Slay the Spire

Slay the Spire

The Druid
96 Comments
Batsheit 3 Jun, 2023 @ 1:12pm 
Still doesnt work :( hope it gets updated was my fav mod
Yamitori Sokei 13 Nov, 2022 @ 9:11pm 
Mod's getting stuck at the finding patches stage. Currently unplayable which is a shame for such a fun mod.
ksodva 23 Jan, 2021 @ 12:02pm 
Pandora's box doesn't work with this class, upgrade all strikes and defends event only upgrades defends
Sagil 18 Jan, 2021 @ 4:13pm 
Eclipse.upgrade increases magicNumber twice, which may not be intended.
ksodva 10 Jan, 2021 @ 9:02pm 
This class is fun but really weak in A20, I've had relics that are usually good with other classes but kinda useless with druid. If you can allow the player to choose which wilderness card to get, it would make druid a lot stronger.
Nerzugal  [author] 27 May, 2020 @ 8:50am 
That is interesting, Emeritus. I have nerfed quite a few of the cards based on feedback from others thinking the opposite. Could you highlight some of the cards you feel or weak so I can examine them further?

Thanks!
~Vita~ 20 May, 2020 @ 11:27pm 
My take on this mod is that it is interesting and has alot of potential. Wilderness, Fury, and Surge feel good. A class focused on Thorns is really cool, reminds me a bit of the Guardian mod. However a bunch of cards feel very, very underpowered compared to other classes. Alot of upgraded cards feels like a waste of an upgrade. Overall after a few failed runs, Good class, weak cards.
NereidAlbel 14 Apr, 2020 @ 1:03pm 
If the Mayhem power tries to play Hail of Thorns, the game crashes. What's really weird is that the logs say the quit button was pressed instead of actually saying it crashed.
hyprformnce 17 Mar, 2020 @ 3:47pm 
I see. if it's any help, here are likely repro steps that represent how i encounter the issue:

have the the super speed mod enabled and the quick restart buttons mod as well. start a new run, and continually use either the "start a new run" or the "restart combat" buttons. after a few (5 to 10) resets, you should notice a slowdown that continually gets worse as long as StS itself hasn't been restarted

wonderful mod otherwise, well balanced!
Nerzugal  [author] 17 Mar, 2020 @ 1:23pm 
Hmm, I have not encountered that issue in some time, hypr. I know when I first started development that was the case, but I had worked out the kinks. It could have been something reintroduced in the Watcher update that doesn't appear when I am debugging locally. Unfortunately, I am not sure what causes this or how to fix it =(

For the Rummage item, should have caught that one! They changed the way the Exhaust action is called and I just need to add in an extra variable. Thanks!
hyprformnce 15 Mar, 2020 @ 11:32pm 
the upgrade "rummage" card appears to force you to exhaust 2 cards as opposed to allowing you to optionally exhaust 2 cards
hyprformnce 15 Mar, 2020 @ 4:28pm 
actually, the lag seems to happen when cards are drawn and rewards are taken as well
hyprformnce 15 Mar, 2020 @ 4:20pm 
this mod appears to lag progressively more as you play more games, specifically during the combat phase where a card is played and buffs/debuffs are applied to the player and enemies. this happens when the mod is enabled, regardless of the character being played and does not happen when the mod is disabled. any ideas?
Nerzugal  [author] 7 Mar, 2020 @ 7:48pm 
Yes, that was intended with the new patch. Thorns has a different Upgrade Pattern: 1 Thorns then 1 Thorns and 1 Temp Thorns, then 2 Thorns, then 2 Thorns and 1 Temp Thorns. I just did another run myself and I think the text on the card is actually erroneous so I will need to get that fixed. Sorry about that!
Xernomerph 7 Mar, 2020 @ 5:17am 
After the new update, Brambles +1 cards now give one thorns instead of two. And the thorns is removed at the end of turn, but that part might be intentional.
Nerzugal  [author] 21 Feb, 2020 @ 7:24am 
Been trying to spend some more time examining cards and coming up with balance changes. May rework some things entirely. Let me know if you have any suggestions for me.

