Slay the Spire

Slay the Spire

The Railgun
48 Comments
Bapphic 6 Oct, 2024 @ 12:29pm 
Capital B Busted. Half the cards don't work as intended, and half of those let you immediately go infinite. Play if you just want the freest win in the world.
zCerneB0ch 24 Sep, 2022 @ 1:18pm 
I fixed it my Slay the Spire wasn't updated for some reason and it was breaking all the mods but I found got it to update and it started working thankfully because I love this mod.
GeminiDark  [author] 24 Sep, 2022 @ 8:23am 
@zCerneB0ch
Could you possibly give us more information on that? Is it conflicting with other mods or not working on its own?
zCerneB0ch 23 Sep, 2022 @ 9:52pm 
9/24/2022 and can't get one of my most played mods to work.
Drachnon 4 Sep, 2022 @ 3:14pm 
Level 6 Should probably get some sort of downside because in my last run I had 3 of them (all upgraded) and it became way too easy.
Amadeus 19 Jul, 2022 @ 5:54am 
有中文吗
kafanlin 27 May, 2022 @ 7:00am 
Do you have any plans for a Chinese translation?
再玩亚索剁吊 9 May, 2022 @ 4:05am 
有chinese吗
hwr 5 Apr, 2022 @ 4:38am 
Thanks for making the mod. She's a bit tooooooooooo powerful.
叶晚 16 Jan, 2022 @ 2:32am 
强无敌
Toumoose 7 Sep, 2021 @ 5:08pm 
There may or may not be a bug regarding the sound dealing with the basic strike attack (Or maybe more but worth fixing)
naiace 8 Aug, 2020 @ 6:21am 
level6 and judgemuent office combo is op
Cherben 16 Jul, 2020 @ 3:51am 
We need Chinese!
backstyck 4 Apr, 2020 @ 2:22pm 
What does the electrical storm card do? What does X represent?
pandam0nium5 30 Mar, 2020 @ 1:00pm 
Fun character to play a bit on the overpowered side with the 0 strike cards but the mechanic is interesting.
No problems except for a crash when playing the Gekota Keychain.
One suggestion i would recommend would be probably having some kind of mechanic similar to the Watcher's stances with the Magnetic Movement and flight cards or some kind "store and release" mechanic that will release all the lighting you have stocked during combat.
Otherwise great mod!!! Hopefully I get to see an Accelerator mod :)
Huntsman0 3 Mar, 2020 @ 12:55am 
Thinking about it, pull doesnt really do much unless its upgraded, all it does is count as a card that could have been something else. Maybe pull equal to the number of lightning orbs, and then keep the channel on the upgrade?

Just took storm dispite my earlier comment, will see how it works

kinda hard to see which cards are rare given the card color, consider dulling the blue a little

Level 6 is probably the best card ever, maybe needs to come down a little, also needs renamed to match the flavor of other chars: "Form 6" Cost 3, Gain 3 (4) dex and str (draw 3 cards)

plate scaleing and thorn scaleing is wild, but fun and differnt, though consider cards that give more then 2 thorns

Rewireing does not work

overload, battery pack, and any other draw card (I used Iron vail) makes infinte energy

all and all a fun character with a good starting base but lots of room for improvement

Huntsman0 3 Mar, 2020 @ 12:55am 
ive been playing this mod a lot today and will be giveing feedback as I go through to better address certin issues I have with the character.

Why would I ever cast un-upgraded zip?

What is the purpose of the phone? Its a curse unless you have curses, and Idealy you dont have those, maybe conside turning it into a card like "The pact" getting rid of cards for more cards? in which case, up the draw amount on the upgraded version (keeping everything else the same

How does electircal storm work? Ive never taken it as their is no "X" on the card, so ive no idea how much damage it does.

Push is an awful card, even upgraded, card disadvantage is never a good thing

Needles dont say they exsahst

upgraded battery pack is probably worthy of being a rare card

imago 2 Mar, 2020 @ 4:07pm 
Much improved; here's some random impressions on what still might need to be changed:

Card color is better than before, but still could use more adjusting. The textbox is still too bright--it's barely a smidgen darker to the outside border color--and the cards that use roughly the same shade of blue for backgrounds (e.g. Defend, Discharge) just don't look good.

Unupgraded Gekota Phone exhausts 2 cards when it should only exhaust 1.

Gekota Keychain is still pretty useless; adding a junk card to your deck to deal with other junk cards in your deck just isn't very fun.

Push is still basically a curse, and Push+ isn't much better.

