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v0.3.4 - Multiplayer consistency pass
Tested against Slay the Spire 2 v0.99.1.
Breaking Change
If you have been using json format for multiplayer runs, the player field and players field have been added to the root of multiplayer in-combat states; battle.{player,players} are removed. The state will *no longer expose other player's relics, hand and potions. We are sorry for the inconvenience.
Notable changes
🙏 All bug fixes, no new features
As always, we appreciate all bug reports filed.
Both Singleplayer & Multiplayer:
- Fix event/rest-site index mismatch between state and action handlers - locked/disabled options no longer silently shift indices
- Fix bundle card descriptions missing in markdown output
- Add potion description to reward screen output (#48, #50)
Multiplayer:
- Lots of multiplayer care was done to ensure parity with singleplayer state changes introduced in #16.
- Fix multiplayer docs mismatches (
vote_option_index -> vote_option) - Improved multiplayer raw API documentation
- Add star_cost to all card serialization points (#51)
- Fix multiplayer missing player state and add rarity to relic_select (#53)
What to expect in v0.4.0
We will be refactoring the entire MCP server to make the tool calls and states returned less token-intensive, more LLM-friendly, and yes, we will reduce the number of the tools.
We will also be supporting meta-controls - starting and quitting runs, hosting and joining multiplayer games, timeline, game over handling, etc..
v0.4.x will focus on bug-fixing for v0.4.0, and expect 1.0.0 to happen when STS2 is out of EA.
Some part of me kinda hope MegaCrit to develop more custom events, other part of me just don't.
As always, hope you enjoy!