Slay the Spire

Slay the Spire

The Bandit
100 Comments
Emilie Sackenball 25 Nov, 2023 @ 2:30pm 
Awesome mod, but if you activate a Charge Forth over the jail, it enters into an infinite loop of gaining armor forever, had to save scum the run.
brickey.8 16 Jul, 2023 @ 8:36pm 
The card which is supposed to create an intangible tile on startup does not do anything at the start of the battle, effectively making it just an injury.
not_shown_ca 26 Jun, 2023 @ 11:46am 
Same as Sabin and Hazikara
Modo 12 Apr, 2023 @ 12:31pm 
Can confirm what Sabin said. Happened to me too! https://prnt.sc/iEvjQY3AHQPY < screenshot
Sabin 17 Mar, 2023 @ 8:22am 
Quite a fun and interesting mod. Ran into one glitch, after landing on Jail, I played Charge Forth... and it went infinite. It didn't register each movement as a trigger to push out (probably because the card is repeating itself and not replaying). Once it hits 999 shield, it doesn't stop, just keeps going
Seff27 12 Jan, 2023 @ 11:54pm 
Fun, but Run just crashed my game while moving onto Go- played it on the space before Go.

Cause:
java.lang.IndexOutOfBoundsException: Index: 22, Size: 22
at java.util.ArrayList.rangeCheck(ArrayList.java:653)
at java.util.ArrayList.get(ArrayList.java:429)
at theWario.actions.RecursiveMoveAction.update(RecursiveMoveAction.java:17)
at com.megacrit.cardcrawl.actions.GameActionManager.update(GameActionManager.java:179)
at com.megacrit.cardcrawl.rooms.AbstractRoom.update(AbstractRoom.java:325)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2532)
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:876)
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:423)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)
Lord Cat II 11 Nov, 2022 @ 6:54pm 
Heya there! Great mod, a lot of fun. There is one bug I found though, unupgraded Godly Gift does not create the space. I got it from Neow, so that might be it
rightasreine 13 Jul, 2022 @ 10:22am 
a qol feature where you can select the place you travel to via keyboard would be v convenient
rightasreine 13 Jul, 2022 @ 10:18am 
would also like to mention that game over's text is blatantly incorrect, as the target is random (or just the enemy in front, im not sure) as opposed to every enemy as its supposed to
rightasreine 13 Jul, 2022 @ 9:46am 
fun character, but unfort kinda buggy atm. as reported below, there are a few *consistent* crash triggers, though the one ive ran into at least three times now is the fact that charge forward immediately crashes if you use it to pass by the bottom left square, whether its a GO or not. rly restricts how one can use the card/char tbh, hope these things get resolved
CaptainSnafu 10 Jul, 2022 @ 2:09am 
are you still here, i love this mod, i want to make chinese translation for it. How to send you the texts?
all i see is telephone poles 28 Jan, 2022 @ 8:18pm 
Loved the mod, really fun character. Small bug report: Magnetic Barrier's displayed block value on the card is increased by playing bombs, but it still only gives you the base block.
Fervent Paeans 24 Jan, 2022 @ 7:40am 
Okay, so the crash isn’t to do with Replay The Spire, it’s when Charge Forth lands on a Go Square.
Fervent Paeans 23 Jan, 2022 @ 11:58pm 
Nice to see the changes to Kabooms and buff to weak cards. A few bugs though: Charge forth still draws a card, triggers infinitely when imprisoned and crashes the games sometimes on the Replay the Spire undead pirate fight. Also, it would be nice to see move-dash-block come back as Forbidden Magic feels weird as the only exhaust source and to see more cards with imprison effects so as not to make the doom cards useless without Game Over. This is my favourite mod, looking forward to seeing more of your mods in future!
Taril 8 Jun, 2021 @ 2:51am 
Blockbombs doesn't seem to stack. Only gives 2 block per bomb regardless of how many copies of Blockbombs in play (With the buff under the player stating a higher number)
some (momi) 27 Apr, 2021 @ 4:59pm 
Incredible mod, and fantastic mechanics! <3

@kamui: Agreed - despite the MSPaint art - it's a wonderful mod. If anything, the MSPaint has certainly grown on me - especially in the final act extension mod.
hornetcorset 19 Mar, 2021 @ 11:15am 
Using Bomb-Time seems to fail (i.e. doesn't add kabooms to the discard pile) when landing on certain spaces (at the least, kaboom spaces, but I've noticed it with others, too). May or may not be influenced by the Chemical X I had ;P
Nur1 28 Feb, 2021 @ 2:24am 
Somehow, out of all of the character mods I have used, the one with the MSPaint art is my favourite. Kudos for creating this mod.
Shad3Light 2 Feb, 2021 @ 12:16am 
So... if a non-bandit character uses a card that has Move, it'll crash the game.

