This week's focus was on prepping the final content for next week, visual updates, and bug fixes.
Final Content?! (BETA)
It's coming to the beta branch on Monday! (October 29). We won't be giving out too much details in order to prevent spoilers. However, localization for this content will be available 1 or 2 days prior.
For information on the beta branch, click here! Keep in mind that save files must be transferred manually if you switch to the beta branch. This is to prevent save file incompatibilities.
This week we updated and added some enemies in Act 3, added various visual effects, made Neow changes, and worked on some performance improvements.
Act 3 Enemies
Several changes were made in Act 3. Some stronger jaw worms and a wriggly monster have been introduced into the enemy pool.
Reptomancer has been buffed and designated as an elite monster. The elite encounter featuring 2 orb walkers have been removed from the elite pool and are the new guards for an Act 3 event.
Visual Effects?!
Yep. Various cards and an enemy attack have received some special effects to make them feel better to use! Some animations were added and improved for The Silent and Defect as well. More animations and effects will be coming!
Neow Updates!
We created Neow with the intent to foster creative deckbuilding. However, many have felt that the game was considerably harder without a blessing from Neow and the threshold to receive her blessing was too high (especially in higher Ascensions).
To compensate, we've added a fixed set of choices for those who don't reach the Act 1 boss (Neow's Lament or HP bonus).
Additionally, two new Colorless Card-based blessings were added as these cards weren't seeing much play as they only appeared in shops and certain events.
Community Fan Art
Such amazing art. I will try to get better, too! If you want to be featured, just mention @MegaCrit on Twitter!
This week's focus was on refining upcoming content, prepping for mod support, various bug fixes, and a new option to disable particle effects for low performance machines.
Disable Particle Effects
We added a new option that removes particle effects from backgrounds and various effects. This should improve performance for slower devices and decrease battery consumption for laptops.
Final Call for Translations
When we leave Early Access, outdated translations will need to be removed. If there are any outdated languages that you want to see in the game, support and instructions for translation is always available at our Discord channel.
This week brings a few more daily mods, several bug fixes, and we worked with a few people to update the wording for many many cards, relics, and powers. Also, some content is still planned to come into beta this month :).
Daily Mods
This week brings 3 new daily mods! Combined with last week's mods, we think this brings in quite a lot more variety into Daily Climbs and more options for Custom Mode.
Hot Fixes
BUG FIX: Fixed a save incompatibility crash for some custom runs.
BUG FIX: Certain score bonuses and achievements are no longer checked when beating the first final boss on Ascension 20, but correctly check after the second final boss is defeated.
BUG FIX: Curl Up power on Louse was displaying incorrect text.
BUG FIX: Red Skull relic now correctly loses bonus strength when healing above 50% HP.
BUG FIX: Timer no longer stops on beating the first final boss on Ascension 20.
UX: Reverting wording for cards, powers, relics: At the start of each turn -> At the start of your turn due to feedback.
WORDING: Frozen Core description coloring is now consistent with other starter replacement boss relics.
WORDING: Improving consistency for Flame Barrier and Thorns wording.
Wording Improvements
So this will be a bit of a long one. We received a huge list of suggestions and feedback pointing out inconsistencies and potential improvements to wording. While it would be hilarious to list them all out, listing out the general rules and style changes would probably be best for all of us. So here it goes:
Cards, Powers, and Relics that have a recurring effect or applies a recurring buff have been changed from "At the start of your turn" -> "At the start of each turn" for clarification.
The term "attack damage" is now lowercase, this differentiates it better from Attacks, which refers to the card.
Attack and Skill cards are referred to as Attacks and Skills in descriptions. However, when referring to a specific card, cards of a specific color, cards of a specific rarity, or specific types that aren't Attacks or Skills, they now have the word "card" appended to the end. e.g. Power cards, Status cards, Colorless cards, Uncommon cards.
Keywords are now always gold in descriptions. Block, Vulnerable, etc.
Boss and Elite are now capitalized in any descriptions
Card, Cards, Relic, Relics, Buffs, and Debuffs are now lowercase and not colored in descriptions.
If a relic that has counters is used up, it now has a consistent message across all relics, "This relic is used up."
Certain keywords on cards are now ordered so they're easier to identify. This order is: Unplayable > Innate > Ethereal > Card Description > Exhaust.
The word "all" is all-caps in certain scenarios. These scenarios are: When it refers to all enemies and when referring to cards that are outside of your hand (Apotheosis).
Updated instances of "take damage" vs "receive damage" based on who the target is, how the description is formed (condition vs effect), and a few special cases. e.g. "Whenever you receive damage, do X." is now common for player Powers and Relics.
Draw Pile, Exhaust Pile, Deck, and Discard Pile are now lowercase in descriptions.
Numbers and percentages should always be blue when seen in power and relic descriptions. However, numerical multipliers like twice and double should not be.
While we understand that the language on these items won't ever be perfect, we hope this improves clarity and readability so the game is easier to play. As always, we welcome feedback and discussion!
Community Fan Art
Inktober brought us some Poisonous fanart. Don't forget to tweet us @MegaCrit or ping us on Discord if you want to be featured!
We're introducing some new mods for the Daily Climb this week (and next week, too). There's also good progress going on other content which we're on track to get into beta sometime in October.
Daily Mods
We're cleaning, changing, and adding more for Daily Climbs! There's still a few missing assets for the new daily mods but they'll be in soon. The many mods added to the Daily Climb are also accessible via Custom Mode.
While we're still working on our final bit of content for Early Access, some new SFX have been incorporated and there are various fixes and balance changes!
New Sound Effects
Several events now have additional ambient sounds which play upon entering. There are also several new sounds for various enemies, cards, and some Powers now have unique sound effects.
Translations!
Slay the Spire has an active community of translators! There's a LOT of flavor text, technical descriptions, and creative dialog in Slay the Spire. Currently, 11 languages are fully up-to-date! If you don't play the game in English, be sure to thank them at our Discord server!
Community Fanart
Boss Emblems of the Ironclad, Silent, and Defect by @RedDyeNo5
This week's focus was on a handful of reworks and the addition of two new events. Additionally, we worked more on the secret content which we are aiming to get into beta in October!
Community Fanart
Be sure to ping @MegaCrit if you want your artwork featured :)!
This week we're bringing in new Ascension levels, a good amount of colorless cards, and a few bug fixes here and there!
Ascension
Ascension 16 - 20 is here! Gold becomes more precious, enemies are tougher, and a change is added to the final encounter. These ascension levels are not yet finalized and feedback is welcome :).
New Colorless Cards
Ten new colorless cards have been added to the game!
Community Fan Art
Once again we are blessed with beautiful fan art from the community. PRAISE SNECKO!