概要
2026/03/27 v0.101.0が配信されました。お忙しい方向けに、さくっと要約します。
原文はこちらです。
Hey everyone, Anthony here. It’s time for another Beta Patch where we test out experimental changes. Today we are going to do something a little different for the patch notes as I will be giving some insights into our design intent and thoughts behind various changes. Reminder that nothing in the beta branch is set in stone, expect lots of back and forth, and above all please let me know what you think by using the in-game feedback tool by hitting F2! I read countless pieces of player feedback and it has been instrumental in helping guide our process.
CONTENT:
Reworks and Reverts:
Silent:
Deprecated Prepare and Prepared returns: “Common – Skill – Cost 1 – “Discard 2 cards. Next turn, gain 2(3) Energy.” -> “Common – Skill – Cost 0 – Draw 1(2) card(s). Discard 1(2) card(s).”
Necrobinder:
Reverted (Buffed) Capture Spirit to its previous version: “Uncommon – Skill – Cost 1 – Enemy loses 2(3) HP. Add 2(3) Souls into your Draw Pile.” -> “Uncommon – Skill – 1 – Enemy loses 3(4) HP. Add 3(4) Souls into your Draw Pile.”
Reverted (Buffed) Borrowed Time to its previous version: “Uncommon – Skill – Cost 0 – Apply 6(3) Doom to yourself. Gain 1 Energy.” -> “Uncommon – Skill – Cost 0 – Apply 3 Doom to yourself. Gain 1(2) Energy.”
Starting off, I am reverting the changes made last week to Prepared, Borrowed Time, and Capture Spirit. For Prepared, while I still think that the Sly synergies are overall too dominant of a strategy, Prepared is so integral to the Silent’s core identity that I will be looking for a different approach to bring Sly in line in the future. Borrowed Time is likely to receive a complete rework in the future, but for now I prefer that the card is fun to play with in all decks.
Regent:
Reworked Arsenal card: “Power – Rare – Cost 1 Whenever you play a Colorless Card, gain 1(2) Strength.” -> “Power – Rare – Cost 1 (Innate.) Whenever you create a card, gain 1 Strength.”
Potions & Relics:
Reworked Pendulum relic: “Common – Whenever you shuffle your Draw Pile, draw a card.” -> “Common – Every 3 turns, draw 1 card.”
Enemies:
Reworked and nerfed the Doormaker. Fight is now less random.
Doormaker is receiving another rework! Now each visual phase he is in has its own unique power to hamper the player. All of them are disruptive and will hopefully encourage interesting play, but should now be less random and reward player agency more.
BALANCE:
General:
Elites can no longer spawn on floor 6 to better match StS1
Improved map generation consistency
Fixed maps sometimes generating with fewer shops than intended
Gloom Ascension modifier no longer affects ? rooms in addition to Rest Sites
Since Neow now counts as the first floor of the map, Elites were actually spawning one floor earlier than they should have been. This change should have a big impact on how tough fighting early Elites is. Additionally we found some improvements could be made to the map generation algorithm to help limit the number of maps overflowing with early monster rooms and not much else. For the Gloom change, although it did make the game more difficult it was not in a satisfying or fun way as it just made maps less interesting. Instead I will be looking to rework Gloom entirely in the future to a modifier that makes the game harder but in a more interesting way.
Ironclad:
Buffed Cinder card: now Exhausts a random card in your Hand instead of the top card of the Draw Pile
Changed Tremble card: now Exhausts
Tremble gaining Exhaust is a buff to Ironclad’s Exhaust synergies, and coupled with the Cinder change should have a large impact on the Ironclad’s cardpool.
