Slay the Spire 2 v0.107.1 已于 更新至 main 分支。 本次更新改动了 38 张卡牌和10 件遗物。
完整的更新说明仅提供英文版。
Major Update #2 - v0.107.1,由 Mega Crit 在 Steam 发布
Hey Slayers, our second major main branch update is here with 4 patches in 1 (not including hotfixes)! While we'll be covering a lot of things that beta players will already be used to, there are also a few big changes that will be totally new for everyone. One of those has been highly requested by the community in the past few days and another has been very highly requested by the community in the past few months, so let's get into it!
RNG Rework
Ed here, one of the Mega Crit engineers. It turns out that everyone complaining about receiving Debt too often from Neow's Bones was right! We did, in fact, have some unusual RNG problems.
Huge shoutout to tckmn for doing the research - their eight-hour descent into madness was an entertaining watch, and we wouldn't have caught the issue without it. If you're interested in the nitty-gritty, read tckmn's full writeup. Here is a short version.
Most games, including STS2, use pseudo-random number generators (PRNGs). A PRNG is fed a seed value, and given the same seed value, a PRNG will always generate the same sequence of random numbers.
Each run has one primary “run seed”, a sequence of twelve numbers and letters. However, a run actually contains multiple PRNGs that individually influence your deck draw, your combat rewards, your event choices, and the rest of the random elements in the run. Each one uses a seed derived from the run seed.

Since we fed different seeds to each PRNG, we expected their results to be completely unrelated. But we were wrong, and it turns out that our strategy allowed players to predict outcomes given knowledge of unrelated parts of the game.
Let’s visualize one example: the correlation between your first act and the curse you receive from Neow’s Bones. In both cases, we generate a decimal between 0 and 1, but from different PRNGs.
- For your first act, if the decimal generated is less than 0.5, you get Overgrowth; otherwise, you get Underdocks.
- For Neow's Bones’ curse, we use the decimal to pick from a list of ten curses. Between 0 and 0.1 you get Clumsy, between 0.1 and 0.2 you get Debt, and so on.
Here is a scatterplot of the raw numbers generated given 10000 random run seeds on v0.103.3:

There is clear correlation in this result. For example, if our act roll is >0.5 (we’re in the Underdocks), then it’s highly likely that our Neow’s Bones curse roll will be <0.5, which cuts the potential curses you can obtain in half.
Aside from the balance ramifications: once knowledge of this exploit is out there, players are naturally incentivized to use it to play optimally. We don’t want to encourage rote memorization of correlation tables, as it is tedious and unfun.
Thus, in v0.107.1, we replaced our PRNG implementation with a more modern one (xoshiro256**). The resulting scatterplot is evenly distributed, exhibiting no human-detectable correlation.

Rest assured that your suffering is now truly random!
Speaking of updates that will be new to all players, I’ve also been busy working on support for…
Steam Workshop
We built STS2 with modding in mind, and the game has had an integrated mod loader from day one. It's been awesome seeing the outpouring of creativity from the community! But we purposefully haven't been advertising mod support, as we knew it still needed some work.
Previously, the only supported way to install mods was to download them and place them next to the executable. With this patch, Steam Workshop support has officially been added! Now, you can browse and install mods directly from the workshop, and they will be automatically downloaded to all devices where you play on Steam.

If you are a mod creator, upload your mods using the tool here.
And if you're interested in playing some mods, check out the new workshop.
That’s all the updates from Ed! Passing it off to Casey to introduce…
The Bestiary

Casey here! This patch brings in the Bestiary, which Beta testers will already be familiar with. This was a much requested feature for the first game, but at the time I didn't want to create it as there wasn't a good delivery mechanism for an overarching story. However, in the world of Slay the Spire 2, we have a lot more on the narrative side, more creature animations, etc. so we've been hard at work creating this final screen in the compendium (outside of the Achievements page, which is to come much later).

