Apr 5, 2018
Slay the Spire - Dinosaurs


Hey hey,
This patch brings in seeded runs and improvements to the dailies.

Seeds
You can now set your starting seed. Now you can play the same run as your friend or streamer. You can also answer those "What if?" questions as the seed of all of your runs are now visible on the Run History screen. Simply input a seed from the character select screen.

Keep in mind that Seeded Runs will not post a score to the leaderboards or allow you to unlock achievements.



Third Character Progress
Some of you may have noticed some lighter patches the last few weeks, our dev efforts have been focused mainly on a third character. Internal testing has begun recently and we've had good progress in making this character balanced, interesting, and fun!

If all goes well, we will be testing this character in our beta branch later this month. Thank you for your continued patience and support.

Patch Notes

Balance
  • Combust card buff. Damage 4 -> 5.
  • Grand Finale card buff. Cost 1 -> 0.
  • The Specimen relic rarity changed. Boss -> Rare.
  • Daily Climb can no longer unlock achievements.
  • All Star daily mod altered to give 5 cards instead of 2.
  • Diverse daily mod reworked. Now allows cards from other characters to appear.
  • Shiny daily mod rework: You now start with all Rare cards for your current character, not 1 rare.
  • Fixed the turn order for Chosen + Byrd encounter. Chosen no longer applies Vulnerable before Byrd attacks.

UI and Effects
  • Added Seed to run history. Click it to copy to your clipboard.
  • You can now manually set the game seed before embarking.
  • You can now right click cards in the card reward screen to view their upgrades and details.
  • You can now right click cards in the Shop screen to view their upgrades and details.

Bug Fixes
  • End of turn cards (curses & statuses) are no longer "played". Should fix issues with Unceasing Top.
  • Fix for Peace Pipe sometimes causing the wrong effect to happen if you cancel.
  • Fixed issue where Ascension 10 Achievement was unlocked 1 level early.
  • Giant Head's attack intent now properly caps to match its damage output.
  • Grammar improvements for Sensory Stone event.
  • Potential fix for Calling Bell and Pandora's Box edge case issues.
  • Put vs Place wording inconsistency on Thinking Ahead and Exhume cards.
  • Typo fix for message when you cannot play a card.

Localization
  • Updates for FRA, ITA, JPN, POL, PTB, RUS, ZHS, ZHT.

Apr 5, 2018
Slay the Spire - Dinosaurs


Hey hey,
This patch brings in seeded runs and improvements to the dailies.

Seeds
You can now set your starting seed. Now you can play the same run as your friend or streamer. You can also answer those "What if?" questions as the seed of all of your runs are now visible on the Run History screen. Simply input a seed from the character select screen.

Keep in mind that Seeded Runs will not post a score to the leaderboards or allow you to unlock achievements.



Third Character Progress
Some of you may have noticed some lighter patches the last few weeks, our dev efforts have been focused mainly on a third character. Internal testing has begun recently and we've had good progress in making this character balanced, interesting, and fun!

If all goes well, we will be testing this character in our beta branch later this month. Thank you for your continued patience and support.

Patch Notes

Balance
  • Combust card buff. Damage 4 -> 5.
  • Grand Finale card buff. Cost 1 -> 0.
  • The Specimen relic rarity changed. Boss -> Rare.
  • Daily Climb can no longer unlock achievements.
  • All Star daily mod altered to give 5 cards instead of 2.
  • Diverse daily mod reworked. Now allows cards from other characters to appear.
  • Shiny daily mod rework: You now start with all Rare cards for your current character, not 1 rare.
  • Fixed the turn order for Chosen + Byrd encounter. Chosen no longer applies Vulnerable before Byrd attacks.

UI and Effects
  • Added Seed to run history. Click it to copy to your clipboard.
  • You can now manually set the game seed before embarking.
  • You can now right click cards in the card reward screen to view their upgrades and details.
  • You can now right click cards in the Shop screen to view their upgrades and details.

Bug Fixes
  • End of turn cards (curses & statuses) are no longer "played". Should fix issues with Unceasing Top.
  • Fix for Peace Pipe sometimes causing the wrong effect to happen if you cancel.
  • Fixed issue where Ascension 10 Achievement was unlocked 1 level early.
  • Giant Head's attack intent now properly caps to match its damage output.
  • Grammar improvements for Sensory Stone event.
  • Potential fix for Calling Bell and Pandora's Box edge case issues.
  • Put vs Place wording inconsistency on Thinking Ahead and Exhume cards.
  • Typo fix for message when you cannot play a card.