Relevant bits:
[code]08:07:15.124 ERROR core.CardCrawlGame> Exception caught
java.lang.ArithmeticException: / by zero
at theWario.RazsBoard.move(RazsBoard.java:226) ~[TheBandit.jar:?]
at theWario.actions.MoveAction.update(MoveAction.java:16) ~[TheBandit.jar:?]
at com.megacrit.cardcrawl.actions.GameActionManager.update(GameActionManager.java:179) ~[?:?]
at com.megacrit.cardcrawl.rooms.AbstractRoom.update(AbstractRoom.java:325) ~[?:?]
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2532) ~[?:?]
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:871) ~[?:?]
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:419) [?:?]
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225) [?:?]
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126) [desktop-1.0.jar:?][/code]
KingTaltia 26 Jan, 2021 @ 6:08pm 
I was going through my subscriptions, and just wanted to say. Despite all the DEDICATED recreations of Touhou, RWBY, and Anime characters, Despite all the AMAZINGLY in depth mods like Downfall, or the like. THIS is my favorite workshop mod. The bandit's "Magical Board game" mechanic makes EVERY run a blast, and (despite current issues running the game) I can't wait for my next run.
THANKS OBAMA 23 Jan, 2021 @ 8:12pm 
Noticed the update, gonna have to do some more runs through with this again lol. It's rare I get a mod character above ascension 8 but I enjoyed this character a lot.
MitchOfTarcoola 18 Dec, 2020 @ 2:15am 
Game-breaking combo issue- If you play Charge Forth whilst on an empty space and with the Game Over power applied, the result is an infinite loop, as you never leave the empty space, and Game Over will endlessly ping random enemies for 1 damage until every enemy is dead or an enemy becomes invincible (such as when fighting the Heart), in which case the game will softlock.
The way to fix this would be to make card triggers for landing on a space not occur when you have Game Over, as you're not really 'landing on' a space when you aren't moving.
Also, there's an inconsistency in the description for Game Over: the card says the damage is to ALL enemies, but the buff description and its effect is to a random enemy.
Sir Hasserfüllt 6 Oct, 2020 @ 12:05pm 
The X-cost card that shuffles bombs into your discard seems bugged. When played at roughly above 5 energy and definitely when played at 8, it shuffles no bombs at all.
Tatterdemalion 14 Sep, 2020 @ 8:57pm 
While I really enjoy this character in both concept and playstyle the only thing I find is that this character feels quite fragile. Her boosts tend to favor attack over defense with only a few board elements improving her general survivability. Even the elements that do improve her ability to shirk damage take a couple rounds to start generating decent defenses.

If I were to suggest a couple potential changes she could use something akin to the one card that turns several tiles on the board into strength boosters but for dexterity. That and perhaps boosting the guard tile's block granted up to 5 so that it's realistically possible to shield against a 20 damage hit with three defends and landing on a guard tile.

All that aside it is certainly splendid fun playing this character. A marvelous job integrating board game mechanics into a card game without making either aspect feel unnecessary to the other.
magpy 28 Jul, 2020 @ 7:19am 
This character is very fun. "just don't hit the doom spaces 4Head"
Tiga 28 May, 2020 @ 1:09pm 
This is a lot of fun. Great Character.
zph0eniz 6 Apr, 2020 @ 5:47am 
Ah one more thought, the instant death cards just simply didn't feel good enough. +3 str seems weak since many cards can't take advantage of it well enough late game and just makes the scaling needed more difficult.

Same with the extra turn.

Just feels a bit too punishing for what it gives
zph0eniz 6 Apr, 2020 @ 5:42am 
Really cool character idea and had fun with it, but feel like a few issues.

Boom build felt too punishing and weak. It triggers thorns and heart reflect damage. Takes long time to get it going, especially since the powerful 3 cost boom card starts at discard. It takes time for boom to get going and that card will never really be useful for the bosses. Maybe start in draw, start with a boom or two, and take out triggering thorns and such.

Board is strong early, but quickly falls off. Scaling choices is diluted with boom cards.

Love the board game idea and hope to see more with it like, +2 buff on each positive icon everytime passing Go or something. Something that scales the board.

Lastly, movement being upgraded static amount sometimes doesn't help. It would be better to have a range like 4-5 movement I think to make board manipulation more viable.

