Slay the Spire

Slay the Spire

The Hedgehog
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Update: 2 Jul @ 7:43am

Version0.7.2 STARTER RELIC and BETTER TAUNTING

Thank you Zu for finding some of these bugs!

New Relics
Ring Keeper Relic - Your Rings persist between each combat. If you take 5+ damage, exhaust ALL of your Rings.
Emblem - At the start of combat, gain 1 Level Up Power.

New Cards
Horse Kick
Relax (another stance card! Too bad I don't know how good or bad this card is.)

Quality of Life
Ricochet's power now reflects the number of Ricochets in your discard pile.
Level 1 unlockable: Fire Tackle, Fire Somersault, Volcanic Slider
Level 2 unlockable: Magic Hands, Relax, Enerbeam

Magic Hand's (Gentle) keyword is now (Do NOT throw) to make a better reference to how Magic Hands was used in SA2B.

You can now switch your starter relic in the config!
0) Ring Keeper & Emblem
1) Burning Blood
2) Ring of the Snake
3) Cracked Core
4) Pure Water
5) Snecko Eye
6) Random


New Potions
Power Core

Fixes
Config - Corrected the text to say Boss III music
Claws Unleashed - Added a patch so that Defect's claws affect Claws Unleashed
Crest of Fire - More visuals.
Endless Boost - Fixed upgrade wording.
Quick Air/Step - Will only glow if you have an orb.
Ramp Jump - Deleted "Exhaust" from the text.
Trick Finisher - No longer plays 2 audio clips.
Trickster - Has Trick preview.

Balance
Acceleration no longer shows in the card pool.
Blast Off - Heavy. Gain 1 Energy -> Heavy. Gain 1 Energy. If most left, gain 1 more.
Homing Attack - Order of actions has been swapped to adjust for the Ring Keeper relic.
Level Up - Rings increase your X by 2 -> Add a Ring to your hand.
Light Speed Dash - Has new keyword: LSD.
Version0.7.2: After you play this card, Rings can heal you and do not count towards the healing cap for the rest of the turn.
Rings can no longer upgrade.
Rings have a healing cap of 5 to promote less stalling.

Media
Taunt has text formatting.
Egg Dragoon is Boss Act 3 music.
Champ has dialogue on intro.

Update: 23 Jun @ 12:26pm

Version0.7.1 BOSS MUSIC

Thank you again #modding-technical for helping me out figure the focus behind the Rings! And the music!

New Relics
None.

New Cards
Claws Unleashed - I nerfed this card and I gave it a branching upgrade. This card needed the nerf, b/c it's just crazy strong.
- Old Base Form - Can only be played if you have a channeled Dark Orb. NL Deal 19 damage.
- Old Upgrade Form - Deal 16 damage.

- New Base Form: Can only be played if you have a channeled Dark Orb. Deal 14 damage.
- New Base Upgrade: Can only be played if you have channeled Dark. Deal 18 damage.
- New Branch Upgrade: Deal 14 damage.

Fixes
Dash Panel - Powers get exhausted instead of discarded. Obv, they should disappear as Powers, but I'm looking into it.
Crest of Fire - Cards get a visual upgrade and every card in combat gets upgraded.
Triple Kick - Show all 2 cards in preview instead of just part 2.

Balance
Drop Dash - Uncommon -> Common.
Enerbeam - 7(9) -> 7(10)
Falcon Punch - 8(11) -> 9(12) Matching Dagger Throw
Level Up - 1(0) -> 1(1) (upgrade no longer costs 0)
Notes: I just love the POWER. Will probably revert in next patch I'm sorry.
Homing Attack - 9 -> 8 This is a buff for Laga. But the main reason is that BASH does 8 damage. SURVIVOR blocks 8 damage. LIGHTNING EVOKE is 8 damage. VIGILANCE is 8 block. Like WHAT?? I didn't even think about it and here we are. Eruption is 9 damage tho.
Perfect Score - 2(4) -> 4(6) Matching Accuracy

Quick Air (and Quick Step but right-ish)
Old Form : Gain 6 Block. If most left, draw 1 card. Add Quick Step to your hand. Exhaust.
New Form: Gain 6 Block. If most left, activate the passive effect of your leftmost Orb. Add Quick Step to your hand. Exhaust. (If most left is now a keyword and completely ignores Rings in this calculation)
Notes: This balance change to Quick Air/Quick Step should make it more friendly to Ring synergies, due to the smaller hand size.