Currently, players can find a list of monsters they've encountered here as well as their moves and animations. In the future we plan to include all sorts of information about the game's enemies, including stats and lore.
Enemy Changes

As many of you have heard by now, The Doormaker has been removed from the game. As we said in the patch notes of the beta patch that brought this change: while Doormaker had interesting micro decisions in the fight, he was over the complexity threshold of what we want and had lingering issues. We decided that starting over fresh will let us hit what we actually want for an Act 3 boss.
Thus a new boss, Aeonglass, is here! We don't want to spoil it too much for non-beta testers, so that's all we're gonna say.
Another big change you'll notice is Hive's Infested Prism enemy has been totally reworked--but again, no spoilers here.
Alright, now it's time to get into the nitty gritty notes!
CONTENT & BALANCE
General:
- The Bestiary is now available in the Compendium
- Added three more Badges:
- Damage Leader - Dealt the most damage to enemies in multiplayer
- Debuffer - Applied the most Debuffs in multiplayer
- C-c-c-Combo - Played 20 cards in a single turn
- Terminal run modifier can no longer bring a player below 1 HP
Ancients:
- Added new Neow relics:
Kaleidoscope - "Upon pickup, gain 2 card rewards with cards from other characters."
Fishing Rod - "Every 3 normal combats, Upgrade a random card in your Deck."
Silken Tress - "Enchant all cards in the first card reward with Glam. Upon pickup, lose all gold."
- Reworked
Tezcatara's Pumpkin Candle relic: now extinguishes after 5 combats and can be Kindled at rest sites (was: extinguishes at the start of Act 3) - Buffed
Neow's Scroll Boxes relic: no longer makes player lose all gold - Buffed
Neow's Booming Conch relic: in addition to drawing extra cards, now gains 1 Energy at the start of Elite combats - Buffed


Neow's Fury card: now lets you choose which 2 cards (or fewer) to return from your Discard Pile instead of selecting randomly - Buffed
Tezcatara's Nutritious Soup relic: in addition to making your Strikes cost 0 and giving them Eternal, now makes all your Strikes deal 3 additional damage - Moved
Tezcatara's Seal of Gold relic to option 3 so it shares a pool with Pumpkin Candle - Changed
Pael's Eye relic: if an enemy has Vulnerable and you take an extra turn, the enemy's Vulnerable no longer decrements before your extra turn (also applies to Frail, Intangible, Weak, and other powers that decrement at the end of the enemy's turn)
Enemies:
- Replaced the Act 3 boss Doormaker with a brand-new boss, Aeonglass (its moveset and Wither / Withering Presence mechanics were refined throughout the beta)
- Reworked Infested Prism
- Reworked the Axebots fight into a single, more challenging Axebot
- Changed Skulking Colony:
- HP increased from 70(75) -> 75(80)
- Hardened Shell increased from 15 -> 20
- Smash move removed; now uses Zoom on turns 1 and 2
- No longer gains Block
- Now gains +1 Strength on its Strength-gain turn at high Ascension
- Changed Haunted Ship: now applies 3 Weak on Turn 1 instead of when it attacks; Ramming Speed move removed, now alternates between Swipe and Stomp (always starting with Swipe after Haunt)
- Changed Punch Construct: Fast Punch now leads into Strong Punch (instead of the reverse), Ready now leads into Fast Punch, and it applies Frail instead of Weak
- Adjusted enemy HP at the extremes of the Ascension curve (slightly lower at low Ascension, slightly higher at high Ascension):
- Scrolls of Biting: 31(32)-38(39) -> 30(33)-37(39)
- Owl Magistrate: 234(243) -> 231(247)
- Slimed Berserker: 266(276) -> 261(281)
- Buffed Soul Fysh: Scream move damage increased from 11(12) -> 13(15)
- Nerfed Ruby Raider Assassin: damage decreased from 11(12) -> 10(11)
- Nerfed Vantom at lower Ascensions
- Nerfed Waterfall Giant: HP healed at lower Ascension decreased from 15 -> 10(15)
Events:
- Changed Slippery Bridge event: no longer offers to remove the same card multiple times unless it has already offered every other card in your deck at least once
- Something special now happens if you have multiple


