模组简介
Beta branch only -- needs game v0.109 or newer. Right-click Slay the Spire 2 in your Steam library > Properties > Betas > pick public-beta . On the default branch this will not load at all. You beat the Spire. The Spire took notes. Three acts end, a door opens where the sky should be, and on the other side there are three more acts waiting. Forever. Each chapter is harder than the last — and it decides how much harder by watching how you actually played the one before. It watches you It reads the run history the game already keeps: damage taken (weighted by how dangerous the room was), kill speed, near-deaths, campfire reliance. • Steamroll a chapter and it comes back for you properly. • Barely survive one and the next step up is gentler. A little. • It never goes down. Playing badly on purpose buys you nothing. • Measured per chapter — about thirty fights — so one unlucky room can't move it. Harder, three ways • They hit harder. Every chapter adds Strength, so every enemy attack does more damage. By chapter 10 a 12-damage swing is landing for 19, and it keeps climbing forever — this is the lever with no cap. • There are more of them. Fights get crowded with extras pulled from that act's own roster, in combinations the base game never assembles. • They're tougher, a bit. Health goes up too, but it's capped early and on purpose: a slime with six times the HP can't kill you, it just costs you twenty more clicks. They stop following the script Every monster runs a little pattern, and veterans know them — the Jaw Worm always opens with Chomp, turn three is always the big one. After chapter 1 that knowledge is the last thing keeping the run easy, so the pattern goes: enemies roll from their whole repertoire instead of whatever came next. By the fourth chapter it's every enemy, every turn. Still fair, though. Intents are still shown — you can see the raised club and the number above it. You just don't get to know it was coming before it was telegraphed. Bosses are shaken less hard; their move sets are authored as phases and a fully shuffled boss reads as broken rather than dangerous. The weather changes Every chapter past the first, the Spire picks a mood and holds it — through combat, the shop, the campfire. Dusk, Glare, Cinder — then Eclipse, Pyre, Smoulder, The Works, and when the cycle laps, The Works+. Screen grade, vignette and particles lifted from the game's own fights. The music moves too: each chapter draws a different track from the act's own pool. Optional: bring your own weather music There's a companion item — New Game ++ Music — with 24 extra tracks that pick themselves to match the era and the room you're standing in. It is entirely optional . It is not a required item and this mod never asks for it: subscribe and it just works, skip it and nothing changes. (The only thing listed as required is BaseLib, which this mod genuinely does need.) The Landing Between chapters you get a room of your own. Wounds close. The Spire tells you plainly how hard it has decided to be and why — no hidden dials. Then it deals you three of these and you take one up with you: permanent Max HP, a card gone, two cards upgraded, a relic, a potion slot, a purse of gold. Or you take The Bargain : two things instead of one, and the Spire gets permanently harder. For everyone. It brands you so you can't forget you asked. The fine print • The top bar shows act–floor once you're past act 3, so you can still tell where you are on floor 47. • Chapter 1 is untouched vanilla. Nothing changes until you'd normally have won. • Works with every character. Plays fine with Ascension — A10's second boss follows you to every chapter's finale. • No mod bookkeeping in your save: difficulty is recomputed from run history the game already records. Finish or abandon a looped run before uninstalling, though — a save standing on floor 47 needs the mod to load it. • Reaching the true ending still ends the run. The loop only replaces the point where the run would have stopped. • Requires BaseLib. Nothing else. Multiplayer Built for it. Every chapter is generated from the run seed, so all clients compute the identical acts, bosses and reinforcements without a byte on the wire. In The Landing each player picks their own boon and every boon lands on every machine. Difficulty averages the party — a strong player carrying a weak one does not get to keep the difficulty low. All players need the mod, at the same version. The game enforces that itself. Straight talk: solo has far more playtime than co-op so far. The design means there is nothing extra to desync — but if your lobby finds something weird anyway, comment and it goes to the front of the queue. About game updates Slay the Spire 2 is in Early Access and updates often. If an update breaks this, that's expected and temporary — it'll be fixed. Built and tested on game v0.109.0. Credits The Spire, and everything in it, belongs to MegaCrit. Template and modding groundwork by Alchyr and the StS2 modding community. Climb well. It's still taking notes.
条目信息
- 所属游戏
- 杀戮尖塔 2 (Slay the Spire 2)
- 创意工坊 ID
- 3771500862
- 文件名
- 3771500862.bin
- 文件大小
- 201.4 KB
- 最后更新
- 2026/07/29
- 内容版本
- v1785324232-b8025dd3aed6b1aa
- 作者与来源
- 由原作者发布于 Steam 创意工坊。本站不改变署名,作者信息与原始内容请以 Steam 原始页面 为准。
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