Slay the Spire

Slay the Spire

The Potionbrewer
52 Comments
Phoenic 27 Feb, 2024 @ 7:38pm 
Unsure if this is still being worked on, but attempting to claim a stored copy of a prototype from the Better Sensory Stone mod event, the card data doesn't seem to be saved and crashes the game
pgames-food 20 Nov, 2022 @ 7:04pm 
(btw this is a different crash to any i posted previously in the past)
pgames-food 20 Nov, 2022 @ 7:03pm 
hi i started having the same crash log with 1 of the relics, and posted here for you in case it helps to pinpoint:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2041287303/3553931489689151474/
Hearts™ 29 Apr, 2022 @ 7:25pm 
Just a heads up for anyone who might be having the same problem as me: if you get a CTD when using Special Formula, see if you have any mods that add potions (in my case, The Blue Laboratory was doing it). So I can kind of confirm this mod is incompatible with The Blue Laboratory unless you're OK with Special Formula's effect being "Crash the game."
pgames-food 29 Apr, 2022 @ 7:09pm 
ah cool, many thanks :)
NotInTheFace  [author] 29 Apr, 2022 @ 7:43am 
Yes, this is caused by a corrupted save file. I'll push out a fix shortly that should let you continue your run.
pgames-food 28 Apr, 2022 @ 8:47pm 
ah hi, during my game i have probably made at least 1 save per act,
and usually the final boss battles take about 1 hour to beat (or some build up time to boost strength etc and then 20mins with attacks to beat him),
i think i added this relic which gives potions during the last act (as i used it in the latest boss battle) and then when the next (current) act started, i had to save and go and eat a snack ;)
hornetcorset 28 Apr, 2022 @ 8:10pm 
@pgames-food That definitely looks like a Potion Brewer issue to me. I don't recall what the Prototype card is, unless it's the card that has no defined data of its own and makes you define the card using the potion reagents you've collected from monsters.
I'd like to ask specifically whether the save/load functionality was working on that card before you got the relic in question, because I've seen quite a few STS mods that don't properly handle the save/load protocols when it comes to putting custom data on cards and relics.
pgames-food 28 Apr, 2022 @ 4:44pm 
hi the potion brewer is cool, but i encountered an error which mentions this mod and base mod, and am not sure how to continue my game?

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1605833019/1743356517516996356/#c3278067618872943560

basically, i was using a relic which makes me a potion once per combat, (for several combats) but when i saved my game, it crashes on loading it via continue game (as detailed in the above link).

if you happen to know if theres a possible fix for it, it will be cool as i manged to beat 3 endless mode Lord of Fortifications (with 40k hp they have) and the game has otherwise been going quite well :)
VeritasM1321 21 Sep, 2021 @ 6:22am 
Hey could I get some advice on playing this absolute chad of a class? I see all the pieces should fit, I just can't seem to get em right. Any and all advice is welcome cause I suck :^)
hornetcorset 6 Apr, 2021 @ 4:48pm 
I think I've seen a few issues with this mod here and there, but the one that most sticks out for me is this: the Ram's Horn doesn't actually *save* the quantities of the potions being kept. That is, when you quit and reload, all the quantities are reset back to 1.
SolarNougat 4 Apr, 2021 @ 12:29pm 
Wide Blacksmith Potion (crossover with Wide Potion) only upgrades 1 card when consumed, despite claiming to upgrade 3 in its description.
hornetcorset 11 Mar, 2021 @ 8:44am 
Might there be a way to reduce the availability of the new potions/relics when playing as other characters?
旅渚Lastcel 10 Dec, 2020 @ 7:07am 
Hello! Thank you for making this amazing mod. Here're some issues I've met.
1. The current turn counter covers part of the status area of Shield.
2. The mechanics of Infection and Disease are far more complex than explained by texts in game. I think this may be confusing for those fresh to these two keywords.
NotInTheFace  [author] 2 Nov, 2020 @ 11:23am 
That is a bit too strong, yeah. I think I'll make a minor adjustment.
Appa 30 Oct, 2020 @ 3:10pm 
I found a pretty strong combo between Steel Heart and Potential Energy. PE triggers from the temporary dex gain of SH but the extra 1 Dex isn't removed at the end of the turn. This leads to absurd effect of 1 permanent dex for every 0 cost card played. StS is all about find the craziest synergies but that one feels overpowered to me. It's up to you if you want to change how those two powers interact.
NotInTheFace  [author] 13 Oct, 2020 @ 8:42pm 
That would be great!
AdmiralKnusperbacke 13 Oct, 2020 @ 4:59am 
I can translate it to german if you want
CaptainSnafu 6 Oct, 2020 @ 1:54am 
may you give me a credit on this page please
CaptainSnafu 19 Sep, 2020 @ 12:30pm 
I can translate it into chinese, you can give me your email, i will send the texts to you when i finish
天阳的搅拌机 12 Aug, 2020 @ 4:06am 
Maybe you can ask the players in the community to help you sinicize.I believe there will be many enthusiastic Chinese players
NotInTheFace  [author] 11 Aug, 2020 @ 9:27pm 
Thank you! I'm sorry, but I don't know any Chinese.
天阳的搅拌机 11 Aug, 2020 @ 4:32am 
Excuse me?Would you mind making a Chinese version?This is a wonderful mod
Business Goose 22 Jun, 2020 @ 8:37am 
Ah. Thanks!
NotInTheFace  [author] 22 Jun, 2020 @ 7:00am 
In the console, they're prefixed by the mod id - so potionbrewer:Barb for example.
Business Goose 21 Jun, 2020 @ 8:33am 
How does the reagent IDs actually work? It didn't seem to be numbers, reagent names, or enemy names. I was trying to screw around in the console, but all I figured out is the default reagent is Slime.
NotInTheFace  [author] 13 Jun, 2020 @ 6:25am 
You collect 3, then you have the option of creating a card with all 3 card effects as an extra card reward option after combat.
SeniorHerraBanani 12 Jun, 2020 @ 3:56pm 
how do you trigger card effect on the orbs??
NotInTheFace  [author] 11 Jun, 2020 @ 9:27am 
Thanks for the feedback!