Localization
  • Updates for FRA, ITA, JPN, POL, PTB, RUS, ZHS, ZHT.

Slay the Spire - contact@rockpapershotgun.com (Alice O'Connor)

It’s not news that Slay The Spire is great–we’ve written about that oh so very much–but you might have missed how great its ‘Daily Climb’ daily run mode has become. On the deck-building roguelikelike’s journey through early access, developers Mega Crit Games have kept adding daily modifiers that change the game in strange ways, and it’s become my favourite way to play. I’m not even in it for competing on the leaderboards, I just like these strange variants – especially after Friday’s patch added a Draft modifier that makes spire-climbers build their own starting deck. (more…)

Slay the Spire - Dinosaurs


This weekly patch brings in some events, a daily mod, and a lot of card balancing!

Events
Three new events have been added to the Spire. Here's a preview of what they look like.


Patch Notes:

Hotfix
  • Fixed issue where Sensory Stone event may give you colored cards.

Content
  • Daily Mod: Draft. Draft a custom starter deck of 15 cards.
  • Event (Beyond): Secret Portal.
  • Event (Beyond): Sensory Stone.
  • Event (City): Council of Ghosts.
  • Event-only Card: Apparition.

Balance
  • Ascender's Bane nerf: now has Ethereal.
  • Awakened One nerf: 2 Voids -> 1 Void
  • Better prevention for uploading invalid times to leaderboard.
  • Blood for Blood card buff. 16 -> 18. Upgraded: 18 -> 22.
  • Carnage card buff: 18 -> 20. Upgraded: 26 -> 28
  • Daily Mods can now have between 0 - 2 positive-only mods (used to always be 1).
  • Deadly Poison card buff: 4 -> 5. Upgraded: 6 -> 7.
  • Evolve rework: No longer gives Wounds. Now triggers on any Status card, not just Wounds.
  • Game will no longer call you a cheater or dock score even if you cheat (score isn't uploaded, however).
  • Question Card relic is now Uncommon. (was Boss).
  • Slime Boss nerf: 3 Slime attack no longer deals damage.

Bug Fixes
  • Exploder now explodes on its turn, so Poison will trigger before its explosion.
  • Fix for Block calculation with multiple modifiers incorrectly rounding.
  • Fix for Calling Bell/Library/Pandora's Box exploit.
  • Juggernaut was not working properly. Fixed.
  • Neow can no longer remove Ascender's Bane.
  • Perfected Strike now counts Strikes from other characters.
  • Time Dilation daily mod no longer affects Giant Head enemy.
  • Time Eater's Time Warp no longer increments when Curses play themselves.
  • Void card can no longer get you to negative energy.

Localization
  • Updates for DEU, FRA, ITA, JPN, KOR, POL, PTB, RUS, ZHS, ZHT.

Slay the Spire - Dinosaurs


This weekly patch brings in some events, a daily mod, and a lot of card balancing!

Events
Three new events have been added to the Spire. Here's a preview of what they look like.


Patch Notes:

Hotfix
  • Fixed issue where Sensory Stone event may give you colored cards.

Content
  • Daily Mod: Draft. Draft a custom starter deck of 15 cards.
  • Event (Beyond): Secret Portal.
  • Event (Beyond): Sensory Stone.
  • Event (City): Council of Ghosts.
  • Event-only Card: Apparition.

Balance
  • Ascender's Bane nerf: now has Ethereal.
  • Awakened One nerf: 2 Voids -> 1 Void
  • Better prevention for uploading invalid times to leaderboard.
  • Blood for Blood card buff. 16 -> 18. Upgraded: 18 -> 22.
  • Carnage card buff: 18 -> 20. Upgraded: 26 -> 28
  • Daily Mods can now have between 0 - 2 positive-only mods (used to always be 1).
  • Deadly Poison card buff: 4 -> 5. Upgraded: 6 -> 7.
  • Evolve rework: No longer gives Wounds. Now triggers on any Status card, not just Wounds.
  • Game will no longer call you a cheater or dock score even if you cheat (score isn't uploaded, however).
  • Question Card relic is now Uncommon. (was Boss).
  • Slime Boss nerf: 3 Slime attack no longer deals damage.