Lantern Key cards (does not apply to multiplayer)
Potions & Relics:
- Buffed
The Boot relic: damage increase now also applies to Osty's attacks
Colorless:
- Buffed


Gold Axe card: in multiplayer, now deals damage equal to the number of cards played by ALL players, not just its owner - Nerfed


Fasten card: additional Block decreased from 5(7) -> 4(6)
Ironclad:
- Reworked


Conflagration card: now deals 2 damage to ALL enemies 4(5) times (was: 8(9) AOE damage plus 2(3) per other Attack played this turn) - Reworked


Drum of Battle card: now a 1-cost Uncommon Skill that draws 2 cards and grants 2(3) Energy when Exhausted (the Energy gain respects Replay and card-duplication effects like Duplicator potion) - Buffed


Howl From Beyond card: trigger moved from start of turn -> end of turn - Buffed


Entrench card: can now gain extra Block from enchantments like Nimble - Buffed


Unrelenting card: damage increased from 12(18) -> 14(20)
Silent:
- Reworked and renamed Follow Through card ->


Scare (rarity increased from Common -> Uncommon) - Changed


Nightmare card: if you select a card with an Affliction on it, that Affliction is now removed from the copies added to your hand the following turn - Changed


Predator card: rarity decreased from Uncommon -> Common - Buffed


Untouchable card: upgraded Block gain increased from +2 -> +3 - Buffed


Pounce card: damage increased from 12(18) -> 14(20) - Nerfed


Blade of Ink card: Inky enchantment damage decreased from +2 -> +1
Regent:
- Reworked


Parry card: instead of granting Block when you play Sovereign Blade, 

Sovereign Blade now gains 10(14) Block directly, so the Block shows on the Blade and is affected by powers like Dexterity and Frail - Slightly reworked


Sword Sage card: 

Sovereign Blade now gains Replay 1 (was: hits an additional time), which gives it synergy with Parry - Changed


Astral Pulse card: changed damage from 14(18) -> 6(8)x2 - Changed


Tyranny card: now triggers before 

Bombardment card (so if Tyranny Exhausts Bombardment, Bombardment is played immediately after) - Changed Sealed Throne card: upgrade changed from Innate -> lowering Energy cost by 1
- Buffed


Crescent Spear card: base damage increased from 6 -> 8 - Buffed


Royalties card: Gold gain increased from 30(35) -> 30(40) - Buffed


Furnace card: Forge increased from 4(6) -> 5(7) - Buffed


Monarch's Gaze card: Energy cost decreased from 3(2) -> 2(1) - Nerfed


Reflect card: Block gain decreased from 17(21) -> 15(20) - Nerfed


Bulwark card: Block decreased from 13(16) -> 12(15) - Nerfed


Patter card: Block gain decreased from 9(11) -> 8(10) - Nerfed


Minion Sacrifice card: Block decreased from 9(12) -> 8(11)
Necrobinder:
- Buffed


Death March card: additional damage increased from 3(4) -> 4(6) - Buffed


Sic 'Em card: Summon increased from 2(3) -> 3(4) - Buffed


The Scythe card: damage increased from 3(4) -> 4(5) - Nerfed


Debilitate card: debuff decreased from 3(4) turns -> 2(3) turns
Defect:
- Changed


Fusion card: Energy cost decreased from 2(1) -> 1; now Exhausts, and loses Exhaust on upgrade - Changed


Shatter card: now Evokes all of your Orbs twice; damage decreased from 11(15) -> 7(11) - Changed


Tesla Coil+ card: damage decreased from 6 -> 4, but Lightning triggers increased from once -> twice - Buffed