I think one of the biggest items I need to address as well is the art issue when cards are being zoomed in on. I believe I know how to fix it - it is just the tedium of getting it done and it hasn't been a major priority since it doesn't actively stop gameplay. I will keep trying to make improvements in the coming months.
Nerzugal  [author] 19 Feb, 2020 @ 8:38pm 
I think we are back in business! Sorry about the delay! Life has had me pretty busy but this actually was a lot smoother than I thought! Upgrading to the newest version of StS almost certainly introduced bugs but I have done a few runs and all seems to be working well. Only bug fixes in this patch are for Rummage forcing an Exhaust and the Rabid + Sadistic Nature infinite combo.

Please let me know if you encounter any bugs or if you have any more suggestions! I won't be able to dedicate much time to this project as I am getting married in a month, but I will do my best =)
The General - Born Naughty 16 Feb, 2020 @ 4:24pm 
One of my favorite mods. This and Thorton
SS Slightly 11 Feb, 2020 @ 5:40pm 
yo so rummage says exhaust up to 1 card but forces you to exhaust a card, same for rummage+, either make it so they arent forced to be exhausted or edit wording to simply say "exhaust a card" and "exhaust 2 cards"
Mom 23 Jan, 2020 @ 8:27pm 
Thanks for the update m8
Nerzugal  [author] 19 Jan, 2020 @ 6:33pm 
Hey everyone, sorry to ghost the project for a while. I stepped away from this project for a long time to focus on producing my next Dungeons & Dragons book. I was planning on waiting for the launch of 2.0 to work out any new kinks that came out. Looks like that release killed the whole thing so I will spend some time trying to get it up and running and fix some of the other issues people have identified. Not sure on the ETA of this as I have no idea the challenges that await me!
vanadi910 16 Jan, 2020 @ 6:45am 
compile error after sts 2.0 update
Harleking 11 Dec, 2019 @ 6:43am 
yeah hopefully the sadistic + rabid gets fixed.
Nerzugal  [author] 13 Oct, 2019 @ 8:50pm 
Thanks, Nereid. A lot of functionality got broken with some of the new patches. I will make sure that is on the list.
NereidAlbel 10 Oct, 2019 @ 11:27pm 
Rabid apparently does nothing. The text on the card itself and the buff don't match, and I haven't seen it actually affect disease stacks in any way in multiple runs :/
Nerzugal  [author] 7 Oct, 2019 @ 8:18pm 
Alright, got some new issues to address. I was on vacation for a week or so after some of the Mod the Spire issues. Hopefully those are all sorted out and I can get back to development.

