Sleeper Mod 预览图

杀戮尖塔 (Slay the Spire)

Sleeper Mod

模组简介

The Sleeper Theme: Someone who is sleeping far away, and climbing the tower in their dreams (/astral projection vibes etc). “Forgets” their own cards, i.e. flips them upside-down until played (“Remembered”) again – while “Forgotten”, the card’s cost is changed to one and its effect is hidden. Other mechanics: Urgent cards – must be played before any other non-urgent cards. Awakening a card – choose a Forgotten card from anywhere in play; move it into your hand. (This is opposed to “Remembering” a card, ie playing a Forgotten Card in your hand such that it flips face-up again) Insomnia – a debuff applied to enemies (mostly) that causes them to lose HP whenever you forget cards. Trance – a buff(-ish) that sets Forgotten cards’ cost to zero and makes them Urgent. Outstanding Tasks: Reduce reliance on Forgetting cards General balancing of cards (costs, rarity, damage / block / numbers etc) Add art (and animations?) incl. symbols for powers etc etc Design principles: Obviously this character comes with a high degree of randomness. I expect a natural aversion to this, which I’m trying to balance as follows: Stronger buffs out of remembering cards (eg possible strength increase) than other game actions like forgetting (eg block) Awaken mechanic used to control the pool of cards that might be randomly remembered I’ve also tried to include quite a lot of high-cost cards, ie 2+, with some associated benefits. Another issue is “card-counting”-esque behaviours, ie players feeling pushed into tracking which forgotten cards are which. This has proved hard to solve, and might just be a sticking point of the character. One thing I’ve done is to ensure that all Forget mechanics in the game move forgotten cards directly into the discard pile. This means there’s only two “categories” of forgotten cards: Forgotten since the last discard-shuffle (hence in the discard) Forgotten prior to the last discard-shuffle (hence anywhere) Side note, ideally want the discard pile view to be shuffled for interaction with certain mechanics eg Hologram, Liquid Memories potion Thirdly, there’s the issue of how much Forgetting to encourage. Every other mechanic in the game essentially requires some cards to be Forgotten, so unlike other characters, there really is one key mechanic here that can’t really be avoided. There are various triggers at which to “buff” the cycle of forgetting/remembering cards: When a card is Forgotten (EG gain X block) When a Forgotten card is drawn (EG Gain X Vigour) When a card is Remembered (Eg Draw X cards) When a card is Awoken (EG Upgrade it) The triggers above also apply to cards (EG “When this card is forgotten,remembered,awoken” etc). I don’t want to get too into the weeds and have loads of conditionals on cards – I’ve mainly included a few “If Remembered” to incentivise forgetting and then playing them. As a rough rule, have tried to associate Forgetting to block, and Remembering to attacking. (This could maybe be clearer.) Have also tried to set it up so Attack cards will generally be forgotten more than Skills / Powers, but there are quite a few exceptions to this. Open mechanics problems: I’ve moved the Insomia mechanic all over the place and can’t quite find a home for it that is both balanced / interesting / not overly-complicated. Similarly, Trance could maybe feel more like an actual buff than it currently does? Awaken is mostly fine I think but I’m yet to have a run where it feels especially pivotal (maybe needs more synergies…?) Acknowledgements: Used BaseMod and BasicMod extensively (and clumsily, they’ve both ended up a bit mangled) Played a bit of, LonelyMod, and MadScienceMod and (briefly) Packmaster to get a sense of what’s out there – I don’t think I saw this exact concept (and have had the rough idea since before trying these) but nevertheless lmk if anything here is a problematically close resemblance! In terms of code, I used examples of patches from I think all three of these (in decompiled form) to figure out how to do it myself. Also lifted the code for adding in custom relics from I believe MadScienceMod because I was completely and utterly stuck on this lol. Thanks to all, and in particular couldn’t have got the patches to work without these examples!

条目信息

所属游戏
杀戮尖塔 (Slay the Spire)
创意工坊 ID
3569875032
文件名
3569875032.bin
文件大小
4.1 MB
最后更新
2025/10/21
内容版本
v1761003950-d6cde82e86ab7c39
作者与来源
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