstation.com]


    Demon Form and Wraith Form by selemina[selemina.tumblr.com]


    r... rain? by bluehightoptrainers[www.deviantart.com]


    Chibi Silent by LuriaHirai[www.deviantart.com]


    This shiny portrait of The Champ by @fraudulentyoshi


    The Silent Fire by Densetsu VII[densetsu-vii.tumblr.com]


    A fusion of the Act 1 Bosses: Hexaslimedian! by /u/Dragonclaude


    This gritty rendition of the Silent by @TheHalret


    Gremlin Leader except I get lazier the further right the pictures goes by /u/pulfian


    This cute Silent by @ewilio

    Modding
    While we’ve tried our best to keep backwards compatibility as stable as possible, many performance and UX improvements that were added will inevitably break some mods.

    For this release we worked a lot closer with our modding community and very grateful for sharing their insights in making the game more modder friendly, bug free, and generally helping the community stay informed of upcoming changes.

    These kind folks include (but aren’t limited to) BDWSSBB, Blank The Evil, brianfubar, Evil Pickle, and kioeeht. They have done tons of optimizations, fixes, moddability improvements, and even features like the sort bar in deck view screen! As always, if you have questions about modding or want to get into modding yourself, visit the Slay the Spire Discord’s #modding channel![discord.gg]

    Maybe just stop by to thank a modder for all their hard work :).


    Archived Versions
    Version 1.0 of Slay the Spire (January 23, 2019) will be archived in the Steam branch: [V1.0] can be found in the BETAS tab for the game (Similarly to how you would access the beta branch).

    Patch Notes

    Content
    Added Eternal One achievement, unlocked when all other achievements are unlocked.

    Balance
    Berserk card buffed. Self Vulnerable 3 -> 2.
    Blood Potion buffed to heal 10% -> 25%.
    Bottled Flame no longer appears if all of your Attacks are starter cards.
    Bottled Lightning no longer appears if all of your Skills are starter cards.
    Heel Hook+ card buffed. 7 -> 8 damage.
    Bullseye card buffed. Lock-On 1 -> 2.
    Bullseye+ card buffed. Damage 10 -> 11.
    Colosseum event now appears only at the top half of Act 2.
    You no longer run into The Cleric or Beggar events if you do not have enough gold.

    UI and Effects
    Many quality of life changes such as a larger potions menu, a long-press End Turn option, sorting options for your deck, improved rendering for tips, and a condensed top panel have been added.

