Releases: mikemayhemdev/SlimeboundMod
Bugfix, power bar moved again
Buff/debuff bar has been moved back to its original position beneath the character, but will wrap to a new line every 9 buffs/debuffs to prevent them bleeding into the slime minions' area. The energy sphere has been moved slightly down to make room for a potential 3rd line of buffs/debuffs.
Bugfix - Protect the Boss can no longer be triggered by your own Tackles.
Bugfix - Living Wall will no longer be triggered by your own Tackles.
Bugfix? - Maybe fixed Sliming Slimes sometimes losing their purple Slimed number. Inconsistent repro with this one, went whole runs without it happening, so may still be bugged.
Changed Acid Tongue's power icon to not have a thick black outline, inconsistent with other power icons.
Bug fixing, Regenerate/Gluttony/Recycling changes
Regenerate has been replaced with Sampling Lick (a new version of it). The new Sampling Lick applies 4 Slimed and grants 3 Block. This has been on my hitlist for awhile since adding the 0-cost recursion theme - it can just get absolutely silly with Regen. And Slimebound could really benefit from another Block card.
Gluttony has been nerfed. It now adds a random lick card to your hand the first time you play a Lick each turn. I wasn't happy with how insta-pick Gluttony was at Uncommon, value in every deck. Now you at least need to pair it with Licks, Looks Tasty, or 0-cost Recursion to get value. However! Gluttony+ now adds two Licks rather than being innate. In the right deck, it has potential to be better than before when upgraded.
Recycling has been returned to it's former version, adding the 0-cost exhausted cards back to your hand.
Fixed Poison and Sliming Slimes' hover tooltips not stating that they deal damage.
Fixed Overexert absorbing Slimes and not restoring health if the Slime minions' turn caused all enemies to be killed.
Bruiser Slimes' base attack reduced to 4.
Fixed any Slime spawning that was performed not on The Slimebound crashing the game.
Bottle Minion (potion) can now only appear on Slimebound. Other characters don't have orb slots so this wasn't usable anyway, and I'd rather not make it grant orb slots.
Updated the keyword popup for Slimed stating it heals for Half the stack.
Update the mod description to look better in the actual game. Looks a bit worse in MTS.cmd, but worth.
Bug fixin. New relic.
Added a new rare Relic that grants the Acid Tongue+ effect, making all Slimed effects apply an additional 1.
Made most Slimebound mod relics only appear when playing as The Slimebound character. The Slimy Tea Set and Tiny Bowler Hat can still appear on other characters, as they have pretty generic effects.
Slimy Tea Set now triggers on entering a Rest site, not actually Resting. Slimebound rarely benefits from a rest, and the effect is about on par with the normal Tea Set without requiring a Rest.
Fixed Stray Goop's power tooltip adding a 0 to the Slimed amount.
Fixed Potency's power tooltip still stating 'effectiveness' and not damage.
Fixed Slime Crush saying Ethereal twice and not Exhaust.
Fixed Hyper Beam (Study card) not displaying VFX.
Fixed slimes with extra effects having the secondary number pushed a little too far to the left, slightly clipping the '/'.
Fixed Dissolve+ not giving an extra card when burning X cards, unplayable statuses, or curses.
Crash fix
Fixed Recycling crashing the game if you had cards in exhaust pile, but none of them were 0-cost.
Fixed Level Up+ granting 2 slime slots.
Oops, 10 slime slots.
Fixed My Own Minion still referring to an Attacking Slime and not a Bruiser Slime.
Fixed starting with an immediate 10 Slime slots.
Thematic slime positioning! (potential breakage)
This is a pretty hacky update so bugs are more expected than usual.
Slime slots now appear on the floor in front of the Slimebound character in static positions rather than floating overhead like Defect orbs.
To make room, the Slimebound character is now pushed a little to the left.
The Slimebound's buff / debuff bar now appears above the character instead of below it, so it doesn't overlap the slimes in the case of many buffs being active.
Slime slots when empty now appear green.
Hack - The City scene's foreground gets pushed to the left to not obscure the Slimebound character.
Hack - The Awakened one fight, the Cultists get pushed closer together to make room for the Slime slots.
Hack - The Act 4 elite duo are pushed further to the sides of the screen and the Slimebound is repositioned.
Fixed Tiny Bowler Hat silhouette not being flipped.
Recycling & Acid Tongue changes, new potions, new event
Recycling now directly plays a random 0-cost Exhausted card per turn rather than adding it to your hand. This is to prevent it from clashing too heavily with Gluttony and Study the Spire, which can already flood your hand with extra cards.
Acid Tongue now costs 2 energy. Acid Tongue+ now causes all Slimed effects to apply 1 more, rather than interacting with Weak. This effect will update Slimed amounts on all card texts as well, and even works on the Jar of Slime potion.
Rain of Goop returned to 2 Slimed 4 times, for quicker card resolution and to not be totally busted with new Acid Tongue+. Still a great combo.
An awesome new event has been added, waiting to be discovered...
Jar of Slime (potion) can now appear on any character.
New Potion: Bottled Minion (common) - Spawn a random Slime. Can appear on any character.
New Potion: Slimy Elixir (uncommon) - Increase the amount of Slimed you apply this combat by 1. Can only appear if playing as The Slimebound.
New Potion: Ooze-Infused Drink (rare) - Add 4 random 0-cost cards to your hand. Can appear on any character.
Flipped the relic icon for the Tiny Bowler Hat so it's not completely identical to the Hubris relic.
Hat attachment colored to be the same as the relic icon.
Code cleanup - dynamic variables now use the Slimebound: ID prefix.
Minor buffs
Licks brought back to 4 Slimed.
Max HP increased to 60.
Level Up increased to 2 Potency.
Overexert increased to 4 Potency.
Weaken slimes are dead, long live Leeching slimes. +new VFX
Weakening Slimes are now Leeching Slimes, which deal 2 damage and grant 2 Block per turn. An issue I've never been a fan of is that you really don't want to stack Weakening Slimes, and they have no real benefit outside of 'just make sure you have one out', and when you do have one, you essentially have 25% damage resistance at all times. The new Leeching slimes play better when stacked, and the new Split: Leeching+ increases their Block value, so drafting and stacking them has some real potential, as the other Split+ cards have. This also makes Lick and Mega Lick more valuable as the only (non-Study) sources of Weak in the Slimebound's kit.
Cull the Weak is now Press the Attack, and looks for Slimed instead of Weak. When upgraded, it causes your oldest slime to attack twice only requiring Slimed, rather than needing Poison to do a double attack.
Leech Energy+ now looks for Slimed instead of Weak.
Attacking Slimes are now known as Bruiser Slimes. All slimes attack so this name really didn't make sense.
Gang Up now increases Bruiser Slime damage by 1, or 2 upgraded (not X).
New custom VFX added for all Licks.
New VFX for Living Wall.
New VFX for Douse in Slime.
Fixed slimes getting pushed to the left when in Duplicated Form.
Fixed slime spit projectile VFX starting from not quite inside the Slimebound character.
Vanilla nerf?!
Sadistic Nature now costs 2 energy if you are playing Slimebound. I don't really like changing vanilla cards, but Sadistic Nature is just bonkers in the current build, with Slimebound easily getting 15+ triggers in a turn from Slime hits, Rain of Goop (24 damage for 1, seems good), and other cards. I like the OP interaction potential but it can't also cost nothing.