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Releases: Moocowsgomoo/StS-ConstructMod

Max Cycles Relic Testing

09 Jan 16:19
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Pre-release

Build for testing new maxCycles setup

Localization Testing v2

09 Jan 06:09
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Pre-release

This file should make use of localized strings for all text in the game.
version 2

Localization Testing

08 Jan 16:57
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Localization Testing Pre-release
Pre-release

Test build for Korean localization.
version 5

Challenge Mode UI update

07 Jan 05:42
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Challenge Mode:

  • Changed Challenge Mode 1: Mode cards give +1/-1 and can't be copied (ie. are Rare rarity)
  • Changed Challenge Mode 3: Discard 50% of your Retained cards, after gaining their Retain effects.
  • Added the ability to enable Challenge 1 from character select screen. Extra levels can still be found in Config.

Card Changes:

  • Power Up now deals 7 damage but Exhausts (until mega-upgraded).

Bugfixes:

  • Save State now works with Construct's other Retain synergies like Bunker.
  • Wedding Ring's description now remembers the cards you picked when loading the game.

Bugfixes

06 Jan 01:52
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  • Overdrawing with the Syphon Strike power no longer causes a softlock.
  • When Wedding Ring's ability tries to play an unplayable card, it no longer deletes the card; now just does nothing.

Challenge mode relic swap fix, defense rebalancing

05 Jan 20:56
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I'm not sure how long I'll keep updating things on GitHub now that the mod is released on the Steam Workshop, but for any critical bugs that come up I'll make sure to make releases here as well.

Card Changes:

  • Electric Armor: Only lasts for one turn and no longer Exhausts. Upgrades to reduce cost to 0.
  • Shift Guard and Shift Strike give +1/-1 instead of +2/-2.
  • Zapper is now 2(1) cost and always deals 3 damage.
  • Critical Hit++ no longer reduces cost.

UX:

  • "Unlock All" config option no longer appears if you already have all unlocks.

Bugfixes:

  • Fixed bug where swapping out starter relic could also grab Challenge Mode relics.

Version 1.0

03 Jan 04:48
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It's finally here! Note that even though we're at 1.0, I'll still be releasing more updates - in particular, Challenge Mode needs to be finished, I still need to find some unique card art (again, a huge thanks to Spike Berd for making all of the unique card art currently in the mod!), and there are plenty of balance issues that need to be ironed out.

With that said, the mod now includes everything I initially envisioned and more, and I'm happy to call it a complete package. Thanks to everyone that provided feedback, bug reports, criticism, and support of any kind. See you all on the Steam Workshop! :)

Content:

  • 9 new cards and 2 new relics. Here's the up-to-date card & relic list.
  • Added Ending cutscene, and made Construct's Sensory Stone lore text less cryptic.
  • Added a proper unlock system, and the ability to toggle your settings directly from the character select screen.
  • You can now unlock everything Construct-related immediately in the Mods -> Config menu.
  • You can now toggle whether relics are character-specific or not without restarting the game.

New Cards/Relics:

  • Save State: [0] Retain your hand this turn. (Draw a card.) Exhaust.
  • Syphon Strike: [1] Deal 7(10) damage. Whenever the enemy takes attack damage this turn, draw a card.
  • Multistage: [X] Exhaust an Attack of cost X or less. At the start of the next 2(3) turns, play a copy of that card.
  • Dampening: [0] Cards cannot Cycle until the end of your next turn. Gain 4 Block. Draw 1(2) cards.
  • Molten Smash: [2] Gain 15(18) Block. Deal 15(18) damage. Replace the cards to the left and right of this card with Burns for this combat.
  • Cluster Mines: [2] Deal 4(5) damage to a random enemy 3 times. When your Block is broken, this card costs 0 until played.
  • Long-Range Lance: [1] At the start of the next combat, deal 12(16) damage to a random enemy.
  • Shifting Stance: [1] Every time you play 3(2) cards, swap your Strength and Dexterity.
  • Ice Cubes: Shop Relic. Your cards cannot Overheat for the first 3 turns of each combat.
  • Bool Horns: Rare Relic. At the start of each combat, deal 3 damage to a random enemy. Upon entering a non-combat space, double the damage this relic deals next combat.

General Card/Relic Changes:

  • Agitation: Rare -> Uncommon rarity.
  • Electric Armor: Cost 0->1.
  • Nuclear Core: Poison 3->2.
  • Shield Generator: Uncommon -> Rare rarity. Mega-upgrade Blur 8->6. No longer gains Block on Mega-upgrade.
  • Shift Guard: Common -> Uncommon rarity. Block 7->5.
  • Shift Strike: Damage 8->6.
  • Afterburners: Now only copies non-rare cards, for consistency with other copy-type effects.
  • Antimatter: Rare -> Uncommon rarity. No longer gains extra damage on Mega-upgrade.
  • Disrupt: No longer gains Block on any upgrade. Mega-upgrade strength down 2->1.
  • Missile: Moved from Overheated expansion to base card pool.
  • Failsafe: Moved from Overheated expansion to base card pool.
  • Meltdown: Upgraded damage 15->14. Mega-upgraded damage 25->18.
  • Metal Shell: No longer gains Block on upgrade.
  • Claw Grip: Rare -> Boss rarity (again).