    Patch Notes screen is back.
    Touchscreen Mode can now be enabled in the Input Settings (at the bottom).
    End Turn button can now utilize long-press confirmations for controllers and keyboard (not mouse). Turn on/off in Game Settings.
    Improved trackpad support for laptops.
    Potion menu is way bigger now (easier to click on for mouse/touchscreen).
    Top panel's floor number indicator is now an icon + number.
    Top panel gold icon, health icon, potion slots, and modifiers now scale up when hovered.
    Top panel elements gets their spacing updated.
    Adding a right stick button asset when highlighting volume sliders via controller.
    Ascension description tips are now numbered in English.
    Ascension level is now an icon + number in the top panel (gold when max level).
    Black screen when viewing a grid of cards (such as removing a card from deck) is now darker (50% -> 70% opacity).
    Boss node on map now has a hover reticle when using controller.
    Campfire sleep VFX is now slightly darker.
    Cards with glowing effects now have a border that appears instantly along with the VFX.
    Cleaning up the tick asset used on various checkboxes and dropdowns.
    Combat reward screen's items now get a reticle when hovered/highlighted. Much more noticeable.
    Completion percentages in save slot view do not show tenths place if 0% or 100% now.
    Confirm buttons now place the controller prompt icon dynamically, preventing text overlap.
    Credits screen can now be scrolled up/down using controller.
    Custom Mode screen's modifiers are now more obviously hovered/highlighted.
    Defect gets a glow-version asset at Rest Site like Ironclad/Silent.
    Disabling particle effects now disables the particles which appear upon applying buffs/debuffs.
    Fixing some grammar and typos in Potion popup text.
    Game and Input Settings tabs get larger hitboxes.
    Game Saved VFX now appears below the top panel if more than 3 game modifiers are enabled.
    Grand Finale card is now 0.3s faster in Fast Mode.
    Highlight box now resizes so text isn't blocked when highlighting view upgrade option in Card Library.
    Highlighted cards in RunHistoryScreen are now more obvious when using controllers.
    Letterboxing for unsupported aspect ratios no longer have a 1px gap.
    Line spacing in Menu Panel headers reduced by 15%.
    Lose HP action is now much faster in Fast Mode.
    No Run Histories found text is now centered and has improved line spacing.
    Offering card is now faster in Fast Mode.
    Options in Custom Mode screen are now more obviously highlighted.
    Plated Armor power description is more accurate now.
    Removed the 'Build:' text on version number as it's unnecessary.
    Rich Presence now contains Ascension level (unless 0).
    Seek card now organizes cards by rarity and alphabetically.
    Silent's starting Strikes are put before Defends (to be consistent with other characters)
    Sort button's highlight UI when using controllers are now dynamically sized based on text length.
    Static Discharge card now clarifies that it triggers when you receive unblocked attack damage.
    Text in Game Preferences settings now aligns better with checkboxes.
    Tips for boss relics are now offset so they can no longer cover a relic when hovered/highlighted using controller.
    Tips for potions now show up when hovered in Reward screens and Shops (not just in the Potion panel after acquisition).
    Vampires and Council of Ghosts events now show how much Max HP is lost (rather than showing %)
    Well-Laid Plans card plays slightly faster now.
    When hovering various tips in the Game Settings, they're now rendered on the left side instead of at cursor position.
    When previewing card for upgrade via controller, the upgrade result is now hovered, no longer obscuring your view.
    When viewing your deck, you can now sort it by obtained order, alphabetical, rarity, and cost.
    With controllers, end turn now disables cards from being hovered, so cards don't obscure enemies.

    Performance
    A lot of work was done to improve boot time, rendering performance, and to find and fix memory leaks which led to crashes when playing for extended periods of time.

    Card UI elements now utilize a texture atlas (uses less VRAM and improves performance)
    Compressed lots of images.
    Fixed memory leaks in several monsters, events, ui, and other objects.
    Flame Particles and Lightning Orb VFX assets are now pre-loaded.
    Font generators are now cached better, improving load time and reducing memory usage.
    Hexaghost and Lagavulin enemies now pre-cache music so there's no lag when music starts mid-combat.
    Improving render performance of several UI, VFX, and Fonts.
    Merged 3 identical fonts, reducing memory usage and improving load up time.
    Removed dual initialization of several assets.
    Removed a lot of unused assets.
    Many VFX assets are now pre-cached, preventing stutter when certain cards or moves occur.

    Code Cleanup
    Most of this improves moddability, extensibility, and future-proofing various functions and objects within the game.

    Confusion and Corruption cards utilize improved hooks.
    Improved lifesteal logic for Reaper and Shelled Parasite.
    Refactored Hologram card to not have to verify number of cards in the card itself.
    Specimen relic now uses the same code as other relics for applying its effect.
    Unhardcoded various cards, relics, and enemies.