I've just released an update.
Fervent Paeans 9 Jun, 2020 @ 10:21am 
Bug: Prayer Wheel allows you to get an extra prototype after combat.
Fervent Paeans 4 Jun, 2020 @ 9:19am 
Another idea: one problem I had was that all prototypes look pretty similar despite doing pretty different things. This lead to me screwing up a lot of turns where I picked the wrong prototype to play when many were in my hand at once. One thing that would help if to make the reagent images on the protype cards larger, but I think I have a better solution. How about have the card background change depending on the function of the card? Red, blue and yellow/green (depending on whether you use the paint colour wheel or the light one) would symbolise damage, block and debuff respectively. Cards which do multiple of these could have the secondary colour (purple, orange, green/yellow, cyan, magenta) made by adding those two colours. This would make it much easier to know which card in my hand does what at a glance.
Fervent Paeans 4 Jun, 2020 @ 9:18am 
I had a run with a Leftover Specimen and Shovel where I had 14 prototype cards by the time I beat the heart. Prototype cards are mediocre to good, so I rarely picked up any normal cards. I don't think you should nerf prototypes (they're pretty fun) but perhaps make prototype cards their own card "choice" like a Prayer Wheel with only 1 option. I also noticed I never got any of the special reagents (gain 10 Gold, draw 3 cards, catalyse: gain 2 thorns etc.) from those two cards. While it would be overpowered if common/uncommon cards could produce them, it'd be pretty cool if there was a rare card that said 'get a random special reagent'.

TheOrigamiPiano 9 May, 2020 @ 9:53am 
So far, this has been a really fun mod! Using reagents to create unique cards is a cool idea. However, the reagent card forces me to pick a new reagent, and sometimes I like the ones I already have. The same goes for the one special event where you dig for reagents. Can you add an option to not take a reagent? In the game, there are other cards similar to it, and they all give you the option, so I was wondering if there was a reason why this doesn't work the same.
DeNarr 7 May, 2020 @ 10:31am 
After a certain point, my character stopped making any new cards. Is there a limit to how many cards you can make?
NotInTheFace  [author] 27 Apr, 2020 @ 7:34am 
Thanks for the report. I'll get that fixed!
SolarNougat 26 Apr, 2020 @ 8:22am 
If Exothermic Reaction's effect is triggered when all other cards in my hand cost 0, the game crashes.

Log here: https://pastebin.com/f81UeuKq
Nicol Bolas 21 Apr, 2020 @ 12:45pm 
Fantastic mod thank you very much. love it!
Zoroaster 14 Apr, 2020 @ 6:40pm 
This is an excellent character mod. I've been playing it for a few hours and so far it hits all the marks; a well-themed appearance, custom card art (done with at least a bit of effort), unique card effects, and overall very fun to play. This will definitely be a good starting example for the year in terms of mod characters. Like others said it could use some tuning in terms of effect balancing but if you play with some difficulty modifications (or some ascension levels) it becomes less apparent. Overall, very nice work, and thank you for putting the time in to create it.
Cr0w 14 Apr, 2020 @ 4:54pm 
Very fun mod! However I am confused as to why one of the Reagents has "gain 5 Block" and another has "gain 8 Block," as it seems a bit redundant to include a worse Reagent, especially when combining them into a card.
Zu 11 Apr, 2020 @ 9:52am 
Fun stuff in how various mechanics interact but ye gotta dial down those reagents. I routinely end up with like 10+ overtuned cards by the end of a run. Especially absurd when you tutor them.
Rommelthedesertfox 10 Apr, 2020 @ 4:17am 
This is a truly excellent mod. Really well thought out, seems well balanced, interesting mechanics.

I think the starting relic could give an additional potion slot though since this character is all about potions.

I like the mechanic of combining the reagents into a card but the problem is that you often get a normal card that you would rather take instead. Solution: Add an additional starting relic which could be used once per battle by right clicking on it, when activated it would combine the three active reagents into the card as normal and would immediately and permanently add it to your deck.

Love the mod, keep it up ;)
NotInTheFace  [author] 7 Apr, 2020 @ 11:47pm 
I've also created the Forsaken, and SwapStartingDeckMod.
viscous bunny 7 Apr, 2020 @ 9:59am 
has he made any other mods?
NotInTheFace  [author] 3 Apr, 2020 @ 1:26pm 
Thank you!
Meatball 3 Apr, 2020 @ 2:50am 
I love this mod so much, hes already my new favourite character (^-^)
wbfw109 1 Apr, 2020 @ 4:18am 
Good! Thanks. :steamhappy:
TheLaughingDead 31 Mar, 2020 @ 10:11pm 
Potionseller, give me your strongest potion!
NotInTheFace  [author] 31 Mar, 2020 @ 12:39pm 
You collect 3 reagents over several fights, then choose the resulting card from the rewards after you win. It is an 'extra' card, so if you'd normally see 3 cards from a reward, there will be 4 when you have 3 reagents collected.
wbfw109 31 Mar, 2020 @ 12:17pm 
How to combine them into a card? I don't know the way.
NotInTheFace  [author] 30 Mar, 2020 @ 1:23pm 
Thanks! No unlock system.