Hyperbeam card: damage increased from 26(34) -> 28(36) - Buffed


Synthesis card: damage increased from 12(18) -> 14(20) - Buffed


Uproar card: damage increased from 5(7) -> 6(8) - Buffed
Infused Core relic: now also grants "Lightning Orbs deal 1 additional damage"
Multiplayer:
- Nerfed multiplayer scaling for enemy Artifact, Slippery, and Skittish powers


Stratagem card is no longer banned from the colorless card pool in multiplayer (the original ban was due to a now-fixed bug)- Buffed


Tag Team card: Replay effect now triggers on "deal damage to ALL enemies" attacks too - Changed Fossil Stalker: in multiplayer, now gains a set amount of Strength if it hits any player instead of gaining Strength for each player hit
QUALITY OF LIFE
- During the Gremlin Merc fight, if Gremlin Merc didn't steal any gold but Fat Gremlin escaped, you now receive 50% of the normal gold reward instead of 0%
USER INTERFACE & EXPERIENCE
General:
- Added an Ascension first-time tutorial popup for single player and multiplayer
- If errors occur on run start, a popup is now displayed instead of a black screen
- An error is now displayed when Steam crashes
- The feedback tool now displays an error if your feedback was not received, and added a translation-issue option to the in-game feedback form
- Implemented preferred Ascension for the random character option
- Loading a current_run.save with a modded character back into an unmodded game now shows an error instead of a black screen
- The player's hand now animates out of the way during the enemy turn
- Limited the number of cards rendered during the rest site Clone animation to 15
- Updated Ancient card text backgrounds to fit more text and be slightly darker and embossed
Leaderboards:
- Added a global rank paginator and adjusted arrow positions
- You can now see other players' scores near your own
- Moved the game over screen leaderboards higher to make room for the toggle
Controller:
- Added controller navigation for Badges in the game over and run history screens, the player info icons in run history, and the modifier icons on the top bar
- Improved controller navigation in the Fake Merchant shop
- Pause menu button navigation now wraps
Ancients:
Pael's Flesh relic now visually increases the max energy shown in your Energy counter- When Vakuu tells you how many times you've visited, the number is now accurate
- Hovering over a stale dialogue at Ancients now makes all dialogues opaque
Enemies:
- Skulking Colony's health bar now changes color to indicate it cannot take more damage this turn
- Improved Byrdonis's hovertips (Territorial now names Byrdonis, and hovering Byrdonis shows the Strength hovertip)
Necrobinder:


Sacrifice card now previews how much Block it will gain
Multiplayer:
- Added a more informative error popup for the Steam BadCert multiplayer error
ART
General:
- Added Epoch art for:
- Friendship
- Booting Up
- Soup
- Poisoner
- Scribbles
- The Calm
- Devastation
- The 12
- The Giant
- Updated Epoch art for:
- Hello Hello!
- Friendship
Characters:
- Added portrait art for the following cards:
- Added new character animations:
- Ironclad heavy attack
- Necrobinder cast
- Regent Sovereign Blade
- Defect power up
Ancients:
- Added Vakuu background art and VFX
- Revised


Neow's Fury artwork (now centered)
Enemies:
- Added new power art for Smoggy
- Updated enemy art for:
- Tunneler
- Entomancer
- Mawler
- Added a multi-hit animation for Corpse Slug
- Added an unstun animation for Rock Bowlbug
- Added Skulking Colony animations
- Added new Soul Nexus VFX
- Tweaked the Vantom explosion to look right on a shrunken Vantom
- Repositioned Sludge Spinner's death landing spot
- Updated enemy animations for:
- Vantom
- Ceremonial Beast
- Entomancer
- Added phobia mode alternate art for:
- Fossil Stalker
- Haunted Ship
- Skulking Colony
- The Obscura
- Twig Slime M
Events:
- Added phobia mode alternate art for Zen Weaver event
AUDIO
- Added background music for Soul Fysh and Kaiser Crab
- Added SFX for:
- Kaiser Crab enemy
- Skulking Colony enemy
- Hyperbeam move
- Cards traveling to a pile
WRITING
Brilliant Scarf relic description now specifies it only counts cards played "from your hand" (so it's clear it doesn't count auto-played cards)