Bug Fixes
  • Exploder now explodes on its turn, so Poison will trigger before its explosion.
  • Fix for Block calculation with multiple modifiers incorrectly rounding.
  • Fix for Calling Bell/Library/Pandora's Box exploit.
  • Juggernaut was not working properly. Fixed.
  • Neow can no longer remove Ascender's Bane.
  • Perfected Strike now counts Strikes from other characters.
  • Time Dilation daily mod no longer affects Giant Head enemy.
  • Time Eater's Time Warp no longer increments when Curses play themselves.
  • Void card can no longer get you to negative energy.

Localization
  • Updates for DEU, FRA, ITA, JPN, KOR, POL, PTB, RUS, ZHS, ZHT.

Slay the Spire - Dinosaurs


Another week, another patch!

This week's patch brings in some polished art, improvements to certain combats, and general bug fixes pertaining to the Daily Climb.

Character Select Art
We updated the art for both Ironclad and The Silent in the character select screens.


Card Theming
  • Ascender's Bane: Replaces Parasite for Ascension 10.
  • Slimed: Replaces Wounds and Draw Reduction debuff from Slime enemies.
  • Void: Replaces the Darkness debuff from the Awakened One.



Patch Notes:

Hotfix
  • Ascender's Bane can no longer be removed by Back to Basics event.
  • Ascender's Bane can no longer be removed through the Wheel event.
  • Ascender's Bane gets marked as seen when you obtain it now.
  • Fixed issue where Specimen triggering + Exploder Explosion caused a crash.
  • Neow can no longer remove Ascender's Bane.

Content
  • Curse Card - Ascender's Bane: Unplayable. Cannot be removed from your deck.
  • Status card - Slimed: Cost 1: Exhaust.
  • Status Card - Void: Unplayable. When this card is drawn, lose 1 Energy. Ethereal.

Balance
  • All Out Attack card rework + buff. Now discards 1 card at random rather than card draw reduction.
  • Ascension 10 now gives you Ascender's Bane rather than Parasite.
  • Awakened One now gives you a Void card instead of the Darkness debuff.
  • Exploder no longer gains Block so it is easier to kill.
  • Exploder's intent now telegraphs the explosion.
  • Frozen Eye is now a shop relic.
  • Self damage should no longer prevent Perfect and Champion achievement/score bonuses.
  • Several Slime enemies now give you Slimed rather than a debuff.

UI and Effects
  • Abandon Run button/banner in Settings menu is now longer to accompany wordier languages + gets a shadow.
  • Fixed issue where energy orbs were rendering incorrectly on 4k monitors.
  • Font used for Map Legend/Options Banner/? on unknown cards is now 5% smaller.
  • If text doesn't fit on an event button, a smaller font will be used now. 26pt rather than 30pt.
  • If the label on the Skip button is too long (non-English languages), the font is reduced in size by 20%.
  • Improved spacing between Level & Act name for the level transition effect.
  • On Run History screens, hovering room icons now reveal more info.
  • Underhand Strike is now called Sneaky Strike.

Bug Fixes
  • Exploder's explosion no longer ignores block.
  • Fixed issue where level music didn't stop if you Save & Quit to main menu.
  • Fixed issue where Shield Gremlin and Orb Walker had upped values in the wrong Ascension Level.
  • Fixed issues where if you died, the last room's info was not saved for Run History.
  • Hoarder daily mod now correctly duplicates the upgraded status of the copied card.
  • Multiple attempts for the Daily were being submitted as high scores.
  • Purity achievement should no longer trigger on tutorial.
  • Seeds are now utilized for Enchirdion and Codex.
  • Seeds utilized for several events for consistent outcomes: Accursed Blacksmith, Cursed Tome, Scrap Ooze, N'loth.

Localization
  • Updates for FRA, ITA, JPN, KOR, POL, PTB, RUS, SPA, ZHS, ZHT.

I'm starting to run out of patch names.
Slay the Spire - Dinosaurs


Another week, another patch!

This week's patch brings in some polished art, improvements to certain combats, and general bug fixes pertaining to the Daily Climb.

Character Select Art
We updated the art for both Ironclad and The Silent in the character select screens.


Card Theming
  • Ascender's Bane: Replaces Parasite for Ascension 10.
  • Slimed: Replaces Wounds and Draw Reduction debuff from Slime enemies.
  • Void: Replaces the Darkness debuff from the Awakened One.