    Bug Fixes
    Fixed card and relics unlocking earlier than they're supposed to.
    All-Out Attack, Madness, and Reboot cards no longer affect Card Rewards when used (rng issue).
    Astrolabe relic now works even if your deck contains 3 cards or less.
    Back button is now hidden in Save Slots screen if all saves are deleted.
    Blank The Evil's bug fix for Card Reward screen non-skip issue.
    Bottled Cards upgraded from Mind Bloom event have their description updated correctly.
    Can no longer accidentally bring up the rename screen with controller when navigating through Settings.
    Changed Input settings are now correctly retained when changing save slots.
    Darkstone Periapt relic now works with Hoarder mod.
    Empty Cage relic now works with 1 or less valid cards in your deck.
    Envenom's Poison is now applied immediately after the damage occurs.
    Fix for Cost X cards utilizing extra energy when playing quickly.
    Fix for crash when pressing RIGHT using controller when viewing 5 cards in grid card select screen.
    Fix for Map and View Deck top panel buttons sometimes skipping card rewards.
    Fix for part of the map UI remaining on the screen after hitting Return in certain circumstances.
    Fix for thank you message in credits displaying prematurely.
    Fixed Automaton's orbs preventing scaling of Genetic Algorithm and Ritual Dagger.
    Fixed Bag of Preparation not drawing cards affected by Confusion power.
    Fixed bug where a certain set of actions could disable tips for a card for the rest of combat.
    Fixed bug where deleting a save slot would generate dummy files in a ghost slot.
    Fixed bug where dialog bubbles moved faster if higher resolution.
    Fixed bug where Exhaust Pile can be viewed using controller even if it's empty.
    Fixed bug where screenshake and SFX were played when navigating to locked character select option via controller.
    Fixed card tips that remained on screen when you died.
    Fixed certain Status and Curses triggering their end of turn effects by playing them normally with Medical Kit or Blue Candle under specific circumstances.
    Fixed crash when attempting to hover view upgrade in Card Library using controller.
    Fixed crash when highlighting mods in top panel using controller.
    Fixed crash when navigating left on controller when colorless cards are sold out.
    Fixed crash when opening deck view if you have 0 cards (e.g. when you start a run with the Draft modifier)
    Fixed crash when pressing down on controller on 3rd option at Rest Site if you have 4 options.
    Fixed crash when pressing right on controller in Run History with 0 runs.
    Fixed damage and block values showing green increased values when the end value was the same.
    Fixed enemies not applying powers if they died in the process (e.g. Thorns).
    Fixed enemy order issues in Slime Boss, Gremlin Leader, and Reptomancer encounters.
    Fixed Enlightenment+ not reducing cost of cards with 1 or 0 cost for turn.
    Fixed errors with moving around relic compendium screen with a controller for Event relics.
    Fixed exploit of playing Normality while already having played 3+ cards.
    Fixed Fission+ evoking Orbs in reverse order.
    Fixed non-Steam platforms showing 0 total damage dealt on the victory screen.
    Fixed inability to inspect relics when Shopscreen is open via controller.
    Fixed incorrect scaling on draw and discard piles making them very large on high resolution.
    Fixed Invincible power with interactions such as The Boot and Block.
    Fixed issue where ending turn with Retain while hovering the player could make the leftmost card act strangely via controller.
    Fixed issue if cards are queued and turn is ended after an enemy dies, Nilry's Codex can open and cause issues.
    Fixed issue where map can be opened during room transitions, cancelling certain functionality.
    Fixed issue where moving cursor to bottom of window would cause cards in hands to bounce indefinitely.
    Fixed issue where Rest Site option text wasn't placed correctly (scaling).
    Fixed issue where tips weren't appearing correctly in single relic popup view.
    Fixed issue where up/down on controller in potion drink/discard also navigated to monsters/cards during combat.
    Fixed issue where you briefly see the map when you start a run due to its default transparency.
    Fixed lingering campfire sounds from rest sites.
    Fixed Machine Learning card affecting hand size even when negated.
    Fixed Meal Ticket not working on Shops from ? rooms.
    Fixed Nemesis gaining Intangible too early and messing up damage from Thorns.
    Fixed Normality card not stopping cards affected by Setup and Forethought.
    Fixed Regret causing less HP loss than normal if other cards played themselves first.
    Fixed Reptomancer not triggering some important logic after death.
    Fixed Rip and Tear, Sword Boomerang, and Thunder Strike continuing its hits over Thorns and Shifting powers.
    Fixed Second Wind doing its effects in reverse and only gaining one instance of block.
    Fixed slash attack VFX used by some enemies being the wrong size in high resolutions.
    Fixed Spit Web move's VFX appearing from wrong spot in high resolutions.
    Fixed the opening of Input Settings allowing skipping of unskippable screens and potentially getting to an unplayable state.
    Fixed the seedSet flag not resetting, preventing Achievements from unlocking in subsequent runs before game is reloaded.
    Fixed Wrist Blade not affecting Sword Boomerang, Rip and Tear, and Thunder Strike.
    Game and Input Settings panels are now taller so the input rows stay within the panel.
    Improved precision of volume sliders with a controller so that values can be set precisely back to 50%.
    Knowing Skull event can no longer give you a potion if you have the Sozu relic.
    Leaderboard filters labels are now displayed for the options selected when opening the screen.
    Library event can no longer contain duplicate cards.
    Neow's Lament relic now grays out when it is used up.
    No longer possible to interact with the map with a controller while single card view screen is open.
    Relic Collection menu no longer scrolls erratically in some cases when using controller.
    Removed note about Leaderboards being reset weekly as Early Access is over.
    Reptomancer no longer creates daggers with more HP than intended.
    Reset To Defaults option in Option Menu now resets all controller mappings properly.
    Run History screen's cards and floor nodes can navigated easier with controllers.
    Shop and Boss BGM now correctly mutes when game is minimized with the Mute While in BG option on.
    Slider in the Character Stats menu no longer gets stuck before reaching the bottom with a controller.
    Torch particles in Exordium now rise at the same speed on all resolutions.
    Twitch plugin now works if language isn't English and system encoding isn't set to UTF-8.
    Various card selection effects that don't update RNG are now seeded.
    When a dropdown menu is open in RunHistory screen, the controller up/down no longer affects selection outside the dropdown menu.
    WobblyLine VFX used in Snecko's glare is now larger and scales correctly with resolution.