Reaper Form card wording now makes clear the Doom is applied by Reaper Form's power rather than the played card- Fixed inconsistencies in
Jeweled Mask relic's wording 

Exterminate card wording is now consistent with 

Conflagration card- The word "Power" is no longer keyworded in
Lost Wisp relic's description - Reworded the Axebot death message to reflect that there is only one of them now
- Added more translated text and fixed translation errors across many languages
BUG FIXES
General:
- Fixed save files being lost or corrupted after a PC crash, blue screen, or power outage
- Made save operations fault-tolerant to prevent softlocks, and improved reliability of settings saves on startup
- Stopped cloud-syncing settings.save and fixed Steam Cloud sync errors and duplicate run history files when syncing many files
- Fixed black screen softlock when Steam disconnected during room transitions
- Fixed several crashes: applying powers to dying creatures, closing the game during startup, upgrading a card at a rest site, entering rooms, and opening the card pile screen while targeting an enemy with a controller
- Fixed a Linux crash during combat when UI elements are removed mid-frame, a Linux crash when ICU libraries are unavailable, and audio staying muted after pressing volume keys or alt-tabbing on Linux
- Restored the default rendering backend to D3D12 for Intel 620 GPUs
- Effects that make the next card free (Unrelenting, Void Form, etc.) now correctly take precedence over effects that increase all card costs (Entangled, Spiked Gauntlets, Borrowed Time, etc.)
- Replayed cards now show the appropriate damage if powers wore off between replays
- Fixed cards in hand getting stuck if you try to play them while they are being transformed
- The Night Terrors modifier can no longer kill you, and the Sealed Deck modifier is now affected by the multi-character card modifiers
- The Perfect badge is no longer awarded if you abandon a run at a boss
- Fixed several softlocks: returning to the main menu and resuming a run, playing Compact with status cards in hand, the tutorial shuffle popup, and run histories from older versions
- Fixed score being wrong at Ascension 10, wrong floor count when submitting a Daily score, and score separator lines showing while fetching or after a failure
- Fixed the potion hovertip not appearing when pressing "b" in the potion popup, and num keys for card selection not working when the mouse is too low on screen
- Fixed input settings errors for new keybindings added after saving
- Fixed a rare problem where the feedback screen was stuck open on launch
- Controller input is now ignored while the game window is unfocused
- The game no longer rapidly switches between "Controller Detected" and "Mouse Detected" with a controller connected
- Fixed broken controller navigation: off the top bar in the shop, through rest site options with two rows of relics, in the shop after buying out relics and colorless cards, and from relics to the reward screen after clearing the top reward
- Fixed being able to start a single player run via controller while the Ascension tutorial was open
- A loaded save with a deprecated boss can no longer roll the same double boss
- Fixed an issue with the Game Over screen after discovering multiple enemies while playing in Polish
- Fixed hovertips in the top bar sometimes displaying in the wrong language after switching languages and continuing a run
- Fixed being able to target dead enemies with a controller
- Fixed the odds of a follow-up potion reward sometimes going up instead of down after an Elite potion reward
- Fixed being able to open card inspection and toggle View Upgrades with the same button press
- Taking a card removal reward as your last reward no longer keeps the background faded out
Ancients:
- Fixed a crash when selecting Ancient relic options
- Players can no longer roll
Tezcatara's Nutritious Soup blessing with no Strikes in their deck - Fixed
Vakuu's Whispering Earring relic not correctly playing 

Stardust card, auto-playing cards into the next turn after 

Void Form, and not letting
Unceasing Top relic trigger when it plays your last card - Fixed
Neow's Kaleidoscope relic using up all of
Silver Crucible's charges - Fixed
Neow's Silken Tress relic in multiplayer only affecting card rewards for the host - Fixed
Nonupeipe's Diamond Diadem relic resetting its count after 

