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Releases: mikemayhemdev/SlimeboundMod

Full Release!

30 Dec 14:01
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It's been about a month since I started this project, and I've gotten it to a place where I'm pretty satisfied with it. At this point I'm calling Slimebound a full 1.0 release! That doesn't mean there won't be more updates, but they will be purely bugfixing and tuning. From here, there won't be any planned new content or major overhauls to cards, relics, mechanics, or any other bits of content in the mod.

Slimepotheosis has been replaced with "Consult Playbook", a Rare 2-cost exhausting Skill that fills your hand with random Tackle cards, reducing their cost by 1. It upgrades to a 1-cost.

Chomp is now Uncommon. Chomp+ increases damage and debuff amount by 1 instead of 2.

The event modifier for World of Goop has been altered for better thematic interaction. The event can no longer deal damage to you - you are a slime after all. The options have been reworked to gathering gold, or finding a friend.

The Scrap Ooze now changes its scrap bonus damage based on the rarity of card donated. Curses reduce its damage by 2. Don't be mean to your scrap friend.

A new, very silly, very unbalanced (probably buggy) Daily Modifier has been added. "Slime the Spire" causes all enemies in the game to Split into two slimes upon reaching 50% or less HP. The type of slimes spawned depends on the enemy's health when it splits.

Goop Spray - Slimed amount increased to 8 (*10), up from 6 (*8).

Ghostflame Slimes reduced to providing 2 Potency.

Fixed a hidden interaction with Cultist Mask leftover from some copied Beaked code.

Living Wall now has a unique power icon.

Code cleanup - Fixed some card ID's not matching their display names

Bug fixes

28 Dec 02:19
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Fixed Form a Blockade+ rarely not spawning a second slime.

Fixed Grow+ not reducing energy cost if it never hit your discard pile when played due to other effects.

Bug fixes and Growth Punch nerf

26 Dec 12:51
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Growth Punch now starts at 6 damage but does not provide Block (which still starts at 1) until upgraded. It only gains +1 to each when used, even when upgraded. This card was just too 'swing' in terms of value, making it an instapick in Act 1 and an instant target for first upgrade, and could get into bonkers territory with the +2 upgrade (50+ damage/block for 1, seems fine...) . It probably should still be picked as early as possible, but buffing up the base damage to at least equal a Strike may make it more pickable as the floors progress. It should still be a high upgrade target, but isn't as immediately necessary, not until you really start needing it to provide Block.

Fixed orbs moving when the player avatar moved.

Fixed Duplicated Form causing orbs to start spawning in staggered, offset locations

Fixed (???) Licking Slimes losing their purple text... really tired of this bug.

Crash fix

24 Dec 13:50
828fd98
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Fixed game crashing if you had Heart of Goo and no slime slots at the end of combat.

Duplicated change

24 Dec 07:32
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Duplicated Form now legitimately manipulates your Max HP instead of creating a faux 'halved' state. This does mean that multiple stacks will continue to cut your Max HP in half, but will also interact with any mod effects that trigger when Max HP is manipulated. This can potentially turn into some crazy effects, but it's more clean and clear this way, and has the added benefit of healing half of your max HP back after the combat is over (the natural effect of healing for an equal amount when you gain Max HP).

Duplicated Form no longer gives extra cards, just energy and the 'enemy targeting Echo Form' effect.

Study Mechanic semi-rework

23 Dec 07:04
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Study cards are now all 0-cost cards. Too often, the cost to get Study online, plus the cost to play the Study cards, meant that the cards didn't get played in favor of doing things that had better synergy with your deck, especially in later acts. Making them 0-cost also gives the Study cards greater synergy with 0-cost recursion, and makes 'Quick Study' not drop a card into your hand you can't play, which I've seen new players regularly do. This required a lot of balance changes that will likely still be ongoing:

Quick Study - Now gives 2 Spire Boss cards when upgraded instead of reducing HP loss.

Study the Spire - Energy cost reduced to 1. Once again lasts for 4 turns.

Tiny Bowler Hat now reduces the cost of the generated Study the Spire card to 0.

ALL Study cards are no longer Ethereal. They still Exhaust.

Ca-Caw - When upgraded, gives an immediate 1 Strength instead of increasing Ritual to 2.

Charge-Up - Block reduced, doesn't give an extra Strength when upgraded.

Collect - Block reduced, doesn't give an extra Strength when upgraded.

Dark Void - Damage reduced.

Donu's Power / Deca's Protection - Doesn't give Artifact unless upgraded.

Defensive Stance - Block and Metallicize reduced, only increases Block upgraded.

Defensive Mode - Block and Thorns reduced, only increases Block upgraded.

Divider - Damage reduced. Renamed to "Hexaburn" since it has no HP interactions.

Face Slap - Damage reduced.

Flail - Damage reduced. Doesn't give extra Artifact when upgraded.

Guardian Whirl - Damage reduced.

Head Slam - Damage reduced.

Hyper Beam - Damage reduced. Renamed to "Slime Beam" since... it's not quite so Hyper any more.