Sonic Eagle - 10(12)(if attacking 14(16)) -> 10(14)(if attacking 14(18))
Notes: Every time I see this card, I never ever want to upgrade it. It has no real synergy with any other card. It's only front load damage and I only play it if I have nothing better.
Sonic Wave - 8 -> 7 damage. Matching Ball Lightning

Trick - 3 Vigor -> 4 Vigor. Matching Shiv damage
Notes: This card (and Perfect Score) scales so hard in balance, but I have determined it is better to be wrong and be too OP than it is be wrong and too weak.

Media
Egg Emperor music for Act 2 Boss
Egg Emperor music for Act 3 Boss. Will probably change this later.
Supporting Me music for Act 4
Big Arms music for the Heart

Considerations
All branching upgrades should really have a branching image. Like... I need to glance at the card and know ASAP what the card is doing. Current branching cards are HomingAttack, Teaser, Blue Tornado, Sonic Boom

Also, I'm freaking tired of NOT playing optimally. In the next patch, I'm going to make it so that your Rings will heal you with whatever leftover energy you have. You will be able to adjust this in the config.

Update: 19 Jun @ 1:09pm

Version0.7.0 RELICS and Fixes

New Relics
Chao - Common Relic, gain 1 Orb

Quality of Life
Drift - automatically calculates the 3X part for me.

New Cards
None

Fixes
Dash Panel - uses exhausted cards correctly.
Dash Panel - uses Heavy Bounce Slam correctly.
Dash Panel - uses X-cost cards correctly.
Perfect Score - First instance of vigor now also gains from Perfect Score

Balance
None

Media
Fixed one of the Quick Air sounds.

Update: 18 Jun @ 6:30pm

Version0.6.9 Heavy Keyword

Thank you Protogen_Rhythm for pointing out that the power Mid Air Tricks do not stack!

New Mechanic
Having Snecko Eye was already winnable, but this new keyword should make it more winnable, esp. w/ Speed Break.
HEAVY
- Blast Off
- Enerbeam
- Heavy Bounce Slam
- Magic Hands
- Windmill

Fixes
Dash Panel - Now mimics DoubleTap/Burst in terms of code. Seems to be more reliable than the old method.
Hot Rod - Immediately resets when sent to discard
Mid Air Tricks - It should stack now.
Perfect Score - Used betterOnApplyPowerStacks so I took out the failsafe.
Sky Ring - Now common
Smooth Landing - If upgraded, no longer glows for extra effect.

Balance
Ramp Jump - upgrade is now 4 tricks instead of 3.
Sky Ring - upgrade is now 2 tricks instead of 1.

Media
More sounds. A little more variation.

Endless Boost - New voiceline
Light Speed Attack - New voice line if you have more than 5 hits
Strike - Doesn't cut off
Taunt - 3 voice lines!
Wind up Punch - GO

Update: 16 Jun @ 1:16pm

Version0.6.8

New Cards
There are no new cards this update.

Fixes
Slot Machine Eggman - Curse -> Status
Turbulence - Text should say "Lose 2 Focus" instead of "Lose -2 Focus"
Rings - Reworked. Volanic Slider and discard should now accurately calculate rings.

Balance
Magic Hands - On the upgrade, you enter Calm. Upgrade is no longer a zero cost card.
Magic Hands - Exhausts now.

Media
Cream - New Art
HomingAttack - When you have PrideMod loaded, Homing Attack now shows more colorful art. Idk how to fix the portrait though.
Magic Hands - New Art

Considerations
If there aren't any fixes that need immediate attention, I want to leave the balance alone for a while.

Update: 15 Jun @ 10:46am

Version0.6.7 Ring Healing is capped. Added Magic Hands. Renamed audio files.

Thank you FrostPrime for streaming my mod! I didn't realize exhausting a Ring would not update the Ring counter. Ricochet is working exactly as intended. It has to enter the discard pile first.

New Cards
Magic Hands is now the ONLY card in this whole mod that supports switching stances. Balance is untested.