Hellraiser plays cards at the start of the turn
Leafy Poultice relic no longer transforms the upgraded Strikes/Defends from
Neow's Talisman when both come from
Neow's Bones- Fixed visual and navigation issues at Ancients: the next dialogue bubble peeking in early, navigating back to Neow's blessings from the Card Library, the card inspection button blocking the accept hotkey on
Pandora's Box, and 

Wish card immediately selecting a grid card on the same controller press
Enemies:
- Fixed cards that should be Ethereal sometimes becoming non-Ethereal after killing Spectral Knight
- Fixed creature and boss VFX occasionally failing to appear
- Fixed Flyconid spore effect lingering when its attack is interrupted
- Fixed Kaiser Crab appearing if you load into an already completed boss room, and its Rocket Claw charge-up SFX looping forever
- Fixed a softlock when setting up an infinite against Skulking Colony, and Skulking Colony's per-turn damage cap now resets at the start of both turns (so Poison no longer counts toward it on your next turn)
- Fixed a softlock after defeating Infested Prism
- Fixed Thieving Hopper softlock when you have no cards for him to steal
- Recentered Axebot so it reads as a single enemy
- Fixed Ceremonial Beast background music transition not lining up with its stun
- Fixed Living Fog missing its smoke, and corrected its encounter name in the death quote
- Fixed Test Subject starting phase 2 with extra Strength when killed by


Sleight of Flesh via 

Enfeebling Touch - Fixed VFX glitch when Snapping Jaxfruit dies to the


Reflect power - Inklet and Vantom's Slippery power no longer loses a stack when fully blocking a hit
- Zapbot's High Voltage hovertip now correctly says it gains Strength at the end of its turn
- Fixed Parafright illusion keeping its negative Strength from


Dark Shackles when killed for the turn - Fixed Waterfall Giant not respawning and its steam spouts misbehaving after its death animation
- Hid Lagavulin Matriarch's sleep particles when awake
- Fixed several Test Subject issues
Events:
- Fixed being unable to give the
Foul Potion to the Fake Merchant - Fixed cards from other classes appearing in the Infested Automaton event
- Fixed being unable to discard potions in the Punch Off event
- Fixed a softlock if you somehow die in the Battleworn Dummy event fight, and no longer get its rewards after saving and quitting
- All


Spoils Map cards are now removed if you complete the quest with multiple copies, and you get 600 gold per copy of the quest card - Fixed Crystal Sphere event giving potion rewards of the wrong rarity
- Fixed Perfect Fit enchantment not working if you play


Reboot while the enchanted card is in your hand or draw pile
Gnarled Hammer relic can no longer be traded at the Relic Trader event- War Historian Repy event now removes all duplicate


Lantern Key cards if you have more than two
Potions & Relics:
- Fixed
Mummified Hand relic sometimes selecting cards that already cost 0 - Fixed
The Boot relic amplifying 

Bad Luck curse's damage from 1 to 5 while you have Intangible, and dealing the correct 5 damage when you deal Skulking Colony 1-4 damage
Self-Forming Clay relic is no longer triggered by the Terminal modifier's max HP loss
Bookmark relic now applies its cost reduction to a card retained by a "Retain your Hand" effect like Equilibrium
Snecko Skull relic now always triggers before
Unsettling Lamp relic- Fixed
Beetle Juice potion making Vantom's tail appear cut off - Players can no longer throw the
Foul Potion while the Merchant inventory is open, and using it on the Merchant no longer freezes the game on controller - Fixed visual errors with the outline of some potion assets
- Fixed broken controller navigation from relics to card rewards after rerolling via
Driftwood, and completing
Orrery's card selection in the shop no longer also clicks a shop item on controller - Fixed
Pantograph relic letting
Red Skull's Strength increase persist after healing you above 50% health, until an attack was played
Colorless:
- Fixed VFX sometimes failing to appear during the


Rolling Boulder power effect - Fixed a softlock when playing


Anointed card with a Draw Pile larger than your hand can hold - Fixed being able to highlight creatures while the


Purity card selection screen is open
Ironclad:


