模组简介
I brought it back... New options have been added to the Neo Relics, allowing you to enable Guard Mode. Added tutorial relics, so friends without guard experience can also give it a try! Do not use glitch robots! Do not use glitch robots (charging orb system conflicts) Play with the original version. Here are some key mechanism introductions Combat is divided into two phases. During the rest period, you can purchase operators, form contracts, and gain powerful abilities. As a trade-off, your combat turns will be taken over by Wacu. At the beginning of the rest period, you get two temporary coins, which you can use for refreshes. Unused temporary coins will be cleared at the end of the turn. Coins obtained by selling operators will not be cleared at the end of the turn. The main buy-and-sell mechanism is similar to the robot's charging orbs, with a total of 8 slots. Operator selling will automatically trigger in two situations: one, when slots are full, the earliest purchased operator will be sold first; two, when purchasing an operator you already have. You can think of it as a robot that can only hold one of each charging orb—it's easier to understand that way. Aside from the basic sell mechanism, there’s a contract protection system. Once a contract is activated (except Miracle, Foresight, Investor, and Support), the corresponding operators are protected and won’t be sold first (even if the slots are full. For operators with activated contracts, they are generated first, so if there are other operators without activated contracts, the ones without contracts will be sold first). To let everyone enjoy the fun of stacking, 10% of the activated contract layers gained in battle will be carried over as permanent layers throughout your game. Finally, enjoy it, my friend. The following content is some things that will be added in the future. Content that will definitely be added: 1. Various squads In the future, I will add many squads to this mod. This will bring more variability to the game. I am still thinking about the specific effects and implementations of these squads. 2. Balance optimization Currently, the strength between different squads may be very unbalanced. In the future, balance adjustments will be made (mainly strengthening hard-to-form systems and systems that aren’t strong enough once formed, and weakening systems that are too easy to form). In addition, adjustments will also be made to the in-game card pack distribution and various card pool allocations. These optimizations really need player feedback, so if possible, please leave your thoughts in the comments. Your opinions truly matter to me. Thanks! The following content is some stuff that will be added in the future. Content that will definitely be added: 1. Various Squads In the future, I will add a large number of squads to this mod, which will bring more variability to the game. Right now, I'm still brainstorming the specific effects and implementation methods for each squad. 2. Balance Optimization The current version might have very unbalanced strengths between different squads. In the future, I’ll work on balancing them (mainly by strengthening systems that are too hard to form or weak once formed, and weakening systems that are too easy to form). Additionally, adjustments will be made to the in-game card pack distribution and various card pools. These optimizations really need feedback from players, so if possible, feel free to leave your thoughts in the comments section. Your opinions really matter to me, thanks a lot! Content that might be added: 1. Reasonable Difficulty Curve Right now, the strength of this mod gets way too high in later stages, so the difficulty curve of monsters needs to be designed more reasonably. (Since the stacking mechanism already boosts strength almost exponentially, directly modifying the original mod makes it hard to match the balance of the original game.) The current idea is to create a brand-new mod where monster stats increase with level. If a lot of players enjoy this mod, I might consider making a dedicated global defensive map in the future. (With completely new event monsters.) 2. More Art Optimization The current art implementation is still pretty rough. I plan to improve it in the future. If anyone who likes this mod is good at art, feel free to add me on Steam and get in touch.
条目信息
- 所属游戏
- 杀戮尖塔 2 (Slay the Spire 2)
- 创意工坊 ID
- 3776694738
- 文件名
- 3776694738.bin
- 文件大小
- 12.5 MB
- 最后更新
- 2026/08/20
- 内容版本
- v1787175887-a19c4bb448072a63
- 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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