Fixes
  • Found the piece of code that adds Ironclad's strike to the Match 2 event. Replaced the card with Homing Attack.
  • Added a failsafe for Nice Smile. Vigor no longer adds after 99.
  • Fixed the sounds for ThunderShield, DropDash, and Checkpoint
  • Fixed how ThunderShield is supposed to work... kinda. Untested in terms of balance.
  • When you exhaust a Ring, the Ring counter is supposed to update! idk WHY it took me so long to notice

Balance
Bounce Pad - 7(10) -> 8(11) Bounce Pad is hard to think about. 1 extra Dex is pretty good, but also kind of a curse. If we look at an upgraded Armaments, we see it gives EVERY skill +2 block.
Homing Attack - 9(12) -> 9(10) Homing Attack is just really strong cuz you get 3 Vigor from it. That's not even accounting for the branch upgrade either.
Rings - You can only heal at most 12 HP via Rings every fight. (Number taken from Black Blood's healing amount)
Smooth Landing - Channel 1 Frost, draw 2 cards -> Channel 2 Frost. On upgrade, ALWAYS draw 2 additonal cards next turn.
Turbulence - Lose 2 Focus. Oof. It's hard to stack this power now, but this power was always OP. You can upgrade this power to lose 1 Focus instead.

Texts
Polite Girl -> Cream the Rabbit. The "Polite Girl" was a reference to how Sonic first met Cream, but in hindsight, I can see why that would make it an uncomfortable name.
Wall Jump - Now says Gain Block first AND THEN get Rings. The intention was always make the Rings give this card extra block but the code never worked. So it's this way, and it's actually better this way b/c less math.

Media
Voice Frequency -> Default is now 10. Maybe the voices will get grating? Look, the majority of people (and streamers and their audience) are going to play this mod once, so get the full experience!
Nice Smile -> Perfect Score. See what I did there? Why are the T-Shirts $100???
Super Sonic Style - edited to remove the grunt afterwards. Added some reverb. I am NOT a sound editor-- I'm sorry for not being super perfectionist on this.

Considerations
Smooth Landing has some awful card art.

Super Sonic is NOT for the Heart. The Heart requires intense damage right away with multiple tools to handle every single turn. I mean, what are the chances anyone making Watcher's Omega work w/ the Heart? It's really hard to make it work.

One idea is how Hexaghost did it with the six seals... but I hate that kind of gameplay so much. And it's just optimal.

Renamed some audio files.

Update: 10 Jun @ 8:36am

Version0.6.6 Death Audio
06/10/2025 11:36 AM

Thank you Bardic Knowledge for pointing out the unclear texts!

If Sonic dies, he screams "Nooo!" or you hear "Long Live the Eggman Empire". These are affected by the voice freq config.

New Cards
Blast Processing - The first two times you create a card each turn, they cost one less. (Two b/c Homing Attack gives two cards. Might nerf to 3 cost in the future.)
Assist
- Otherworldly Hero/Blaze - Flame Barrier
- Rosy - Impatience
- DebugMode - Dual Wield, but 0 cost, w/ any card, and only one dupe.
- Big - Seek

Fixes - Fingers crossed.
Back Spin Kick - Fixed a reduce cost thing.
Smooth Landing - Hopefully the art will load correctly this time.
Level Up - Hopefully the card will trigger remembering the last card.

Balance - Mostly nerfs.
Assist - You have the option to remove RNG at the end of combat.
- Some balancing for assist cards since RNG isn't a huge factor
CyanLaser - 5(8) -> 4(7)
InstaShield - 3,3,3 to 3dmg, 2block, 1flamebarrier. To match very closely with JustLucky.
NiceSmile - 3(4) -> 2(2)
Sky Ring - 9(12) -> 7(10)
Speed Up - Transform no more. We're exhausting Rings and putting them to the right of your hand for more Dash Panel synergy.
Top Kick - Vulnerable instead of Vigor
Triple Kick - 10(12)3str, 7(9)3str, 7(9)3str --> 5(6)2str(3str), 5(6)2str(3str), 5(6)2str(3str)
Turbulence - Replacing Upgrade from exhausting a card -> Adds a Trick to your hand.

Texts
Endless Boost - "You lose 2 Dexterity this turn" -> "At the end of this turn, lose 2 Dexterity" (b/c there's debuff that happens at the end of turn or start of next turn)
Level Up - "Rings give you X Strength." -> "For each Ring in your hand, you have X Strength"

Art
Flag Pole is now Triangle Dive. Fans are just more prevalent and makes more sense for the card's effect.
InstaShield art was exchanged. Sonic Advance to S&K3.
Triple Kick now focuses on Bean instead of Fang. Fang's stage is too busy in card art.

Considerations
Level Up should really be more consistent. Temporary Focus is just odd.
There are 68 cards now. Blast Processing was added b/c I wanted more Genesis references. Now, I want more SA2B references.
I wanna change the ending pictures.

Update: 6 Jun @ 8:16am

Version 0.6.5 Hotfix for ThunderShield, BackSpinKick, LightSpeedAttack, LevelUp, and HotRod

Thank you Zu for pointing out these bugs!