Howl From Beyond card now plays from the Exhaust pile after you've drawn your hand instead of before- Fixed


Anger card played by 

Havoc also Exhausting on play - Fixed being able to select an upgraded card with


Armaments card if it was added to your hand by 

Largesse+ card 

Not Yet card can no longer be generated via a
Skill Potion- To avoid infinite-loop softlocks,


Hellraiser power now plays only 9 cards per turn when all enemies have infinite HP, and properly plays "Strike" cards against infinite-HP enemies
Silent:
- Fixed being able to skip the


Survivor card discard selection via the peek button - Fixed


Fan of Knives card VFX not playing - You can no longer play cards before


Tools of the Trade power triggers
Regent:


Bombardment card now plays from the Exhaust pile after you've drawn your hand instead of before

I Am Invincible card now triggers before you've discarded your hand instead of after
Regalite relic no longer gains Block from enemies applying statuses

Summon Forth card now puts existing 

Sovereign Blades into your hand before Forging instead of after- Fixed not being able to select cards with a controller when you choose your whole hand via


GUARDS!!!
Necrobinder:
- Fixed a crash when Osty dies during a scene transition
- Fixed


Reave card always bottom-decking the 

Soul card it creates - Fixed


Fetch card not glowing gold when drawn by
Gambling Chip relic - Fixed


Enfeebling Touch power causing Ceremonial Beast to gain Strength after you stun it
Funerary Mask relic now shuffles Souls into the Draw Pile before your hand is drawn
Defect:
- Fixed


Beckon still damaging the player if combat is ended by Lightning orbs - Fixed a spacing issue in the


Consuming Shadow power hovertip 

Scrape no longer discards cards that cost zero Energy but have a Star cost
Multiplayer:
- Fixed a crash when using potions in multiplayer due to state divergence
- Fixed state divergences related to event combats, the Crystal Sphere event, long event option resolution,


Mad Science/

Juggling cards with mixed combat speeds, and 

Stampede + 

Headbutt cards - Fixed player names with brackets (e.g. clan tags) causing errors
- Fixed
Pael's Legion and
Vambrace relics not proccing when the owner applies Block to other players - Fixed occasional black screen when loading into a saved multiplayer combat
- Fixed incorrect cards being shown when obtaining cards at certain events, and
Orrery relic reporting the wrong cards to other players - Potions are now canceled if targeted on a creature killed by another player
- Corrected Test Subject HP scaling in multiplayer
- Dense Vegetation can no longer appear if any player has less than 8 HP
- Fixed a softlock using
Driftwood relic on your first run, and a rare softlock loading into a treasure room when a teammate uses a controller 

Strangle power no longer procs off other players' card plays- Relics with turn-specific triggers like
Candelabra no longer skip their trigger when another player takes an extra turn with
Pael's Eye 

Nightmare card VFX no longer plays for all players- Other players' HP bars no longer go offscreen when resizing the window in settings


Pillar of Creation, 

Supermassive, and 

Arsenal cards now proc for the player who played 

Largesse rather than the recipient- You can no longer buy items at the shop while transitioning rooms, and exiting the Merchant no longer skips history recording for remaining players
- The correct error message is now shown for a Steam multiplayer connection timeout (error 5008), and improved reporting for a rare connection error
- The "Show Multiplayer Drawings" tickbox is now correctly localized
- You can no longer start a loaded multiplayer game with only one person
PERFORMANCE
- Reduced stuttering when combat effects appear for the first time in a run
MODDING
- The base game no longer deletes progress from mods that are removed or errored
LATEST BETA FIXES
General:
- Fixed many instances of inconsistent RNG behavior (thanks tckmn!)
- Fixed more cases of daily runs diverging based on player network ID
Multiplayer:
- Fixed a state divergence caused by the host changing Ascension as the game is starting
Modding:
- Began publishing STS2.dll XML documentation
- Fixed Steam mods causing ReflectionHelper.ModTypes to return nothing