Cards that give out Upgraded Needles only preview the basic Needles card.

Electrical Storm scales with "X" without saying what X is referring to. It also doesn't seem to be affected by Strength, without anything on the card saying that.

Thunder should be a skill; as an Attack it requires a valid target for no reason.
丶绀野木棉季丶 27 Feb, 2020 @ 9:51pm 
资深炮姐粉血书求中文!
chimmon 19 Feb, 2020 @ 8:33pm 
I think a good mechanic to add would be cards that cost Lightning Orbs to cast. Say a keyword like "Magnetic" or "Railgun" or something.

That way you could have: Don't spend Energy -> Get Lightning -> Choose to keep the orbs around for passive damage or spend them to empower other cards.

Of course, such a thing would need additional orb slots to work.
Rezel 18 Feb, 2020 @ 1:20pm 
This character is a good design and I enjoy playing it, but there are a lot of cards that seem to not work according to their descriptions, as others have said, in most cases where something is to give more then one STR/DEX it only seems to give a +1 instead of the full amount

also some of the Magnetic cards dont seem to work where they should provide a def bonus but does not decrease the damage taken.

i will agree with some of the other posts that the background color choice makes it difficult to read the white text on unless you are zoomed in on the card, maybe a few shades darker would help the readability of the cards.

a cool thing for the cards in the deck is that they do become much more powerful in the upgraded form vs the base form of a card that may feel like its not useful at all

in most cases on this character i think i skip majority of the after battle cards because none of them seem to help.
今日无事勾栏听曲 16 Feb, 2020 @ 11:54pm 
We need Chinese!:bccry:
Roach 16 Feb, 2020 @ 2:37pm 
Fun mod, but the colors are hard to look at and hard to read. Cards seem imbalanced, hard to beat some of the Act 1 hallway fights due to not enough card draw, and lack of emphasis on strikes (even though that is clearly stated in the bio of the mod). Still fun, but needs some work.
血书中文,求大佬翻译
樱花之离殇 15 Feb, 2020 @ 3:17am 
希望能出中文,谢谢
人民子弟兵 14 Feb, 2020 @ 7:49pm 
please change the card colours there awful to look at.
[W.I.R.E.]casino.doug 13 Feb, 2020 @ 6:45pm 
please change the card colours there awful to look at. +2
neain2008 13 Feb, 2020 @ 8:15am 
Main reason I came to add a comment is that the upgraded forms of charge and discharge dont always give 2 str/dex as stated on the card. Charge+ only ever seems to give +1 str (which actually is decent, but when the card says 2, I feel gypped >.>), and Discharge+ seems to give +2 dex only if you dont already have dex, otherwise it only gives 1.
After reading what other people have stated I will give a suggestion for the strikes and zip. replace zip with battery pack and drop the damage of the strikes down to 3, and remove the energy cost. dont remember if you can rename them or not, but if you can then change them to needle strikes or strike with needles. just my 2 cents :D
Falcon 12 Feb, 2020 @ 9:40pm 
I agree with Mykenae broadly - the rest of the cards don't take into account her starting relic at ALL, which makes you feel weird. Why would I ever cast Zip unupgraded? It's the same as not doing anything at all.
ziroGreen 12 Feb, 2020 @ 2:44pm 
please change the card colours there awful to look at
imago 12 Feb, 2020 @ 8:50am 
I think the background color is generally fine; it's just the textbox that needs to be darkened.
Artificer01 12 Feb, 2020 @ 6:22am 
I have noticed if you use the power [Level 6] while you have Strength or Dexterity it will only add 1 point instead of 6 points. The energy gain and heal effects work fine, but the card should state if it has diminishing returns
Ray 12 Feb, 2020 @ 4:54am 
10 second to the game, please adjust the card background colour.
imago 11 Feb, 2020 @ 7:54pm 
I rather enjoy the relic as it is; the idea of rewarding the player's restraint with efficient but unpredictable DPS is pretty interesting. I just think the cards offered aren't balanced around it yet, especially at lower rarities. With unspent energy going to DPS (via lightning orbs), one would intuitively think that the common cardpool would be based around that gimmick with cheap attack/utility cards and expensive but efficient defensive skills; instead we find expensive attacks (many of which, especially unupgraded, are usually worse than just ending your turn) and extremely niche skills and powers that you'd expect to see at higher rarities. Gekota Phone and Circuit Breaker don't do much on their own, Push and Pull are essentially curses in most decks, and Aerial Shot is a common card that requires at least one rare card just to do anything. I'm still interested in seeing where things are going for this character, but right now the concept and the cardpool don't seem to match up.
Spudmuffin 11 Feb, 2020 @ 9:40am 
Something that was mentioned before but I felt maybe could have used some more explanation: the character's starting relic is part of the the problem. It's probably the best thing the character has, and a lot of her cards are overshadowed by it.

