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Gameplay
IMProvments
by Shadooowv1.0
Various fixes and improvements into Slay the Spire 2 game. Gameplay and QoL.
Created
Apr 17, 2026
Updated
Jun 20, 2026
Description
Full list of changes:
1. Fixed Skip Intro Logo checkbow in Settings screen showing it is checked when the option is actually not in effect.
The game does contain the option to remove the splash screen to load the game faster, but it never worked for me. I had it checked, yet it still played the logo. After inspecting it, it seems that the ingame option does actually work. Problem is that the game shows it as enabled when it is actually not. This modification fixes the problem, so it does not forces the logo skip on those who would not want it, but allows it to work for those who would.
2. Cards can be played against specific enemy via keyboard. Pressing a numeric key on numpad after selecting a card will play it on enemy of that number from left to right.
My goal is to enable to control the game entirely only via keyboard is someone would want to. So this is just a beginning. If you have some request or suggestion how to expand this feature, which key should be used for what, please let me know!
3. Attack cards can be played against no-one in a special case when the only enemy is dead and the combat is still ongoing (Test Subject fight).
This solves the weird design where the turn doesn't end automatically, and you are supposed to prepare for his resurrection, but attack cards against single enemy cannot be played so there is not that much you can do.
Nore that all other type of cards can be played against dead Test Subject including random enemy or all enemies attack cards. Therefore I strongly believe that the single-target cards should be allowed to be played too and took the liberty to rectify this oversight of the game developers. Why this is even needed/wanted you ask? Because the turn doesn't end automatically. As such you might have cards and energy to play them. This can give you multiple benefits into the next turn, from obvious ones like "block doesn't get removed in next turn" to card-counting relics like Pen Nib stacking which cannot be really done in base game because the single-target attack cards cannot be played at all.
4. Forge cards and potions, when hovered, will show current properties of Sovereign Blade in the preview card instead of base value.
5. Sovereign blade visual will be removed after playing its card and moving it into discard pile. It will re-appear when the card is summoned or drawn.
This is to limit the motion sickness that I am sure I am not the only one getting.
6. Pael's Tooth card selection will have a "Show Upgrades" checkbox, so you don't have to look into collection and do it there to decide which cards are the most advantageous to choose.
7. Killing the Living Shield monster will immediatelly remove the block on the Turret Operator monster.
This feature was removed in v1.1 due to the issues in multiplayer and controversy and hatred it caused.
8. Shiv card and potions, when hovered, will show current (or future) properties of the Shiv card instead of base value.
So you will always know what you will be getting. This works both in combat, where it shows the current damage and other benefits like Retain or targets all enemies, and in card library where it will only show the properties the Shiv gets from the card you hovered.
9. Several cards with conditions will now show red highlight when the conditions are not met. Game does this for a few, namely Osty attack cards when Osty is not alive, so I decided to expand this mechanic.
Full list of cards and conditions when they show red highlight:
Knife Trap - no Shiv in exhaust pile
Flechettes - no Skill card in hand
Impatience - any Attack card in hand
Expect a Fight - no Attack card in hand
Forgotten Ritual - no card exhausted this turn
Bubble Bubble, Mirrage - no poisoned enemy
Expertise - either No Draw power or more than 6 other cards in hand
Calculated Gamble, Storm of Steel, Nightmare, Fiend Fire, Stoke, Bullet Time, Guards - no other cards in hand
Restlessness - any other cards in hand
Prophesize, Escape Plan, Parse, Battle Trance, Reflex, Corrosive Wave, Skim, Master of Strategy, Scrawl - can't draw cards
Burning Pact, Acrobatics, Prepared, Glimmer, Thinking Ahead - can't draw cards and no other cards in hand
Decisions Decisions - can't draw cards and no Skill cards in hand
Seance, Charge, Catastrophe, Mind Blast, Hidden Gem, Wish - no cards in Draw pile
Anointed - no Rare card in Draw pile
Secret Technique - no Skill card in Draw pile
Secret Weapon - no Attack card in Draw pile
Dredge - no cards in Discard pile
Beat Down - no Attack cards in Discard pile
Alchemize - no empty potion slot
Dualcast, Multi Cast, Quadcast - all orb slots empty
Huddle Up - no player can draw cards
Precise Cut - too many cards in hand to do any damage
Gold Axe - no card played this combat yet
Finisher - no attack card played this turn
Recommended Modifications
If you like this mod focus, you might want to install these mods too:
AutoPlay - my first modification, automatic card playing against enemy, automatic card selection, automatic turn end (when conditions makes sense) + few minor improvements like updated damage value on hovered cards based on remaining enemies and their properties
Highlight Card Types in Potion Description - just a keyword in potion description colorization, but this should be in the game by default
1. Fixed Skip Intro Logo checkbow in Settings screen showing it is checked when the option is actually not in effect.
The game does contain the option to remove the splash screen to load the game faster, but it never worked for me. I had it checked, yet it still played the logo. After inspecting it, it seems that the ingame option does actually work. Problem is that the game shows it as enabled when it is actually not. This modification fixes the problem, so it does not forces the logo skip on those who would not want it, but allows it to work for those who would.