Silent
Buffed Serpent Form: Damage increased from 4(5) -> 4(6)
Regent:
Buffed Falling Star card: Damage increased from 7(11) -> 8(12)
Buffed Glitterstream card: Next Turn Block increased from 4(6) -> 5(7)
Buffed Parry card: Block gain increased from 8(11) -> 10(14)
Buffed Refine Blade card: Forge increased from 6(10) -> 9(13)
Buffed Celestial Might card: Upgrade changed from +2 damage -> 1 additional hit
Buffed Guiding Star card: now draws cards immediately instead of next turn
Buffed Sword Sage card: no longer increases the cost of Sovereign Blade
Changed Spoils of War card: now draws 2 cards, but Forge decreased from 12(17) -> 5(8)
Defect:
Nerfed Voltaic card: Energy cost increased from 2 -> 3
Potions & Relics:
Buffed Tiny Mailbox relic:
Rarity moved from Common -> Uncommon
Potions procured increased from 1 -> 2
Changed Permafrost relic: Rarity moved from Common -> Uncommon
Changed Bag of Marbles relic: Rarity moved from Uncommon -> Common
Changed Red Mask rarity relic: Rarity moved from Uncommon -> Common
Changed Bellows relic: Rarity moved from Uncommon -> Rare
Changed Lasting Candy relic: Rarity moved from Rare -> Uncommon
Changed Crossbow Tanx relic: Now uses Free to Play instead of Costs 0 Energy
Changed Vexing Puzzlebox relic: Now uses Free to Play instead of Costs 0 Energy (Now also only lasts until end of turn)
Changed Liquid Memories potion: Now uses Free to Play instead of Costs 0 Energy
For relic rarity, the design goal is that commons are not necessarily weaker, but that they are often simple effects that could add value to most decks. As rarity increases we allow higher complexity and more impact on drafting/play decisions.
Enemies:
Nerfed Skulking Colony: deals less damage, damage scales slower, and no longer applies Dazed status cards
Changed Haunted Ship: now applies Dazed status cards to the player
Nerfed The Lost and Forgotten: stat theft no longer scales with Ascension
Nerfed Waterfall Giant: HP decreased from 250(260) -> 240(250)
Skulking Colony went from too weak to too strong. This nerf should put his encounter more in line with how difficult the fight was intended to be. Additionally I found that the Dazed statuses actually worked against the design goals of his power, the new version is a tighter design overall that presents a more unified question for the player to answer. If the encounter is now too weak, simple numbers can be buffed in the future.
Events:
Disallowed Gold generating relics from showing up as the featured relic in the Welcome to Wongo’s event
Mad Science Skill Chaos option (In the Tinker Time event) now uses Free to Play instead of Costs 0 Energy
ART:
Added Test Subject burn animation
Axe and Crossbow Ruby Raiders now have improved textures
Added Portrait art for the following cards:
Compact
Shatter
Fuel
Consuming Shadow
Subroutine
Trash to Treasure
USER INTERFACE & EXPERIENCE:
Date at top-right now reflects build date instead of current date
Increased feedback form character limit from 500 to 8000
Receiving in-game feedback from YOU the player is the best way we have of improving the game. Many of you have requested the ability to write more without hitting the character cap too early. We’ve increased the character count 16 fold, so I am eagerly looking forward to reading your effort posts!
BUG FIXES:
General:
Fixed exploit where you could controller navigate to card grid when the upgrade/remove/enchant/transform preview screen is open
Fixed a crash that could occur at the start of the player’s turn when abandoning a run
Fixed a softlock that could occur when abandoning a run during a combat-style event