    Localization
    Thai and Turkish languages are now available. Big thanks to our community translators :D.
    New languages and localization improvements, hooray!

    Portuguese Brazilian was out-of-date so it has been removed from main branch.
    JPN translation overhaul by Kakehashi Games.
    JPN and THA now have translated Merchant Shop images.
    THA fonts updated.
    Updated credits for JPN, POL, THA, and TUR.
    Added logic to disallow periods to cause line breaks in Asian languages.
    Rewrote how Asian languages are rendered, fixing several formatting issues.
    Asian languages now utilize lineSpacing variable in renderSmartText.
    Asian languages no longer have A~Z sorting filters in Card Library screen.
    JPN renders card descriptions from left to right.
    Rest Site options' rest option info text now uses localized period character.
    Run History and Daily Screens now use YEAR/MONTH/DAY by default for dates except in English.
    Run History date format in JPN utilizes localized AM/PM.

    Note: Asian languages referred to in these patch notes refer to Japanese, Chinese (Simplified), and Chinese (Traditional) which utilize a separate way of rendering text.

    4th character eh? What would be the natural addition to warrior/rogue/wizard? Maybe a necromancer?

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    MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    edited July 2019
    Morran wrote: »
    MNC Dover wrote: »
    New patch released today! 4th character + content DLC confirmed.

    *snip*

    4th character eh? What would be the natural addition to warrior/rogue/wizard? Maybe a necromancer?

    The classic starting set of 4 classes for me would be Fighter, Thief, Wizard, Cleric. Because of the way the game plays, I can't imagine a Healer style class existing as it would probably be OP as hell.

    If we look beyond that, the notable archetypes would be:
    • Paladin
    • Warlock
    • Bard
    • Druid
    • Monk
    • Ranger
    • Necromancer

    Of those, I think Necromancer and Monk have the best shot at happening. A Bard with song based abilities would be a lot of fun though.

    MNC Dover on
    Need a voice actor? Hire me at bengrayVO.com
    Legends of Runeterra: MNCdover #moc
    Switch ID: MNC Dover SW-1154-3107-1051
    Steam ID
    Twitch Page
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    BeastehBeasteh THAT WOULD NOT KILL DRACULARegistered User regular
    I'm A20 + heart on ironchad and silent but I can't get runs going with defect, I get stuck around floor 2 and end up dying to act 3 elites usually

    Help

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    The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    Beasteh wrote: »
    I'm A20 + heart on ironchad and silent but I can't get runs going with defect, I get stuck around floor 2 and end up dying to act 3 elites usually

    Help

    So, it's okay! Defect is the most complex class by a mile and then some. The main complexity comes from defect's strongest thing: Orbs.

