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1. Would it be possible to add the facility to right click on cards and relics? I have some mods that use this functionality to trigger them.
2. Would you consider supporting the Prune The Pool mod? It lets you filter out cards that you don't want for that run, and I'd love to be able to use it to weed out the cards that just don't fit my current setup.
- Regarding the tutorial message, that is a bug. I don't actually know what is causing that to be read out or how to interact with it. I'll look into this one as I completely forgot about it. To play the tutorial again you can make a save file and it'll just start automatically.
- the mods menu isn't part of the base game and is added by ModTheSpire. I prioritized getting everything in the base game to read first; I will work on that one eventually.
- About the abandon run confirm and other confirm popups, look at the UI section of the documentation. the game has a number of UI quirks due to controller support being added in later by the developers.
List of a few issues I'm running into:
- The game began by stating there was the option to enable the tutorial, but didn't allow me to choose whether ro not I wanted one. Instead, the game threw me into a battle.
- If I enter the mods menu in the main menu, there is no screen reader support at all.
- When hitting abandon run in the main menu, I get no feedback as to which button I'm hovering over, that being yes or no.
This is just what I noticed immediately upon opening the game, and have not been able to play since I can't go through the tutorial.
I encountered the bug I reported quite often. So, I'm waiting for the new version to get back to the game.
@garenne Thanks for the error log, I actually fixed this in the upcoming update.
@blind.grey.wolf Can you please be a little more specific about exactly what you did? The readme should tell you what to do; it isn't a matter of just downloading the mod (though subscribing to a mod on the Steam Workshop does auto download it in the background).
It works very well. I just run into a bug every now and then that makes the game spit out when I use the right stick in a fight. Here is the start of the log:
(If there is a more suitable place to report bugs, just let me know).
Exception in thread "LWJGL Application" java.lang.StringIndexOutOfBoundsException: String index out of range: 0
at java.lang.String.charAt(String.java:658)
at sayTheSpire.TextParser.handleWordStyling(TextParser.java:56)
at sayTheSpire.TextParser.parse(TextParser.java:101)
at sayTheSpire.TextParser.parse(TextParser.java:87)
at sayTheSpire.PlayerBuffer.update(PlayerBuffer.java:48)
at sayTheSpire.BufferControls.reportCurrentBuffer(BufferControls.java:35)
at sayTheSpire.BufferControls.previousBuffer(BufferControls.java:20)
at sayTheSpire.Output.bufferInfoControls(Output.java:130)
at sayTheSpire.Output.infoControls(Output.java:117)
at CInputHelperPatch.Postfix(CInputHelperPatch.java:17)
...
"I'm a visually impaired player who recently picke dup STS via a mod calls Say The Spire that makes the ame talk, which is amazing.
Small Feature request: When being prompted to selected cards as the result of another card (such as dagger throw), could there be a small unique sound to indicate such a state?
I often find myself forgetting that some cards or relics do such things in the moment, so end up accidentally either dismissing or getting rid of cards I otherwise would not have -- thinking that I'm still trying to play the card, rather than respond to another card's prompt."
You could probably patch the open methods of the various card selection screens and play a sound if the current room's state is combat.