Slay the Spire

Slay the Spire

33 ratings
Monster B Gone
   
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56.262 KB
27 Jan, 2021 @ 9:57am
23 Oct, 2022 @ 2:14am
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Monster B Gone

Description
Adds a main menu section that allows you to remove modded random encounters in the Exordium, City, Beyond and Ending.

(No, you cannot remove the ♥♥♥♥♥♥♥ plant from the city.)

If the preview doesn't work, that means that fight cannot render properly in this game state. I tried compensating a little bit, but making edgecases for every single modded encounter that is out there is not feasable.

https://github.com/a-personal-account/Monster-B-Gone for those interested.
Popular Discussions View All (1)
6
5 Sep, 2023 @ 9:21pm
PINNED: Bug Reports
Raz
18 Comments
Bedge 22 Jul, 2023 @ 6:21am 
thanks so much
Temenat 23 Oct, 2022 @ 11:06am 
@de.raza Thank you for the fix!
Raz  [author] 23 Oct, 2022 @ 2:15am 
So the modding discord found out that it was an issue with the order of mods that were loaded. I think I fixed it now.
wbfw109 21 Jul, 2022 @ 8:16am 
@Vengyr
me too. I checked file in "%LocalAppData%\ModTheSpire\monsterbgone\config.properties".
However, this does not work as a filtering list in the file.
If I set the settings in Game, file changes.

I am using Hubris, Replay The Spire mod.
Swifty Magee 10 Apr, 2022 @ 2:25am 
This mod is great! Practically necessary if you use the Hubris mod, as the two monster bosses that mod adds are pretty bad.
Vengyr 3 Mar, 2022 @ 7:37am 
Anyone else has this issue that settings have to be re-applied every time you restart the game?
Orange Peel Assassin 23 Jul, 2021 @ 3:30pm 
Would it be possible to extend this to vanilla monsters as well?
wbfw109 13 Jun, 2021 @ 6:43am 
I love this !!!!!
This is the last key piece for personal mod collection.:) :steamthumbsup:
some (momi) 27 Apr, 2021 @ 9:11pm 
Either way, great stuff! I can take out the couple of fights I found annoying or tedious here/there, and keep the rest of that mods content! <3
some (momi) 27 Apr, 2021 @ 9:11pm 
Fantastic mod - love it! <3

Any possibility that you can create functionality [or potentially a new mod] where the enemies from each of the various Act 1/2/3's can cross-pollinate and show up in other different acts of the same tier/#? (ie: Base Act1 mobs in alternate Act1's, or vice-versa). Ideally, events from any equally numbered act would be available in the other acts as well.

One of my biggest disappointments, though make no mistake - I'm not ungrateful at all - is that each of the alternative Act1/2/3's are so self-contained; in terms of monsters, events, and otherwise. I'd love to be able to mish-mash all of the same numbered act's into more singular monster/event pools, so that the game is just as crazy as it could be.

I shouldn't say this, but, I'd probably be willing to pay...? Not sure if it's even possible to code such a mod, and/or how much time and difficulty it would entail to do so.