Patch Notes:

Hotfix
  • Ascender's Bane can no longer be removed by Back to Basics event.
  • Ascender's Bane can no longer be removed through the Wheel event.
  • Ascender's Bane gets marked as seen when you obtain it now.
  • Fixed issue where Specimen triggering + Exploder Explosion caused a crash.
  • Neow can no longer remove Ascender's Bane.

Content
  • Curse Card - Ascender's Bane: Unplayable. Cannot be removed from your deck.
  • Status card - Slimed: Cost 1: Exhaust.
  • Status Card - Void: Unplayable. When this card is drawn, lose 1 Energy. Ethereal.

Balance
  • All Out Attack card rework + buff. Now discards 1 card at random rather than card draw reduction.
  • Ascension 10 now gives you Ascender's Bane rather than Parasite.
  • Awakened One now gives you a Void card instead of the Darkness debuff.
  • Exploder no longer gains Block so it is easier to kill.
  • Exploder's intent now telegraphs the explosion.
  • Frozen Eye is now a shop relic.
  • Self damage should no longer prevent Perfect and Champion achievement/score bonuses.
  • Several Slime enemies now give you Slimed rather than a debuff.

UI and Effects
  • Abandon Run button/banner in Settings menu is now longer to accompany wordier languages + gets a shadow.
  • Fixed issue where energy orbs were rendering incorrectly on 4k monitors.
  • Font used for Map Legend/Options Banner/? on unknown cards is now 5% smaller.
  • If text doesn't fit on an event button, a smaller font will be used now. 26pt rather than 30pt.
  • If the label on the Skip button is too long (non-English languages), the font is reduced in size by 20%.
  • Improved spacing between Level & Act name for the level transition effect.
  • On Run History screens, hovering room icons now reveal more info.
  • Underhand Strike is now called Sneaky Strike.

Bug Fixes
  • Exploder's explosion no longer ignores block.
  • Fixed issue where level music didn't stop if you Save & Quit to main menu.
  • Fixed issue where Shield Gremlin and Orb Walker had upped values in the wrong Ascension Level.
  • Fixed issues where if you died, the last room's info was not saved for Run History.
  • Hoarder daily mod now correctly duplicates the upgraded status of the copied card.
  • Multiple attempts for the Daily were being submitted as high scores.
  • Purity achievement should no longer trigger on tutorial.
  • Seeds are now utilized for Enchirdion and Codex.
  • Seeds utilized for several events for consistent outcomes: Accursed Blacksmith, Cursed Tome, Scrap Ooze, N'loth.

Localization
  • Updates for FRA, ITA, JPN, KOR, POL, PTB, RUS, SPA, ZHS, ZHT.

I'm starting to run out of patch names.
Slay the Spire

What’s this? Oh it’s Anti Flame listening to Travis while he beats the crap out of Slay the Spire in five minutes and six seconds. Hitting 15(!) relics en route helps but you have to credit the speed of the decision-making, and speed of the clicking. In a great Slay the Spire run the RNG has to fall your way, but it’s still easy to mess up, especially if you’re trying to go really fast.

Here is what is going on in this video. 

The whale: If you beat a boss in Slay the Spire at the start of your next run a whale turns up and offers you some powerups. Anti Flame picks “Enemies in your next three combats have 1HP” which is obviously great for quickly getting through the first tier of the tower.

Flex: Flex costs nothing and gives you a strength buff that increases the power of your attack cards. Anti Flame upgrades this at the one minute mark to get a nice +4 strength buff which combos with Whirlwind.

Whirlwind: This deals 5 damage X times to all enemies, where X is the amount of energy left in your pool. Just before Anti Flame buys this at 1:20 he picks up the Lantern, which gives you one energy extra at the start of combat. That means with the right opening hand you can deal 20 damage to everything, even more if you’ve flexed up. A couple of nodes along the route Anti Flame upgrades Whirlwind to deal 8 damage X times. You can see where this is going. 

WOMBO COMBO.

Thunderclap: This deals damage to everything on screen, but importantly it also applies vulnerability to everything, which means Whirlwind does even more damage.

Energy potion: Fighting the first boss Anti Flame uses an energy potion when he draws Whirlwind. Seven energy means Whirlwind attacks seven times. The big slime is vulnerable from an earlier thunderclap, so the attack does 84 damage and kills the boss outright.

