Endless Mode 预览图

杀戮尖塔 2 (Slay the Spire 2)

Endless Mode

最后更新 2026/11/05文件 79.7 KBID 3833503962

模组简介

Endless Mode Made for Slay the Spire 2 v0.111.0 (beta branch). Keep climbing after the Act 3 boss. Slowly build a small, strong deck and collect every relic in the game. No relic cap, no nerfs you have to accept, just enemies that get tougher every loop. Starting an Endless run Pick the new Endless card next to Standard, Daily and Custom (in Singleplayer and when hosting Multiplayer). Character select shows an ENDLESS MODE banner, and the run shows an Endless badge in the top bar. Ascension works as usual. Standard runs are completely untouched. The loop • Your first trip through Acts 1-3 is the normal game. • The Act 3 boss gives normal boss rewards (gold, card, maybe a potion), because the run doesn't have to end. • At The Architect you choose: Claim victory ends the run as a win, Climb again sends you back to Act 1. • You keep everything: deck, relics, potions, gold and max HP. • Each loop rolls a fresh set of acts (Overgrowth or Underdocks can swap), with new encounters, bosses and Ancients. • Map layouts, event and Ancient outcomes and enemy move patterns are re-seeded every loop, so loops don't repeat. Events you've already seen can show up again. • The floor counter, score and run history keep counting across loops, and saving and quitting keeps your loop. How the scaling works Only two things change: enemy HP and enemy attack damage. Both go up once per loop and stay the same through all three acts of that loop. • Loop 0 (first time through): normal • Loop 1 : enemies have x3 HP and deal x2 attack damage • Loop 2 : x5 HP, x3 damage • Loop 3 : x7 HP, x4 damage • ...and so on: +200% HP and +100% damage per loop by default. • HP is scaled when an enemy appears, so it applies to bosses, elites and anything summoned mid-fight. It stacks with the game's own Ascension and multiplayer HP scaling. • Exoskeleton's Hard to Kill damage cap per hit scales with the same multiplier as HP, so they don't take more and more hits to kill. • Damage scaling applies to enemy attacks only. Block, buffs, debuffs, poison and thorns-style damage are unchanged. The numbers over the enemies' heads (intents) show the real scaled damage. • Values are capped at the game's own limit (999,999,999), so very long runs can't crash. • Change it in the config: lower or raise the per-loop bonus, or set compound to true to multiply each loop instead ((1 + bonus) ^ loop, much steeper). How relics are handled • No relic cap. Collect as many as you can. • No duplicates. You never get a second copy of a relic you already own. This works in every run, not only Endless: • Chests, elites, shops and events skip relics you own. • The game removes every relic it shows you from the pool, even ones you skip or don't buy, and normally never puts them back. When a pool runs dry, the mod refills it with every relic you don't own yet, so you only get Circlets once you really own everything. • Ancients (Neow and the others) come back every loop. If one offers a relic you already have, that offer is swapped for another relic from the same Ancient. • Events that give one specific relic (Tea Master, Sunken Statue, Doll Room, ...) grey out the options for relics you already own and get a Leave option, so you're never forced into anything. Random picks like the Doll Room's random doll only choose relics you don't own. • Anything else that would hand you a relic you own gives you nothing. You never get a random replacement that could hurt your build. • Once you own every relic, you get Circlet, the game's own stackable filler relic. • Compact relic bar. With lots of relics the bar fills several rows. The small button at the end of the bar switches to a compact view that only shows relics with a counter, and back. • Fur Coat only works in the act (of the loop) you got it in, like in a normal run. • Circlets stack. Extra Circlets (and any other stackable relic) go onto one relic with a number on its icon, instead of filling your relic bar with copies. Runs that already have a pile of separate Circlets are merged into one stack when loaded. • "I'll take nothing" : every Ancient gets a fourth option to skip all boons, for when each one would hurt your build. It works in every run. Multiplayer • The host picks Endless and it syncs to everyone. Everyone needs the mod with the same config file. • At The Architect everyone picks for themselves. Players who pick Claim victory win and leave; the players who pick Climb again carry on without them. • If the host claims victory, the run ends for everyone, because co-op runs can't continue without their host. The host should pick Climb again if anyone wants to keep going. • Treasure chest relics skip anything any player owns. Your own rewards only skip what you own. Config Edit endless_config.jsonc in the mod folder: • hp_bonus_per_loop: 2.0 (= +200% enemy HP per loop) • damage_bonus_per_loop: 1.0 (= +100% enemy attack damage per loop) • compound: false • ancient_skip_option: true • no_duplicate_relics: true • boss_rewards_on_final_act: true • fresh_events_each_loop: true • enabled: true (master switch) Game version Made for Slay the Spire 2 v0.111.0 (beta branch) and tested on that version. • Older versions , including the public branch while it's older than v0.111.0: the game refuses to load the mod and shows a version message, instead of letting runs crash. • Newer versions : the mod loads, but a game update can change the code it relies on. If something breaks after an update, please comment with your game version.

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条目信息

所属游戏
杀戮尖塔 2 (Slay the Spire 2)
创意工坊 ID
3833503962
文件名
3833503962.bin
文件大小
79.7 KB
最后更新
2026/11/05
内容版本
v1793835851-dde04ce3794a5c82
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。