Her relic, even if you don't count the damage each orb causes at the end of a round, is worth 8 damage per energy not spent, since the orbs will cycle through and evoke themselves.

The problem here is that doing nothing is a better usage of energy than 6 of her starting cards, and equivalent to the 7th. The one that evokes the orb is particularly bad, since it's upgraded form costs 0 energy to do the same thing, and becomes merely equivalent to doing nothing, since orbs will evoke on their own.
Azrael 11 Feb, 2020 @ 6:16am 
同期待汉化:wollove:
GrialMai 10 Feb, 2020 @ 11:34pm 
十分期待出汉化
SolarNougat 10 Feb, 2020 @ 7:31pm 
Magnetic Flight has a null buff description.

Simply manually evoking an orb shouldn't cost energy, unless it comes with an additional effect (e.g. Defect's Dualcast, which re-channels it back to the last orb slot).
SolarNougat 10 Feb, 2020 @ 7:28pm 
Needles themselves don't say that they exhaust on use.
SolarNougat 10 Feb, 2020 @ 7:27pm 
You should specify that Needles are like Shivs (0 cost Exhaust attack cards). The wording on Judgement Officer makes it sound like a buff (Gain Needles instead of Add Needles to your hand).
SolarNougat 10 Feb, 2020 @ 7:16pm 
I think a better background color would be #77b300.

Also, I'm playing with this mod right now. Right off the bat...

-Thunderbolt: 3(2) energy to "Deal 6(8) damage + channel 1 Lightning"? Really? For reference, the effectively-identical Defect card, Ball Lightning (Deal 7(10) damage + channel 1 lightning" only costs **1** energy. Zip has a similar issue, but simply that it's a weaker-damage of Ball Lightning.
-Teyar is correct, no enemy ever needs to buff their dexterity. Rewiring can actually work for enemies that scale Strength over time (e.g. Cultists, Donu and Deca).
-Thunderjolt is probably better off as "Deal n damage to a random enemy for each channeled orb X times" where n is a small value like 3(5).

Seeing as clearly you meant this to be a take on the Defect that specializes in Lightning, try looking at the Defect's cards and balance around that.

Will add more later.
LegendBegins  [author] 10 Feb, 2020 @ 6:16pm 
The constructive criticism is always appreciated. We'll actively work toward improving and rebalancing.
GeminiDark  [author] 10 Feb, 2020 @ 6:13pm 
@Teyar
Hmm... The green is actually our third choice, but if it's bad then we can always find another color.

In testing I found that rewiring is useful against bosses and cultists, but you're right that they're normally not very useful.

That's a really good idea, actually. I'll do that. Thank you.
Falrea 10 Feb, 2020 @ 6:02pm 
One, the color is a bad choice - the sort of ultra-bright lime green makes the game's normal white text almost impossible to see - It's a whole sale makes everything unpleasant sort of theme.

Circuitous/Rewire is an actively wasted slot - There's no scenario where that's going to be in regular use. This... ugh, I'm sorry, but if I'm going to be honest, I'm going to have to be brutal.

This whole mod reeks of "Neat idea", not "Balanced design". Draw Per Relic?

Okay, no. I've got a game dev excersize for you. Go through the base characters collection, and write out what the effect is, and what the cost per effect is. Take a pencil and paper, and map out the economy. Then figure out what the cost/effect balance in Railgun here is.

Your goal is to figure out not just the energy/damage / abstract effect stuff, but the card's own presence versus other cards as well.
GeminiDark  [author] 10 Feb, 2020 @ 5:58pm 
@Teyar Can you specify some examples?
Falrea 10 Feb, 2020 @ 5:43pm 
Yeah, I have to second Rom - The card design is just actively bad.

I get that there's wild scaling built in here, but a significant portion of the cards are not usable, or actively worse economy than anything else - I get that some of that's intentional, but it doesn't feel good.
LegendBegins  [author] 10 Feb, 2020 @ 5:15pm 
@Rommelthedesertfox if you have any suggestions, feel free to let us know how we might be able to improve the mod. We're always looking to enhance the player experience.
Rommelthedesertfox 10 Feb, 2020 @ 2:17pm 
The basic concept is good but the execution is rather poor at the moment. Currently about half the cards are completely useless.