Offering: Okay this is getting silly now. Offering hurts you but gives you two energy and draws three cards. It's perfect for getting Whirlwind and Flex to draw consistently. A few seconds later in the boss chest Anti Flame gets a free upgrade to Offering which makes it draw five cards.

Let's check in on where the combo is at. At 2:07 Anti Flame gets a five energy start thanks to relics, then plays Flex+ to boost damage, Offering+ to draw the rest of the combo, Thunderclap+ to damage and apply vulnerability to everything, then Whirlwind to wreck everything on screen.

BAD LUCK, BANDITS.

"FUCK!" Anti Flame goes left instead of right at 3:05 missing out on two ? nodes. These can give you upgrades and relics, and are faster to click through than a fight. If Anti Flame had gone right here the run could have come in under five minutes.

However, one of the fights drops a second Whirlwind. Swings and roundabouts.

Pen nib tip: This relic causes every tenth attack card to do double damage, which is why Whirlwind does ONE HUNDRED AND SIXTY-EIGHT damage to a boss at 3:41.

Alanis Morissette: The soundtrack changes at the four minute mark and the damage output leaps considerably. Coincidence? I think not.

Overkill: Fighting a boss on the third tier Anti Flame uses double offering and double flex to stack insane damage. One Whirlwind does 456 damage. The run is a formality at this point. 

Endgame: The final boss falls to Flex, Offering, Thunderclap, Offering, Offering, Flex, Thunderclap, and an 11-energy Whirlwind that does 176 damage killing both enemies outright.

Good job. Slay the Spire is currently in Early Access but it's already great. Check out our beginner's guide if you're just getting started. You never know, you might be the one to crack five minutes.

Slay the Spire

If you're reading this Slay the Spire guide, you no doubt know that Mega Crit Games' roguelike card battler is absorbing, addictive and annoying in equal measure. Although easy to learn, it's deceptively deep and difficult to win. The random elements can make it seem like a crapshoot. Most runs are beatable, though, if you make the right choices. Here's a primer on the wisest picks.

Think on your feet

One of the best yet most frustrating things about Slay the Spire is that there's no guaranteed strategy for success. Each run offers different cards, potions and encounters, so you must work with what you're given. Early on, watch for cards or relics that you can start to build a strategy around, and adapt accordingly. Until your build begins to take shape, avoid cards that only deliver value as part of a combo: Body Slam, for example. However, the game also discourages too much specialisation. Almost every build has a monster tailored to find its weak spot. 

Read the map

The first three levels of the game have the weakest monsters. It's a good idea to fight these opening encounters to build up your gold and card options. After that, things change. Higher up, look for paths that avoid standard monsters as the rewards aren't worth the risk. Pick question marks and campfires instead. Miniboss fights can be hard, but they net you a relic which is often a worthwhile payoff. On acts two and three, scroll up and check the icon at the top of the map, as it indicates which boss lies in wait. These fights are hard and demand specific strategies, so start tailoring your card and shop choices to prepare for them.

Don't get greedy 

Every time you get offered something, there's a "skip" option. It's there for a reason: you want to maintain a small deck. Adding in every half-decent card you see will make your deck bloated, so it's less likely you'll draw key combos. Ditching the weak Strike and Defend cards you start with is therefore very useful. Unless you're running a lot of card draw effects, aim for the smallest deck you can, ideally under 15 cards, full of mutually supporting effects. Once it's working, skip even rare or powerful cards if they don't benefit your build. 

It's less common that you won't want a relic, but if the effect will hurt your play style, leave it behind. Some boss relics, such as the Snecko Eye and the Runic Dome, have downsides that make them rarely worthwhile. If your potion slots are full, and you're offered a better option, you can discard one to grab the new elixir.

Nothing is free

Most choices have a downside. Zero energy cards might seem an automatic boon, but they still clog up your deck, making it harder to draw more critical cards. The only exception is if the effect also draws a new card, or your deck already has a lot of card draw. At bonfires, it's usually best to upgrade a card unless you're under half health or about to face the boss. However, some card upgrades barely improve on the original. If you run out of worthwhile upgrades, it's okay to rest unless your health is very high. 