Super fun char, but ultimately felt too weak and scaling is incredibly difficult



brickey.8 7 Mar, 2020 @ 10:34pm 
Brilliant character concept. The board creates a variety of very interesting gameplay mechanics, and the boom cards are pretty interesting too.
JixxMexx Thuglover 26 Feb, 2020 @ 3:45pm 
Never have I ever thought I needed to play a board game while playing a card game.
AvangionQ 22 Feb, 2020 @ 11:51am 
Any chance for more pictures of the card list?
Lemon Lupin Rubin 17 Feb, 2020 @ 3:44am 
Kaboom is definitely one of the weaker archetypes in this mod tbh
The Spurious Devil 16 Feb, 2020 @ 2:25am 
I love this character, The art is good, the mechanics are good, its not too powerful or too weak either. I dunno why people are having trouble with it, I did just fine on asc 20 for several runs. I assume people are trying to hard to play the game normally instead of focusing on new mechanics.
The General - Born Naughty 3 Feb, 2020 @ 9:33am 
Essentially my point is the character is too weak imo and needs tweaking. The official characters are already difficult enough.
Vex'd  [author] 2 Feb, 2020 @ 8:32am 
Strength and Dexterity are keyworded specifically to only affect Attacks and cards respectively. It wouldn't be consistent for them to affect the track. As for thorns, you don't have to make kabooms. Only you can stop thorny explosions. Find some other way to deal with Thornies.
The General - Born Naughty 1 Feb, 2020 @ 6:19pm 
Also I think strength and dexerity should influence the boardgame track. Those are not very useful otherwise.
The General - Born Naughty 1 Feb, 2020 @ 6:13pm 
Also, I agree with Charlie about the kaboom cards triggering enemy thorns etc...
The General - Born Naughty 1 Feb, 2020 @ 1:03am 
Ok thanks. I actually like the unlocking.
Vex'd  [author] 1 Feb, 2020 @ 12:21am 
most mods don't have unlocks; preferring to have all 75 cards at the start. I have no unlocks; mostly because I think I'd rather have players playing with the full card-set from the outset.
The General - Born Naughty 1 Feb, 2020 @ 12:12am 
I don't seem to unlock new cards at higher levels, is that normal?
RanDomino 30 Jan, 2020 @ 10:20pm 
Love it
Charlie 18 Jan, 2020 @ 1:26pm 
Great mod. I value kaboom cards pretty low because of their poor interaction with enemy thorns, time eater, snecko, or velvet choker. If these interactions got smoothed out, some of the really strong kaboom synergy cards could maybe get toned down a little.
Psyfi 10 Jan, 2020 @ 3:49pm 
Doom cards seem very under valued since you have the chance of dying. I think they should do more damage or have more of an effect.
Psyfi 10 Jan, 2020 @ 3:48pm 
For overall balance I find there isn't much scaling. There are lots of ways to gain strength and almost no ways to effectively utilize it. Some additional x cost cards that do damage or block could help. or some multi hit cards. I also noticed lots of bugs with Kaboom related cards. I often notice it says it should add to draw and discard and it just doesnt do it or it only does to 1. Also the fact that they count as playing a card really sucks because something like snecko eye means you could potentially end your turn off drawing a single kaboom that costs 3. Along with its nearly impossible to win a kaboom deck vs time eater. I have also had multiple times when i draw them and they don't actually autoplay.

Other than a couple of those things i really enjoy the mod. its a great idea and ads a lot of complexity to the runs and I love it. Hope to see some of my recommendations show up in future updates.
Zekava 6 Jan, 2020 @ 11:20am 
The "Bomb Time" card doesn't function with high amounts of mana. When used with mana over 5 or so, it will only move you, and will not add any Kabooms to any pile.
Zapan 3 Jan, 2020 @ 1:06pm 
10 on 10 for card art since it s diy
Fiskarsson 3 Jan, 2020 @ 12:50am 
i absolutely love this mod it makes this game so nice just some art upgrades and it will be amazing mod
Vex'd  [author] 2 Jan, 2020 @ 3:44pm 
i have updated the mod with fixes to bugs and stuff.
YOUR FAMOUS GAY DAD 17 Dec, 2019 @ 9:00am 
Bug report: when on the last space on the board, using the card that transforms the next space into a damage space crashes the game. Excellent mod otherwise!
Zapan 8 Dec, 2019 @ 7:57am 
great mod very nice mechanics but two happy hop with a 10 or less card deck =infinite turn funny one time