Fixed cards upgraded to cost 0 no sorting correctly when ordering by cost in the deck view
Fixed the Y and X glyphs being incorrect on Switch controllers
Format large numbers on victory screen using the player’s language
Localize feedback screen Category label
A proper error is displayed if you try to join an in-progress game
Fixed softlock when a monster’s visuals would fail to load
Numbers now are formatted appropriately to the player’s language
Necrobinder:
Fixed Grave Warden+ showing Soul+ in its hovertip preview
Fixed Seance+ showing Soul+ in its hovertip preview
Foul potion no longer damages Osty
Potions & Relics:
Fixed a state divergence related to Joss Paper relic
Fixed a state divergence related to Dualcast card and Snecko Eye relic
Enemies:
Fixed a softlock when playing Scrape card against The Doormaker boss
Fixed blackscreen when loading a game saved at the rewards from the Mysterious Knight combat
Ancients:
Fixed being able to save and load at Neow to avoid the damage taken from Precarious Shears
Fixed softlock when you play an Imbued card that prompts a card selection and Vakuu’s Whispering Earring relic
Fix issues with Pael’s Eye relic when the player dies at the start of the extra turn
Events:
Fixed Doll Room SFX continuing to play if you save and quit out from the event
Fixed state divergence when you use Driftwood relic at any event
Fixed timing-related state divergence at the Doll Room event
Fixed timing-related state divergence when entering Battleworn Dummy event
Waterlogged Scriptorium event’s Tentacle Quill and Prickly Sponge options now properly show a hovertip for Retain
Multiplayer:
Fixed back button not reappearing if you unready in an Multiplayer load game lobby
Fixed Beacon of Hope power hovertip description so it no longer says it stacks
Bottled Potential now shuffles the target player’s cards, not yours
Fixed Radiate card counting Stars from other players
If both players have Pael’s Eye and only one player triggers the extra turn, the second player no longer takes their extra turn immediately afterward
Fixed rare timing issue when any player selects Random
Fixed Haunt proccing when another player plays Soul
リワークの差し戻し
- 準備
- 借り物の時間
- 霊魂抽出
前回の実験的なパッチで弱体化されたこれらのカードが、もとに戻りました。特に、前回の準備のリワークはかなりの弱体化でしたので、サイレントが再度強くなったということです。スライが強いという認識は運営の方も思っておられるようで、別の形でナーフが来るかもとのことです。
借り物の時間も、将来的にリワークされる可能性があるようです。
ドアメーカーのナーフ
ドアメーカーは、前回の実験的なパッチでかなり凶悪になっていましたが、ナーフされるようです。まだ、詳細が分からないので、確認してから追記いたします。ベータパッチをプレイしていない人にとったら敵の強化であることに変わりはないかと思います。
追記:形態変化で飢餓・監視・掌握
ドアメーカーは、形態変化でパッシブが入れ替わるようになりました。飢餓・監視・掌握それぞれに特徴があり、開発者のおっしゃるとおり、プレイヤーが選択して状況を受け入れることができるようになりました。
- 飢餓:アタックかスキルをプレイするたび、それを廃棄する。
- 監視:このターン、追加でカードを引くことが出来ない。
- 掌握:毎ターン、最初にプレイするカードのコストが1増加する。
ボスのスケーリングと、デバフはきつくなったものの、相手の廃棄を利用できたり、バフのターンは攻撃してこないなど全体的に見ると優しくなったと思います。繰り返しになりますが、これはあくまでv0.100.0からのナーフであって、ベータパッチをプレイしていない方にとっては、ドアメーカーは強くなったと認識していただければと思います。
マップ生成の改善
- ショップが増える
- エリートの出現マスが1つ奥に
- ?マスが増える(A6~)
全体的に優しくなりました。まず、ショップ部屋が少し増えるようです。また、エリートが最初に現れる部屋が1部屋奥になるようです。また、アセンション6で休憩部屋とイベント部屋の数が減っていましたが、これが休憩部屋だけになりました。
序盤にモンスター部屋が固まっているのが少し緩和されるとのことです。
ソブリンブレード型の強化
ソブリンブレードに関するカードが多く強化されています。確かに、どれも使い方が困るカードが多かった印象があります。コモンカードも使いやすく変更されました。
「戦利品」なんかは、1コスト即時2枚ドローになったので、鍛造型じゃないデッキでも最悪使えるカードになったようにも思います。レアの「剣聖」も、コスト上昇が無くなったので、ソブリンブレード型の場合は使い得のカードになりました。
※カードの変更は、リージェント以外でも細かな調整がありますが、省略します。
レリックのレアリティ変更と調整
- 振り子のリワーク
- ポストのレア度上昇による強化
いくつかのレリックのレアリティの入れ替えが起こっています。直接的に内容が変更されたものは少数でそんなに影響はなさそうなものも多いので省略いたします。
敵のナーフ
- 蠢く群生体(スケーリング・ダメージ・めまい削除)
- 幽霊船(負傷>めまい?)
- 迷える者 & 忘れられし者(アセンションによる筋力と敏捷泥棒の強化を撤回)
地下水路のエリート「蠢く群生体」と、地下水路の一般エネミー「幽霊船」、ACT3の一般エネミー「迷える者 & 忘れられし者」がナーフされます。詳細は調べてから追記いたしますが、詳細は上記のとおりです。
一部詳細が不明で調査中のものもありますが、パッチノートページでまとめております。