Watch the whale

If you reach the act one boss, which you will on most runs, the next attempt starts with a choice of bonuses offered by a talking whale. All except the first have an associated degree of increasing risk and reward associated. Never take that first choice: the benefits are too meagre. Same for the last choice as it's always too risky: starting relics are very powerful. Judge the positives and negatives of the middle two options and select accordingly. The best bonuses are those that net you a relic, or remove cards from your deck.

Shop wisely

Gold is in short supply, so you spend it with care. You should only buy cards if they're critical to the deck you're trying to create. Instead, save up for relics. Those that give a boost to strength or dexterity are particularly good value for money. Most of the time the relics on offer won't be worthwhile, in which case use the card removal service. Ditch curses first, then your starting Strike and Defend cards. Potions are never worth it: you'll find plenty for free.

Learn the encounters

All the creatures in the game have particular attack patterns. You'll get a lot further in your runs once you can learn to anticipate their actions and plan ahead. This is very important for monsters like Slimes and Byrds whose actions you can interrupt, earning you a respite from a planned attack. It's also critical for those like the Gremlin Wizard that cycle up to powerful attacks, so you can try to kill them before they get off a big blow. It's especially useful to learn the patterns of miniboss fights. Once you can navigate them in relative safety, they earn you a powerful relic as a reward. You can also learn the question mark encounters, whose choices will play out the same each time. Some selections are much better than others.

Plan your turn

It's tempting to get stuck in and kill stuff, but it's better to consider your options first. Maximise the effects you're planning to use: apply Vulnerable before any other attack cards, for example. As a rule, your priority is to avoid damage, since that will end your run, especially if you're confident you can deal with the encounter. But there are often better ways to do this than accumulating Block. If you can kill or stun an attacking monster, for instance, you won't take its damage. Applying the Weak status likewise reduces incoming pain. If you've got card draw, remember to check what's in your draw pile in case you pull an important card but don't have the energy to play it. Consider all the variables in the situation and how they might work together, and do your best to balance offence and defence.

Slay the Spire - Dinosaurs


Hey everyone,

I just got back from vacation. I heard there was a surprise patch last week? I just found out, what a surprise!

Fortunately, our company is 2 people so there's a patch this week, too.
Many have asked us if we will be at GDC this year. We will NOT be attending this year, sorry. Good news, we'll be working on the game instead!

Patch Notes

Hotfix
  • Fix for daily mod causing cheater flag to turn on. (Flag has been reverted as well)
  • Russian localization updated.
  • Portuguese-Brazilian localization updated.
  • Seed is now visible under game version number in-game.

Hotfix 2: 3/17/2018
  • Fix for Daily Climb creating unusual circumstances, triggering cheat checks.
  • The keyword TODO is removed as it was causing issues in Spanish.
  • Resetting cheater flags.

Content
  • Daily Mod: Hoarder: Whenever you obtain a card, two extra copies are also obtained. Cards can't be removed at Shops.

Balance
  • Champ has less randomness in his AI after enraging. Will use Metallicize less.
  • Exploder enemy rework. They now explode in 3 turns, deals more damage, and has less HP.
  • Hexaghost slightly nerfed on Ascension 4+. (Deals less damage).
  • Rage card gets a buff, cost 1 -> 0. Block 4 -> 3.
  • Shovel relic now uses reward screen so that you can skip the relic if you do not want it.
  • Underhanded Strike card rework: Cost 2: Deal 8 damage. If you have discarded a card this turn, gain 2 Energy.

UI and Effects
  • Cursed Tome Event now uses reward screen for the earned book relic (optional pickup).
  • Dailies no longer bring up the Credits screen on victory.
  • Falling Event now shows the chosen cards when hovering the event choices.
  • Save and Quit in a run now returns the player to the Main Menu instead of closing the game.
  • Time Dilation wording improvements.
  • Updated animations for Lagavulin.
  • You can now view your deck or the map when the grid card select screen is up (Such as The Library event)

Bug Fixes
  • Fixed crash if twitchconfig was empty or invalid.
  • Increased timeout on dailies time lookup.
  • Moved the twitch button so it isn't covering other buttons.
  • Relics and Potions in the shop now correctly set their prices when restocked with the Courier.
  • Slow debuff now correctly works with single target cards in multi-enemy combats.
  • Split Slimes and other spawned minions should now correctly have the Slow power when Time Dilation mod is on.

Work will now proceed as normal again.
...