Slay the Spire

Slay the Spire

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VisasMod
   
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61.961 MB
4 May @ 7:58pm
19 May @ 7:14pm
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VisasMod

Description
Mod Description

Adds cards based on the YuGiOh cards present in the Visas story-line.


Character Description

Visas is a cosmic traveller whose emotions were taken from him and scattered across separate worlds. He now ventures into the spire hoping that the powers within it will allow him to recover the pieces of himself that he now lacks.


This includes 72 cards divided into 5 groups

Tearlaments (16 cards): These cards focus on discarding and have effects when discarded.

Kashtiras (13 cards): Powerful cards that exhaust other cards or themselves.

Scareclaw (14 cards): These cards become stronger the more cards you play in a single turn.

Mannadium (11 cards): The clunkiest of the 4 main groups. These cards focus on Orb shenanigans. These include 3 new orbs.

Generics (18 cards): Generic cards from the Visas story-line that are not tied to any of the 4 archetypes.


Borrowed mechanics and keywords

Creature: A term for the cards that can evolve (see the New Mechanic section).

Elite: A term for the cards your creatures evolve into. Some of these can evolve further.

Discover: Borrowed from Hearthstone. Choose 1 of 3 cards to add to your hand.

Mill: Borrowed from Magic the Gathering. Discard cards from the top of your draw pile.

Exhume X: Inspired by the Ironclad card of the same name. Choose X exhausted card(s) and add it/them to your hand.

Seek X: Inspired by the Defect card of the same name. Choose X card(s) from your draw pile and add it/them to your hand.


New mechanic

Evolve and Evolve shuffle: Replaces the card you are evolving into a stronger card. Evolving a card in hand adds the stronger card to your draw pile or hand depending on the card that triggers the evolution.


Additional information

If you have encountered any bugs, please inform me so I can fix it.

This mod should not have any compatibility issues because of how simple it is, but I'll try to fix it if something comes up.

Source Code (for those interested): https://github.com/nespionion/Visas-Starfrost-Mod

Credits / Acknowledgements

Special thanks to Alchyr for making BasicMod. I relied on their guides a lot.
Link: https://github.com/Alchyr/BasicMod

Special thanks to Gremious for making StS-DefaultModBase. I relied on their guides a lot.
Link: https://github.com/Gremious/StS-DefaultModBase/tree/master/theDefault
16 Comments
琢玹 28 Jun @ 6:45am 
肃然起敬
Token 24 May @ 1:26am 
Alright, Scrying works as intended! However, uhhh, I had a run where i got 7 reinohearts in a tear run and looped it, then i played world formation and for some unknown reason, I was getting +77 energy and end my turn on 200+ block, and all my reino and kaleidos went to hand for 0. I think it might've activated the discard effects 20+ times. I had taken pics and have witness testimony on this glitch. Funny as it was, I found that glitch.

Also World Formation straight up wasn't discarding for me as well even when i had targets
Ryden 21 May @ 11:41am 
cheers for the reply mate, i get it with scareclaw now, makes sense.
as for the mannadium balls, i was more meaning that evoking a ball that was upgraded when played first gives back an unupgraded one, not that you don't get the ball back at all.
Kash does do a lot of damage, but they hardly feel like any sort of cohesive set of cards, and feel better as act 1-2 carry's because of the sheer damage they do and not much more.
the bug i mentioned with clear new world does continue past playing it with no discard btw, subsequent uses of the card with others in hand still results in it doing nothing.
nepsi  [author] 21 May @ 9:30am 
@Ryden, Thx for playing the mod
scareclaw being underpowered is intentinal. I needed some cards to be the weaker of the 4, and scareclaw got the short end of the stick bc they were the least relevant in the meta (as far as i am aware). i do need fix the lightheart bug tho. i will do so next update

mannadium balls are supposed to return to hand when evoked. however, evoke is not remove, so cards that don't specifically say evoke do not give you the card back. also, if you have 10 cards in hand already, you don't get them back bc of hand size limit

kashtiras already deal a lot of damage, so i am scared of buffing them any further

Clear new world does nothing if no card is discarded bc it needs a card type to check for, so this is working as intended if that was the issue
Ryden 20 May @ 6:40am 
another note; Clear New World has a bug, can't tell if its caused by playing it with an empty hand or starting a new run via the Quickrestart mod, but it causes the card to do nothing when played.
Ryden 20 May @ 6:23am 
a couple notes, as a player of all these decks in tcg, ocg and MD.
Tearlaments genuinely feel amazing to play with and feel really powerful both as a solo deck and with all the archetypes.
scareclaw feels a bit underpowered, especially with lightheart not returning to hand like it says it does.
mannadium feels perfect as well, though i was there was a way to get back the upgraded balls once you evoke them.
kash just does regular kash things, maybe fenrir also being able to grab another from deck would make the cards feel a bit faster, but i have no complaints beyond that.
absolutely amazing mod, and i can't wait to see new updates!
nepsi  [author] 19 May @ 7:22pm 
New Patch:

1. The issue where discard triggers when it shouldn't was a bug that happened when I tried to make Scry trigger the tearlaments' "When discarded". That has now been fixed

2. Tearlaments now only trigger from the Scry of cards from this mod (I don't know how to make them trigger from normal base game Scry)

3. Tearlaments Cryme now says "Discard 1 card"

4. Evolve Shuffle is now optional (enough people asked for it). Be warned, this might have some bugs with.

Thx for the feedback, @ascriptmaster. If you find any issues, pls tell me down bellow and I'll fix them as soon as I can.
ascriptmaster 19 May @ 4:24pm 
Oh also Tearlaments Cryme made me discard even though the text doesn't mention anything like that
ascriptmaster 19 May @ 4:20pm 
I somehow got into an Evolve Shuffle loop where I'm forced to repeatedly choose cards to evolve and only stopped after I got fed up repeatedly "evolving" my elites and finally chose to evolve the last few unevolved creatures (I would've liked to keep my Astra-phobias but didn't have a choice). This is despite my having only one Scheiren. (Also, Tearlaments seem to be activating when I discard ANYTHING while they're in the discard pile.)
nepsi  [author] 18 May @ 9:56pm 
@Token I updated the mod to fix the scry issue. Thx for the heads up