    Very early on with defect, you're looking to find quality cards like Ball Lighting, maybe a cold snap, maybe a claw - any way to scale your damage up. You also want to find a decent block card on high acensions - Charge Battery, or ideally, Equilibrium or Reinforced Body go far.

    Once you have those in place you can usually hunt act 1 elites pretty easily. From there... you need to start figuring out how you're scaling. Defect can do a bunch of weird things with orbs, and orb scaling tends to be multiplactive - the more focus, the more orb slots, the more loops, the crazier your scaling gets. But you have to play all those powers first, which can torpedo you hard. So finding ways to deploy those quickly (Bottling Heatsinks would have made my above deck amazing, for instance), or Seek can help. Or you can end up doing stuff around Claw. Remember you can evoke orbs too - a deck that's heavy on orb generation looks very different to a deck that's heavy on abusing Loop, for instance.

    Frost orbs are a big deal, as is genetic algorithm. So is Echo Form - Echo Form (any power), Echo Form (Genetic Algorithm - procs it twice!), etc are huge. Coolheaded and Glacier are the best ways to be making frost orbs. Dark orbs can be enough to win you several tough fights -Time Eater and Champ can both be dealt with by sticking up a bunch of frost orbs and then just growing a dark orb until you can dual cast it for Massive Damage.

    Pound for Pound, Focus is generally better than strength AND dex together, due to it's ability to scale multiplicativly. Biased Cog is very strong, Consume/Inserter is slow but powerful, Derfrag+ can be very good, Data Disk is incredibly strong. Biased Cog in particular is so strong that Orange Pellets/Clockwork Souvenir are windmill slams for defect, tending to elevate it straight to "Flat out broken"

    Hopefully this gives you a kick off point. I'll try and stream some more defect soon, and talk about what i'm doing & why - that'll hopefully help!

    Ideas hate it when you anthropomorphize them
    Steam: https://steamcommunity.com/id/TheZombiePenguin
    Stream: https://www.twitch.tv/thezombiepenguin/
    Switch: 0293 6817 9891
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    The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    @Beasteh Popping my stream live now and doing some defect, come and wath and seei f that helps! (or watch the vods!) Link in my signature!

    Ideas hate it when you anthropomorphize them
    Steam: https://steamcommunity.com/id/TheZombiePenguin
    Stream: https://www.twitch.tv/thezombiepenguin/
    Switch: 0293 6817 9891
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    MorranMorran Registered User regular
    Wo-ho! Heart down for first time! Managed to build a defect deck that almost felt broken: loads of 0 cost cards and then two of those cards that returns 0 cost cards to hand.

    Trying to learn the warrior now, but i struggle to get enough defense to survive anything on level 2....

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    ArcticLancerArcticLancer Best served chilled. Registered User regular
    Dang it. A20 Silent win, but I didn't get the blue sapphire to go for A4 because my final chest had Torii and I wasn't prepared to give that up. I think it was the right call, as I made it through Act 3 with 3 health left, so I definitely would have died without it (If only it and the Orichalcum sharing the chest had been reversed ...).
    That said, I also only lived because I found last-ditch orange pellets with a speed potion, and enough gold left over to buy a second speed potion. Not my finest run, but hey, it made it. :P
    u67fd45jnbns.png

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    AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    kime wrote: »
    That shirt is maybe a little too busy for me unfortunately

    I don't appreciate the trend in fanart for the Silent to look as if between runs she just takes off the skull and robe, fluffs her hair, and starts posting Instagram selfies. You'd expect her to look kind of haggard what with the constant fighting and reincarnation.

    Also, yes. Busy shirt. Would happily get one of just the Spire.

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    ArcticLancerArcticLancer Best served chilled. Registered User regular
    The Defect is apparently also made of wood.
    It's definitely not a bad shirt, but it's ... weird.