256) I will look into that issue with Rummage. I think with the newest version of the game, some of the methods in the base game were adjusted. This broke another card as well that I managed to fix. I was wondering what sort of other issues this would cause.
256 2 Oct, 2019 @ 12:21pm 
Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: java.lang.NoSuchMethodError: com.megacrit.cardcrawl.actions.common.ExhaustAction.<init>(IZZZ)V
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:133)
Caused by: java.lang.NoSuchMethodError: com.megacrit.cardcrawl.actions.common.ExhaustAction.<init>(IZZZ)V
at thedruid.Cards.Rummage.use(Rummage.java:42)
at com.megacrit.cardcrawl.characters.AbstractPlayer.useCard(AbstractPlayer.java:1659)
at com.megacrit.cardcrawl.actions.GameActionManager.getNextAction(GameActionManager.java:299)
at
256 2 Oct, 2019 @ 12:21pm 
com.megacrit.cardcrawl.actions.GameActionManager.update(GameActionManager.java:151)
at com.megacrit.cardcrawl.rooms.AbstractRoom.update(AbstractRoom.java:326)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2494)
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:871)
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:422)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)
256 2 Oct, 2019 @ 12:18pm 
Similar to what someone said below I get a crash when playing rummage. I grabbed what I think is the error log
Shananigans 1 Oct, 2019 @ 11:20am 
The card "Tear apart" is supposed to double your damage and it does not.
Kaddahn 30 Sep, 2019 @ 2:47am 
It needs balance, sometimes it feels strong but over all, its pretty slow and lacks of fun builds.
Azbandar 24 Sep, 2019 @ 12:19pm 
So, did something go wrong with the Orin fight? It's the ? cat (sorry first time playing this mod and I see no mention of the issue) that changes into a human. You cannot physically attack it, and no matter what I tried nothing happened. I spent 2 hours trying everything I could to no avail. Even Orin did nothing to me in human form, but the 4 minions still did.
La Duda 23 Sep, 2019 @ 2:59am 
Great mod! I really love the design.
But sadly the game crashes everytime I play rummage...
Nerzugal  [author] 21 Sep, 2019 @ 9:30pm 
Trying to roll out a new version, but looks like there are issues popping up with Mod the Spire that is preventing me from launching it when uploaded. I rely on that mod for my work so not sure how to correct this until they have an update. Sorry, everyone!
Nerzugal  [author] 19 Sep, 2019 @ 9:51pm 
Looks like it is experiencing the same issue that Surge was in the last patch. I am done with some of the other card changes and will get that Diseased item cleaned up and post a new version this weekend.
Mom 18 Sep, 2019 @ 10:46pm 
I see the same thing, Idle. Same with Surges, the first 3 do nothing until I get more than 3
☯die 18 Sep, 2019 @ 10:57am 
When i use Bloodied Fur+ for the first time it puts 3 stacks of diseased but doesnt reduce strenght, although when i use it again the diseased triggers twice
Nerzugal  [author] 16 Sep, 2019 @ 3:09pm 
Ahh, thanks Blood. Must be something with StartOfTurn and StartOfGame. Surprised I never noticed that one! I will get it fixed
Blood 15 Sep, 2019 @ 11:37pm 
The relic that triggers fury at the start of your turn seems to not work on your first turn.
Mom 13 Sep, 2019 @ 5:56pm 
New thornburst is interesting.

What I meant by "AOE cards" is not just any card that hits multiple enemies (Reaper, Shockwave, Fire breathing, Combust, Thunderclap) but more so large attacks that are AOE, of which Ironclad only has 2, Silent only has 3, and Defect only has 1 or 2. The Druid had 5 I could think of off the top of my head, after just one run of looking at cards. So it's less about which cards target all enemies, and more about how many cards deal huge frontloaded damage to all enemies. I think that knocking it down to 4 with the change to Thornburst is probably good enough, if you like think that big AOE attacks fit the flavor of the character.
Nerzugal  [author] 13 Sep, 2019 @ 4:22pm 
Hey everyone, would like some feedback on potential card changes. Let me know what you think!

Thornburst - Changed to "Lose 2 Thorns (Min 0). Deal 9/11 damage for each Thorns removed."
- This one is so weird. It is intended to be a sort of payoff card for a Thorns build now. Major damage for 1 mana at a price.

Briar Armor - Changed from 3/4 Block and 1/2 Thorns to 3/6 Block and 1 Thorns.
- This card is really strong when upgraded, especially when you can duplicate it. Probably too much for a starter card.

Viral Bites - Change upgrade from an extra attack to 1 extra damage on each hit. (So 3 attacks for 3 each and apply 1 Diseased each).
- Just seems very strong for 1 mana when combined with Fury generators.

Rabid - Changed to "Your first attack each turn applies 3 Diseased."
- Some comments on the ability to chain apply disease might be too strong. This should be better out the gates, with weaker overall strength.
Nerzugal  [author] 13 Sep, 2019 @ 3:30pm 
Thanks for the feedback, @Mom (feels weird to type that).

