Slay the Spire

Slay the Spire

The Blackbeard
131 Comments
Tempest Darkness 22 Apr @ 4:44pm 
for real the best workshop mod give him a try
JohnnyBazooka89  [author] 7 Oct, 2024 @ 10:45am 
@Talus
It indeed is sometimes still updated ^.^
Talus 7 Oct, 2024 @ 9:37am 
Glad that this mod is still being updated after so long, ty!
JohnnyBazooka89  [author] 3 Sep, 2024 @ 7:50am 
@Axiom
I have not experienced any problems like that. Please next time post a screenshot and also list what other mods you are playing with.
Axiom 3 Sep, 2024 @ 7:31am 
Does anyone know if this mod is working as intended? Whenever I attack with my attack cards as the Blackbeard, it seems to do significantly less damage than what my card indicates. Also when I equip a weapon, the damage on the card goes up, but again it doesn't actually seem to apply this extra damage to the monsters when hit.
JohnnyBazooka89  [author] 11 May, 2024 @ 9:30am 
Version 2.10.0 now adds in-combat pop-up when an achievement is unlocked. In case of any problems with this new feature, please report them to me.
JohnnyBazooka89  [author] 8 May, 2024 @ 11:40pm 
Version 2.9.0 adds 6 the Blackbeard-specific achievements, thanks to Cany0udance. Currently completing the achievement shows that achievement is done in the Statistics->Character Stats menu. In-game pop-up is currently work in progress.
JohnnyBazooka89  [author] 4 May, 2024 @ 3:30pm 
👍
Wirless 4 May, 2024 @ 3:14pm 
ok thanks
JohnnyBazooka89  [author] 1 May, 2024 @ 8:47am 
@Wirless

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.
Wirless 1 May, 2024 @ 7:30am 
is there a way to get the old art back?
Lord Cameron 27 Apr, 2024 @ 2:26pm 
You want a free mod to pay a team of artists for all the art-work? This is exactly the kind of thing AI is perfect for.
Vaartok 24 Apr, 2024 @ 4:55pm 
STOP using AI diffusers, GOD. Human-made assets will always be better.
キャンディーアップル 21 Feb, 2024 @ 6:06pm 
I had this build that offered me high resistance. But it doesn't prevent that one hit every time you play a card, and the heart still has lots of HP, has these powerful 60+ attack damage attacks, etc.
It didn't help.
I tried building cannonballs, weapons, etc. I haven't found any of these broken combos required to beat the heart.
JohnnyBazooka89  [author] 21 Feb, 2024 @ 5:26am 
Hi キャンディーアップル,
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 :)
キャンディーアップル 20 Feb, 2024 @ 6:08pm 
How are you supposed to survive the Heart?
After a few playthroughs, I find this character very attack oriented, but with very little combos strong enough to beat the final boss.
CoCa_NabiS 11 Jan, 2024 @ 2:19pm 
Hi there if you want to see the deck I did a run that you can see just below
https://youtu.be/zQAdEoML64M
JohnnyBazooka89  [author] 18 Dec, 2023 @ 6:09am 
Ofc I could also implement the differentiation between normal, elite and boss monsters as you suggested some time ago, but I don't think that's really needed.
JohnnyBazooka89  [author] 18 Dec, 2023 @ 6:08am 
So in short, if I understand you correctly you think that cap should be higher, but Gold gained per hit should be lower. Right now it's 5 Gold per hit, up to a maximum of 25 (30). I could change it to idk 4 Gold per hit, and cap increased to 32(40) for example? Or 3 Gold per hit and Cap would be something like 30 (39). (Notice that the maximum number of Gold number should be divisible by the Gold per hit. Any lower that 3 Gold per hit doesn't make any sense to me. Also i'm not sure if the comments are the best way to discuss this any longer, we should move to either thread if you prefer communication by steam workshop or to StS official discord. (I'm active on that discord server.)
Xvordan 18 Dec, 2023 @ 5:52am 
Another consideration is that, unlike Buried Treasure, the effect of Bandana can stack. The change would encourage people to take more bandana cards. This gives the player more device -- fill your deck with bandana and probably die, or only have 1 bandana and have to work harder. This would also give Bandana more agency in how relics play in. Do you bottle bandana?
Xvordan 18 Dec, 2023 @ 5:44am 
The nerf idea for Bandana is indeed to make its output lower, so that Buried Treasure can stand on its own. On the flip side, my idea for Bandana does mean that someone could manufacture a way to make more gold, but they'd have to work towards it. Just off the top of my head, the best way to work with my idea for Bandana would be to work blind attacks in to your deck to work for the gold. Think of how Reptomancer and Gremlin Leader fights might go.
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.
pgames-food 17 Dec, 2023 @ 5:34pm 
ah ok, i must admit i've seen and played with a lot of cards and relics, i may have forgotten the specifics will have to have another coffee :lunar2019piginablanket:
JohnnyBazooka89  [author] 17 Dec, 2023 @ 4:38pm 
@pgames-food
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.
JohnnyBazooka89  [author] 17 Dec, 2023 @ 4:38pm 
Hi @Xvordan,
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.
pgames-food 17 Dec, 2023 @ 3:59pm 
if you see my screens here, there are other mods with strong gold abilities, but one cool thing i always wanted to do was to use this blackbeard to be able to kill one of the huge lord bosses using the Golden cannonball card :) which i managed to do only 1 time normally and i think the other time was using endless/infinite spire by picking every gold-related artifact and card possible, and then not spending much gold for ages, and using abe's pickle to gain "interest" on unspent gold :) and it was cool :)
pgames-food 17 Dec, 2023 @ 3:55pm 
hi xvordan, doesnt the bandana only last 2-3 turns though? so its not that powerful :)
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 :)
Xvordan 17 Dec, 2023 @ 2:53pm 
Just some ideas I was brainstorming:
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?
MythMega 5 Dec, 2023 @ 8:46am 
really fun but completely broken
Xvordan 17 Nov, 2023 @ 4:39pm 
That relic that makes weapons permanent seems so uberbuff (especially in combination with sword dance / weapon proficiency).
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.
Rommelthedesertfox 12 Oct, 2023 @ 9:38am 
@JohnnyBazooka89 Right you are, that card was from another mod lol
JohnnyBazooka89  [author] 11 Oct, 2023 @ 3:53am 
Hello @Rommelthedesertfox,