As Clockwork Phoenix is being integrated into the game more significantly, I feel it's important to dial back some of the more overpowered mega-upgrade effects so that one or two cards can't always win you the run. If you feel that any of these changes go too far, or ruin the fun of your favorite card, please let me know!

Mega-upgrade specific Card Changes:

  • Supernova++: Now upgrades created cards, instead of having Retain.
  • Anticipate++: Block 22->20.
  • Backfire++: Self-damage 6->8.
  • Battery Acid++: Slimed 2->1. Now gives 3 energy and 1 energy next turn.
  • Bunker++: Retains a random card each turn.
  • Flash Freeze++: No longer Retains.
  • Golden Bullet++: Gold loss 25->50.
  • Hammer Down++: Stats x4->x3.
  • Hasty Repair++: Max HP loss 1->2.
  • Hazardproof++: No longer gains Block.
  • Impenetrable++: No longer grants Block next turn. Block 25->45.
  • Omega Cannon++: No longer hits twice. Cost now scales with negative Strength as well as positive.
  • One-Way Mirror++: No longer gains Block. Vulnerable 8->6.
  • Overcharge++: No longer Retains.
  • Overclock++: No longer Retains.
  • Panic Fire++: Cores 5->3.
  • Power Up++: No longer gains damage.
  • Siege Form++: Strength gain 5->4.
  • Synchronize++: Damage 15->12.

Visual/UX:

  • Added hi-res power icons.
  • Added proper relic outlines.
  • Minor wording/capitalization, and text formatting.

Bugfixes:

  • Cards in the process of Overheating can no longer be quickly played before they transform.
  • Enhance and Enhance++ now play nice together.
  • Wedding Ring now displays on the upgrade preview card at campfires, etc.
  • Foam Finger's countdown is now clearer as to how many turns it has left.
  • Fixed some issues with enabling Overheated expansion without restarting.
  • Clockwork Phoenix's "in-combat" restriction no longer applies to viewing upgrades for cards in your deck in the zoomed-in card view.
  • Claw Grip is now able to retain Status/Curse cards if they have a cost.
  • Isolate now properly displays its un-upgraded description.

Challenge Mode:

  • Nothing new for this release, sorry! It's still hidden away in the Mods->Config menu for now.
  • Thanks to Timeracers on Discord for giving some incredibly helpful feedback - now that 1.0 is released, I will be making some updates to the mode in the future to make it more fun and less frustrating.

Challenge Mode Level 4, and Balance Tweaking (aka nerfs)

09 Dec 03:13
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Challenge Mode (enable in Config Menu):

  • Challenge Level 4 added.
  • Challenge Level 3 modified - now places ONE random retained card on top of your draw pile, instead of all of them.

Card Changes:

  • Afterburners now Rare (from Uncommon) and shuffles Burns into draw pile instead of adding them to hand.
  • Implosion now Uncommon (from Rare).
  • Flammable Fog block 6 -> 5.
  • Isolate now doubles your next attack's damage this turn, then all damage this turn when upgraded.
  • Nuclear Core poison 4 -> 3.
  • Oil Spill damage 10 -> 9.
  • Phosphor Storm damage 8 -> 7.
  • Shield Burst now deals damage equal to 1.5x block, and 2x when upgraded.
  • Tumble damage 4(7) -> 3(5), mega-upgraded card draw 7 -> 5.
  • Scrap Cannon mega-upgrade damage 12 -> 17.

Bugfixes:

  • Stasis no longer upgrades Burns.
  • Charge Shot more stable, less error-prone.
  • Flash Freeze now updates its text/values correctly.
  • When loading a saved run, all over-upgraded Construct cards are now interpreted as being Mega-upgraded (fixing issue with Conspire's Infinite Journal patches overwriting mega-upgrades).
  • Fixed crashes when trying to zoom in on Overheated expansion cards.

Visuals:

  • Added portrait-size images for Overheated expansion cards.

How far can this version number go before 1.0?

25 Nov 22:02
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Challenge Mode (access from the Mods->Config menu):

  • Challenge Level 1 fixed - cards now cycle under the correct conditions.
  • Challenge Level 2 made more fair - some of your starter cards have higher overheat limits.
  • Challenge Level 3 added!

UX:

  • Overheat meter no longer displays on top of pop-up screens like the deck view.
  • Minor updates to wording, and Supernova renamed to Sunburst.
  • Enabling/disabling expansion cards from the config menu no longer requires a restart.

Hotfix for Challenger's Mark Rarity and Wedding Ring

24 Nov 05:03
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  • Challenger's Mark rarity Starter->Special, so they will no longer show up from events that swap out your starter relic.
  • Fixed Wedding Ring bug where it would make the linked card disappear if it was played from your hand on a target that had just been rendered untargetable. The animation also looks a bit smoother, so that's a nice bonus!