Last Stand - Gives 1 Strength, and an extra 2 (3 upgraded) if below 50% HP.

Poly Beam - Damage reduced.

Sear - Damage and Burn reduced. Doesn't upgrade Burn amount when upgraded.

Time Ripple - Block reduced.

You Are Mine - Weak/Vuln dropped to 2, 3 upgraded.

Venom Tackle now costs 1 energy, deals 8 (*10) damage, 3 damage to you, and applies 4 (*6) Poison. Tackles needed more variety than having only Combo and Hungry Tackle be a 1-cost. There's a 4/3 split now between 2 and 1 cost Tackles.

Fixed Vicious Tackle not having the Tackle tag, so it couldn't spawn through Goop Tackle.

Fixed Bronze Slime (Study card) SFX playing at the end of the slime attack phase instead of when the Bronze slime attacks.

Hyper Beam (Study card) now has green beam visuals.

Form of Puddle has new visuals. Now you too can become an actual slime puddle for a turn.

Bugfixes, Quick Lick nerf

21 Dec 07:48
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Quick Lick has lost its unupgraded draw in favor of restoring 2 HP. Quick was just too insta-pick due to that built-in draw, useful in nearly every situation and definitely every draft. It is now named "Rejuvenating Lick".

Fixed a typo in Protect the Boss.

Fixed Duplicated Form's extra slime visual not disappearing until the next room when the character reforms at the end of combat.

Fixed Haunting Lick showing -1 Slimed when upgraded.

Tackle buffs, Firm Fortitude buff, one awesome event modifier

20 Dec 10:30
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Chomp's Tackle-increasing debuff buffed up to 4 (*6). The attack now hits for 4 (*6) damage twice, making it one of two multi-hit attacks in the Slimebound's kit. Slimed increases all hits of a given attack by the Slimed amount, so multi-hits have been very limited in the pool. This change to Chomp makes it a good draft for both a Tackle-oriented deck and a heavy Slimed output deck.

Chomp's visual effect is now green, and the sound effect has been replaced with a chomp instead of a blunt hit.

Roll Through now hits ALL enemies for 4 (6 upgraded) and increases Tackle damage to targets hit by 2 (3 upgraded) - the same debuff effect as Chomp, but to a lesser degree. This should give a little bit of AoE support, albeit it at a low damage, to Slimebound, and help out a more dedicated Tackle build, since the effect is essentially permanent.

Flame Tackle no longer gives Strength and no longer exhausts, but does increase the damage of all Tackles by 3 (4 upgraded), for the rest of the combat (Tackle-Strength!). This will help make Tackle builds more draftable with a potent Uncommon, and I am satisfied with leaving Grow as the only non-Study Strength/Dex provider in the kit.

Firm Fortitude (now named "Feel Our Pain") now not only prevents HP loss on your turn, but also redirects that HP loss to a random enemy. Very slight buff to the power considering you usually lose HP in small increments, but it might be a little more satisfying of a draft. Also has fun interactions with things like Constricted or Regret.

With now very few Strength sources, Torch Head slimes (from Study cards) gain damage whenever you play a Power rather than scaling off of Strength.

A new event modifier to a vanilla event has been added. It's even better than the World of Goop one. I spent way too much time on this.

Renamed Sliming Slimes to Licking Slimes - hearing someone say Slimed from the Sliming Slimes was too much. These were named plainly to clearly communicate what they do, but the purple color palette and the new debuff text number below them I think is enough to communicate these days. Licks all apply Slimed, this slime Licks people... makes sense to me!

Renamed Poisoning Slimes to Acid Slimes. Might as well go full ham on the renaming, and this one's thematic since there are actual Acid Slimes in STS.

Changed Mass Feed's wording to clarify it triggers max HP gain for each enemy killed by it.

Changed text on Quick Study / Study the Spire to not use the word 'powerful', clashing with the Mystic mod, and instead added a new keyword "Spire Boss" that also describes more about the cards you will receive.

"My Own Minion" relic renamed to "Goop Dweller". Goop Dweller can no longer appear in the standard relic pool - it can only be acquired through the World of Goop event.

Commented out some old deprecated keywords.

Fixed Spiky Outer Goop only keywording 'plated', not the full 'plated armor'.

Fixed Cultist Slimes' (Study card) stick attachments hanging around in the 1st slime slot if they got absorbed, not getting cleaned up.

Fixed Defensive Stance (Study) stating Ethereal twice.

Bugfix, Lick VFX polish

19 Dec 19:07
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Lick VFX reordered so the tongue is drawn in front of the other particles. Alpha and size increased to make it more visible.

Fixed Bronze Slimes missing their sound effects.

Fixed Slimed Tail (relic) slime spawn VFX being black. Made Slimed Tail turn greyscale when used for the combat and show relic effects / flashes when it triggers.

Bugfix

19 Dec 17:11
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Fixed the new buff bar not playing nicely with non 1920x1080 resolutions.

Fixed Sliming Slimes sometimes losing their purple text (for real this time.... maybe.)