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.
Rommelthedesertfox 10 Oct, 2023 @ 2:45pm 
@JohnnyBazooka89 Can you bring back the vitality card? I used this card with some other mods/characters. It was a really great card anyways.
JohnnyBazooka89  [author] 4 Jun, 2023 @ 3:38am 
@Xvordan
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.
Xvordan 3 Jun, 2023 @ 5:15pm 
Echoing the others -- I love a bit of pirate in my spire life.
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.
Average Trap Enjoyer 7 Feb, 2023 @ 6:18am 
Easily one of my favorite characters to use, simple and to the point for a dumbass like me c:
JohnnyBazooka89  [author] 10 Jan, 2023 @ 11:01am 
@Lord Cameron
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.
Lord Cameron 9 Jan, 2023 @ 4:15pm 
This guy's amazing! Love the mod
JohnnyBazooka89  [author] 13 Dec, 2022 @ 11:21am 
There were some changes to keywords - I added the prefix "blackbeard:" to Weapon and Resistance keywords in code. It should not affect the mod at all, but if you notice prefix "blackbeard:" in some cards, relics or potions, please notify me and also please specify what language you use.
pgames-food 20 Nov, 2022 @ 10:04pm 
hi johnnybazooka :)
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) :)
Górczi 2 Jan, 2022 @ 1:50pm 
Chujowy, nie polecam
Neven 18 Dec, 2021 @ 11:01pm 
Merry Christmas! 圣诞快乐!
JohnnyBazooka89  [author] 11 Nov, 2021 @ 1:50am 
Version 1.17.0 now includes fixes to Russian and Polish translations. The mod is (again) fully translated to Russian, Polish and Simplified Chinese.
JohnnyBazooka89  [author] 5 Nov, 2021 @ 10:44am 
@nikolaypi
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.
nikolaypi 3 Nov, 2021 @ 7:36am 
No change

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)
JohnnyBazooka89  [author] 2 Nov, 2021 @ 11:12am 
@nikolaypi
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.
nikolaypi 2 Nov, 2021 @ 7:59am 
Unfortunate:
java.lang.NullPointerException
at blackbeard.relics.LoadTheGoldenCannons.refreshTips(LoadTheGoldenCannons.java:91)
pgames-food 29 Sep, 2021 @ 2:27pm 
ah ok thanks very much
JohnnyBazooka89  [author] 28 Sep, 2021 @ 8:54am 
Hey @pgames-food,
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.
pgames-food 27 Sep, 2021 @ 8:51pm 
(the event might be from Replay the Spire mod btw)