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    The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    So fun thing with the latest patch notes - right at the end, there's what looks to be the Fourth Classe's energy icon.

    In this case, it's a purple teardrop shape, the colours remind me of the Corruption card/effect. So at the very least, we can assume Purple is the colour theme for this class. Beyond that i'm not really going to try and guess - just hold out hope that it's some sort of debuff/buff focused class, as i think there's really good design space there.

    (I'm also holding out hope that content updates end up including an alternate act 2, and 2 alterante act 3s, so you get some serious werid and fun what's around the next corner as you travel up the spire)

    Ideas hate it when you anthropomorphize them
    Steam: https://steamcommunity.com/id/TheZombiePenguin
    Stream: https://www.twitch.tv/thezombiepenguin/
    Switch: 0293 6817 9891
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    AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Wiped on Time Eater last night with the best All For One deck I've had in a while, btw, and the only one that's worked at A20. Punted on the Heart at the back end of Act 3 due to a string of poor draws vs Nemesis, but couldn't quite spam the snail to death.

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    BSoBBSoB Registered User regular
    I wonder if a 4th class means a 4th key for the heart. Trying to come up with a way to get it that isn't lame. Maybe buy it at a shop? could suck if you don't have it by act 3 and there isn't a shop on the same path as the burning elite though.

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    ArcticLancerArcticLancer Best served chilled. Registered User regular
    Jesus. I just took Cursed Bell on a "YOLO I've got dark pendant" maneuver and was rewarded with 2x Normality and 1x Regret, playing draw + 0-cost cards Silent.
    Yeah. I died. :P

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    The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    I suspect that the fourth class may just take the role of one of the existing classes when you play it. Or the keys will stay as is and there'll be a lore reason - the links between the three classes and the heya aren't that big a deal

    Ideas hate it when you anthropomorphize them
    Steam: https://steamcommunity.com/id/TheZombiePenguin
    Stream: https://www.twitch.tv/thezombiepenguin/
    Switch: 0293 6817 9891
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    JookieJookie Registered User regular
    Snecko + All For One is probably my favorite interaction in this game.

    butts
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    ArcticLancerArcticLancer Best served chilled. Registered User regular
    BSoB wrote: »
    I wonder if a 4th class means a 4th key for the heart. Trying to come up with a way to get it that isn't lame. Maybe buy it at a shop? could suck if you don't have it by act 3 and there isn't a shop on the same path as the burning elite though.

    I really hope the 4th class comes alongside additional content which it interacts with, and leave the base 3 classes to the original act 4 unlock. I can only imagine modifying how things are right now would be insanely clunky.

  • Options
    MyiagrosMyiagros Registered User regular
    So fun thing with the latest patch notes - right at the end, there's what looks to be the Fourth Classe's energy icon.

    In this case, it's a purple teardrop shape, the colours remind me of the Corruption card/effect. So at the very least, we can assume Purple is the colour theme for this class. Beyond that i'm not really going to try and guess - just hold out hope that it's some sort of debuff/buff focused class, as i think there's really good design space there.

    (I'm also holding out hope that content updates end up including an alternate act 2, and 2 alterante act 3s, so you get some serious werid and fun what's around the next corner as you travel up the spire)

    I think something built around curses would be fun. I've wanted to try it in normal runs now but without the relics that help with them there is too much downside. A power that increases your damage or defense based on the number of curses in hand\discard\draw\exhaust pile could be interesting.

    iRevert wrote: »
    Because if you're going to attempt to squeeze that big black monster into your slot you will need to be able to take at least 12 inches or else you're going to have a bad time...
    Steam: MyiagrosX27
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    ArcticLancerArcticLancer Best served chilled. Registered User regular
    Went achievement hunting. Dammit, so close!
    djjr6dtkzal7.png
    I actually passed up Bird Cage, but I really needed the 4th energy, and I'm not sure what I would have removed at the time that would have been effective. It took forever to get a chance to upgrade that Creative AI (mid-Act 3).

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    ArcticLancerArcticLancer Best served chilled. Registered User regular
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