2. Cards can be played against specific enemy via keyboard. Pressing a numeric key on numpad after selecting a card will play it on enemy of that number from left to right.
My goal is to enable to control the game entirely only via keyboard is someone would want to. So this is just a beginning. If you have some request or suggestion how to expand this feature, which key should be used for what, please let me know!
3. Attack cards can be played against no-one in a special case when the only enemy is dead and the combat is still ongoing (Test Subject fight).
This solves the weird design where the turn doesn't end automatically, and you are supposed to prepare for his resurrection, but attack cards against single enemy cannot be played so there is not that much you can do.
Nore that all other type of cards can be played against dead Test Subject including random enemy or all enemies attack cards. Therefore I strongly believe that the single-target cards should be allowed to be played too and took the liberty to rectify this oversight of the game developers. Why this is even needed/wanted you ask? Because the turn doesn't end automatically. As such you might have cards and energy to play them. This can give you multiple benefits into the next turn, from obvious ones like "block doesn't get removed in next turn" to card-counting relics like Pen Nib stacking which cannot be really done in base game because the single-target attack cards cannot be played at all.
4. Forge cards and potions, when hovered, will show current properties of Sovereign Blade in the preview card instead of base value.
5. Sovereign blade visual will be removed after playing its card and moving it into discard pile. It will re-appear when the card is summoned or drawn.
This is to limit the motion sickness that I am sure I am not the only one getting.
6. Pael's Tooth card selection will have a "Show Upgrades" checkbox, so you don't have to look into collection and do it there to decide which cards are the most advantageous to choose.
7. Killing the Living Shield monster will immediatelly remove the block on the Turret Operator monster.
This feature was removed in v1.1 due to the issues in multiplayer and controversy and hatred it caused.
8. Shiv card and potions, when hovered, will show current (or future) properties of the Shiv card instead of base value.
So you will always know what you will be getting. This works both in combat, where it shows the current damage and other benefits like Retain or targets all enemies, and in card library where it will only show the properties the Shiv gets from the card you hovered.
9. Several cards with conditions will now show red highlight when the conditions are not met. Game does this for a few, namely Osty attack cards when Osty is not alive, so I decided to expand this mechanic.
Full list of cards and conditions when they show red highlight:
Knife Trap - no Shiv in exhaust pile
Flechettes - no Skill card in hand
Impatience - any Attack card in hand
Expect a Fight - no Attack card in hand
Forgotten Ritual - no card exhausted this turn
Bubble Bubble, Mirrage - no poisoned enemy
Expertise - either No Draw power or more than 6 other cards in hand
Calculated Gamble, Storm of Steel, Nightmare, Fiend Fire, Stoke, Bullet Time, Guards - no other cards in hand
Restlessness - any other cards in hand
Prophesize, Escape Plan, Parse, Battle Trance, Reflex, Corrosive Wave, Skim, Master of Strategy, Scrawl - can't draw cards
Burning Pact, Acrobatics, Prepared, Glimmer, Thinking Ahead - can't draw cards and no other cards in hand
Decisions Decisions - can't draw cards and no Skill cards in hand
Seance, Charge, Catastrophe, Mind Blast, Hidden Gem, Wish - no cards in Draw pile
Anointed - no Rare card in Draw pile
Secret Technique - no Skill card in Draw pile
Secret Weapon - no Attack card in Draw pile
Dredge - no cards in Discard pile
Beat Down - no Attack cards in Discard pile
Alchemize - no empty potion slot
Dualcast, Multi Cast, Quadcast - all orb slots empty
Huddle Up - no player can draw cards
Precise Cut - too many cards in hand to do any damage
Gold Axe - no card played this combat yet
Finisher - no attack card played this turn
Recommended Modifications
If you like this mod focus, you might want to install these mods too:
AutoPlay - my first modification, automatic card playing against enemy, automatic card selection, automatic turn end (when conditions makes sense) + few minor improvements like updated damage value on hovered cards based on remaining enemies and their properties
Highlight Card Types in Potion Description - just a keyword in potion description colorization, but this should be in the game by default