I don't know if the AoE is too out of line. I do like the idea of limiting Thornburst because I think it can definitely snowball pretty hard. I think I will make that change and see how it goes! Druid right now has 7 AoE cards, 2 of which are build specific (thorns/surge). Ironclad has 7, Defect has 5, and the Silent has 8 just for reference. Some of then on the other classes are build specific as well, but since the Thorns build already had Hail of Thorns as well, I think it is ok to Nerf Thornburst a bit.

I agree that Briar Armor is a very powerful card, especially when upgraded. It might be necessary to nerf it so the Thorns amount isn't increased on upgrade or maybe even make it Temporary Thorns so it is just a one turn burst of benefit. If I made that change I would probably change Bristling Bulwark (the other block card that gives temporary thorns).
Mom 12 Sep, 2019 @ 11:13pm 
A lot of cool mechanics going on here. I think that the character is quite overpowered in general, and it also has a disproportionately large number of AOE cards as far as I can tell. It seems like the starter deck card that gives you thorns makes all bosses a lot easier, and so much easy AOE makes hallway fights a breeze. If I were to nerf/change the character to deal with these issues, I'd probably put "Start each combat with 1 thorns" as the starting relic and make the starter card gain fury or something. Maybe make the thorn stab card (the uncommon one that deals damage to all enemies equal to your thorns) not an AOE, because it also seemed a bit too strong as is.

I like the flavor all in all, never played WoW but I know Druid from Hearthstone. I look forward to seeing where this mod goes.

@Taylor Spenser What part of "very early stages" do you not understand?
Nerzugal  [author] 12 Sep, 2019 @ 9:50pm 
I will look into that Moonbeam issue. Thanks for letting me know. And Taylor, I realize the art isn't anything too fancy, but I am not an artist and this is a side project for fun so I'm not going to like pay anyone to make quality work for this. Hopefully the gameplay mechanics are enjoyable enough despite the character art being similar. It is a whole new class, not just a reskin after all.
Jetspear Paster 11 Sep, 2019 @ 10:04am 
You just recolor original char and add few pixels. Meh.
ElecMan24 11 Sep, 2019 @ 9:59am 
Moonbeam just doesn't seem to work for me, I will get all 3 of my surge stacks, get the energy and it'll still cost 1, I thought it was a graphical thing at first, but it just doesn't work as-intended and takes my energy when I play it.
Nerzugal  [author] 8 Sep, 2019 @ 11:10am 
Dragonfox) I haven't done anything to make my mod work with others. Typically when you make a mod you have to append some sort of custom strike in front of your unique Strikes and Defends and I am not sure how Replay the Spire handles that with other mods.
rose.mark 8 Sep, 2019 @ 8:49am 
Surge seems to be working for me, I think this is going to become one of my regular class mods.
Zu 8 Sep, 2019 @ 7:41am 
7) I'm awful at designing starter relics. LUL Well, druid struggles a lil early cuz dat 0-cost skill is low impact until non-slimy bosses, and 3/4 wild cards are skills.
"Whenever you play an Attack, deal 2 damage to a random enemy."? #BearForm.
Ruins the attack that gives you strength equal to fury though.

7b) Tbh, it could just plainly give you 1 strength if you played 3(2) or more attacks that turn. It's not something you routinely want to do past act 1 anyway. Incidentally avoids bear trap high roll.

9) It's a problem card because it works with anything and keeps going unlike wail or disarm. And like, you already have good heart counters with thorns and resilient. Besides that, it allows you to cheese encounters that revolve around passively scaling damage.

14) "Put 2 cards from your draw pile or discard pile into your hand." looks like 3 lines to me. :think:
(Again, upgraded version.)

15) I meant the wild shiv, for the same reason as armaments vs blessed strike.
Reya 8 Sep, 2019 @ 1:52am 
I don't know if this has been reported (It might be Replay the Spire's fault) but the Rune of Simplicity (Added be RtS) does not work with this mod. It normally lets you upgrade Strikes and Defends as many times as you want. It normally works for Modded classes but not your for some reason, it can't see your Strike/Defend cards.