QoL: Lowered volume for some sounds.

Back Spin Kick - This card is based off Eviscerate. If you attack and then draw Back Spin Kick, the cost should be based on attacks played this turn rather than after it was drawn. Incredibly strong card.
Hot Rod - text says "After this card is drawn"
Insta Shield - 4(6) -> 3(5) on everything, but cost is now 1 -> 0
Level Up - text says "last card you played THIS COMBAT"
Level Up - fixed the tooltip to say 1 instead of 2
Level Up - Tinkered so that it should be more accurate for this combat. Fingers crossed.
Light Speed Attack - Should no longer target dead enemies
Light Speed Attack - Nerf 8(9) -> 7(9) damage
Nice Smile - Nerf 3(2) extra Vigor to 3(1) extra Vigor
Thunder Shield - Cost is now 2
Thunder Shield - If you stack this power, Rings should trigger Lightning for each stack
Thunder Shield - Power tooltip should accurately reflect this

Balance ideas for later:
- Considering Turbulence to cost 3 instead of 2.
- Thunder Shield is doing so much every turn. I hate it lol. The math scales with this card so hard. +1 Dex, +1 Lightning, Evoke what's already there, +1 Passive effect. But it has very strong anti-synergy for other things, like other Orbs and card draw. Idk what I'm going to do w/ this card.

Update: 5 Jun @ 12:59pm

Version 0.6.4 Standard audio, Huge Nerf to LevelUp and ThunderShield.
06/05/2025 03:59 PM

Act 1 Buff
The Hedgehog now starts with 4 Strikes, 5 Defends, 1 Homing Attack. It was originally 5 Strikes, 5 Defends, 1 Homing Attack.

QoL
Standardized the audio volume
Got rid of taunt sounds. I hope to replace them soon.

Assist - Changed the description to say "Get a random FRIEND card".
Blue Tornado - Base no longer gives Ring. Upgrade now branches with ring or trick.
Bounce Pad - 6 -> 7 Block.
Dash Panel - Some cards have been tagged as Anti Dash and will glow red when hovering over Dash Panel. Maybe I will fix this later. Maybe not. Upgraded GrindRail, Athleticism, Crouch, CuteCouple, FalconPunch, PeelOut, upgraded Turbulence, Windmill
Grind Rail - adjacent cards should be less buggy.
Hot Rod - Previews work now. Now only has 4 cards to cycle rather than 5.
Level Up - now a power instead of a skill, and only powers up Rings by 1.
Level Up - text description now changes w/ image based on last card played.
Light Speed Attack - Does one less hit.
Sonic Wave - Base card channels Lightning. Upgrade adds 3 damage.
Speed Break - Is now a complete rip off from Bullet Time until I can think of something better.
Spin Dash - 12 dmg -> 15 damage. Reason: I want it to be better than Homing Attack.
Super Sonic is now Special. (Should NOT be found in card rewards)
Thunder Shield - Reworked hard.
- Originally, Thunder Shield channeled Lightning at the end of every turn for every Ring you have. Typically, it dealt 40 damage for having 5 Rings. Your damage solution was 70% solved with a 2 cost card. Absurd.

- Now, Thunder Shield will grant your Rings the ability to activate the passive effect of Lightning Orbs. And gives you one Ring and channels one Lightning every turn. It's less effective, but more accurate to how Thunder Shields work in Sonic games.
Triple Kick - All kicks do 7 damage. They give 3 strength per kick. Less math.


# NEW Cards

Slot Machine Game

Update: 3 Jun @ 10:06am

06/03/2025 01:05 PM

Cleared a lot of comments, 1 QoL, Balances/Fixes, 3 Pictures

Quality of Life: Added a voice frequency config. Default is 5 for 50%

Back Spin Kick - Reworked reduce cost mechanic. Untested.
Boost - Fixed damage
Checkpoint - Fixed error message.
DropDash - Nerfed block 13 -> 12
Enerbeam - Nerfed upgrade 7(10) -> 7(9)
Grind Rail - Fixed filter for selecting cards
HotRod correctly now has 4 different block numbers. Might revisit.
Hot Rod - Reworked description to use card previews.
Level Up - Description uses tooltip now.
Ring - Fixed upgrade to give 2 HP
Sonic Eagle - Nerfed base dmg 12 -> 10
Whirlwind - Fixed damage

New Pictures
Blue Tornado
Momentum
Wall Jump

TODO:
Need to fix Smooth Landing's graphic upon Dead Branch create/draw
Need to standardize audio volume

I might nerf Level Up value from 2 to 1.