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It indeed is sometimes still updated ^.^
I have not experienced any problems like that. Please next time post a screenshot and also list what other mods you are playing with.
Old art is available as beta art. In version 2.8.1 I added an option in mod settings to use beta art for all the Blackbeard cards. So if you don't want to use AI generated art, you can use that option.
It didn't help.
I tried building cannonballs, weapons, etc. I haven't found any of these broken combos required to beat the heart.
I can assure you that this character is viable to win vs the Heart, even on asc 20 :)
Basically finding any source of Resistance makes multihit attack of the Heart very easy to negate completely. The only problem you might find is big attacks of the Heart. I recommend taking Golden Defenses at the later stage of the run, as they are incredibly strong vs the Heart, and also other strong block cards like Captain's Cabin, Double Bottom, Lifeboat, Delayed Pain. There is also a lot of common block cards like Fiery Defense, Wise Defense, Deadly Arsenal and Tactical Retreat. Additionally you could pick Armor Up to make your attacks with Weapons give you block. Another way to survive 3 turns of the Heart would be finding Undead Form, but it's a rare card.
I hope you will be able to win vs the Heart soon :)
After a few playthroughs, I find this character very attack oriented, but with very little combos strong enough to beat the final boss.
https://youtu.be/zQAdEoML64M
So you have Buried Treasure which gives you gold straight up, or Bandana which could give you more gold (assuming you raise the cap), but requires a bit more engineering.
No, I think you are misremembering the Bandana effect. It doesn't work like you described. Also I don't agree that the Blackbeard has a lot of innate cards, I think average of Innate cards is lower than base game characters and lower than many other characters. About endless mode: I don't balance around it, but with the current balance and Gold scaling the Blackbeard is naturally very strong in endless mode. If you have fun playing it in that mode, then for me it's just a nice side effect.
I agree that Bandana and Buried Treasure are similar. But your change to Bandana is just proposing nerfing to the ground, from 5 Gold per hit to 1/2 Gold per hit, I don't get how that would help. The current idea of balance is that Buried Treasure gives Gold instantly, while Bandana gives slightly more, but you have to do hits to the enemies, so sometimes you won't be able to get the full Gold from enemies, when Bandana is played very late in combat. With your proposed nerf it would be basically be pointless, because you wouldn't be able to hit enemies that many times to get more Gold than Buried Treasure. I'm not opposed to the rework of Bandana, but I would need to have some good idea behind it.
About Bounty Hunter: I actually like your idea! I think the ramping Gold would be pretty cool. I probably would do slightly bigger numbers though, but it would require some testing what feels good.
a lot of cards in this mod (and even more if playing wiht other mods) have innate (which means that you will often end up with a hand, (or several hands) full of innate cards, especially power cards in my case, meaning that it might only be in turn 2 or 3 that i can actually play an attack and gain a gold here or there :)
Bandana, Buried Treasure, and Bounty Hunter all feel similar to me. Would you consider changing them to make them more unique?
Buried Treasure stays the same, though I think making it ethereal might be in line with how pirates' treasures often get lost and forgotten.
Bandana costs 1 energy and gives 1 gold every time you hit an enemy. Upgraded, it gives 2 gold when you hit an elite or boss, but still 1 for a normal enemy. I assume a limit could be placed so that you couldn't just scam the system, say to a max of 30 (40 when upgraded) gold per combat?
Bounty Hunter could work like a Ritual Dagger -- you start out by only collecting small rewards, but as you progress through the spire and collect more bounties, you'll also be paid more. You start with a 5 gold bounty, and every time you kill something, the amount is raised by 2 (3 when upgraded). It should exhaust. You shouldn't be able to keep getting money from the same contract?
Would it be possible to slightly adjust the golden cards so they do a base, then gold adds a bonus? I'm thinking like 4 to 5 damage for golden strike, then gold increases the damage from there. It'd make those cards less detrimental if taken very early.
Sorry, but I don't know what you are talking about. I didn't remove any card recently, and I don't even know the Vitality card you mentioned. I suspect that card is from another mod and you mistakenly assumed it's from my mod.
Hi, thank you for your bug report. It looks like you were right, and it was a bug on my side. I fixed it in version 2.0.15.
I have a question about the shipwreck event which lets you choose one of the ship relics. Is it failing to remove the relic from the pool? After I got this event and picked the horned cleat, I was later offered it again as an elite reward.
I don't know if it changes things because I was playing in endless custom mode, though.
Thank you! Glad to hear that you love the mod :P
Also I just uploaded the balance patch (v.1.18.0) that rebalances some cards.
am not sure if you are still modding, but i thought these up last year regarding gold, and posted it here:
https://steamhost.cn/steamcommunity_com/app/646570/discussions/2/3553931489678246167/
am not sure if one day we'll get a chance to play with them but they could go really nicely with your mod, since it uses gold a lot in the mod.
(one thing i still have to try is to try a game with only mods that have characters using gold in some way, to see how it all will work) :)
I managed to find the issue. It only happens in Russian version of my mod. Sadly, this relic was not translated, right now it will show description in English, but it should work. Update to version 1.16.11.
Game crashed.
Version Info:
- Java version (1.8.0_144)
- Slay the Spire (12-22-2020)
- ModTheSpire (3.23.2)
Mod list:
- basemod (5.34.1)
- stslib (1.24.1)
- sts-mod-the-blackbeard (1.16.10)
Cause:
java.lang.NullPointerException
at blackbeard.relics.LoadTheGoldenCannons.refreshTips(LoadTheGoldenCannons.java:91)
Hi,
Thank you for the bug report. It has to be an interaction with another mod that I haven't ever used. But anyway, I fixed that crash in v.1.16.10.
java.lang.NullPointerException
at blackbeard.relics.LoadTheGoldenCannons.refreshTips(LoadTheGoldenCannons.java:91)
thanks for letting me know. I fixed the event - now it's no longer possible to encounter if you have all 3 boat related relics. I don't plan to add any additional choices in the event, like 'The Golden Booty' you suggested. I think my fix should reduce the frustration of having a completely useless event, and that is a good enough solution.