Slay the Spire

Slay the Spire

Bossed Relics
97 Comments
paradoxica 24 Apr @ 2:24am 
so this looks like a classic case of the cost not matching up, so the relic should just check for the energy spent by the card (dunno how feasible this is)
paradoxica 24 Apr @ 2:12am 
another is the temporarily 0 cost power generated by enchiridion (and presumably, any cards zero-costed by mummified hand)
paradoxica 21 Apr @ 6:52am 
another one is the swivel effect zero-costing your next attack
paradoxica 20 Apr @ 1:12am 
one such example is the Happy modifier from Mojimoon Chimera (Every 3(2) times this card is drawn, it costs 0 next time played)
paradoxica 20 Apr @ 12:08am 
hi the dolly's mirror change does not see cards that have been zero-costed by exotic means
Bento Baker Praymordis 24 Sep, 2024 @ 10:51pm 
how does this sound for a suggestion that you could add in a future update.

runic pyramid: start each combat with 99 equilibrium (the buff that retains your hand for the turn). (this would keep the function of the relic but allow other cards and relics that trigger with have effects related retain to activate mainly establishment).
Sagil  [author] 24 Sep, 2024 @ 7:31am 
Busted Crown tweak is up.
Sagil  [author] 21 Sep, 2024 @ 10:48pm 
@BigOleTuna: I like the Busted Crown tweak - will have a look at implementing it
@paradoxia: happy to accept pull request if I like the changes - and if not, you can just post your changes as a separate mod with mine as a prerequisite (or simply a modded version of my mod). :spazdreaming:
paradoxica 17 Sep, 2024 @ 10:33pm 
are you open to ideas if i pull request them and implement them? or is that github link just "for one's own modding enjoyment"?
Prediction 21 Mar, 2024 @ 10:25pm 
Agreed @Big Ole Tuna, making the change on Busted Crown should have been the top priority.
Big Ole Tuna 19 Mar, 2024 @ 2:18pm 
I was wondering if Busted Crown could be changed to remove 1 card from card rewards (2 options rather than 1?)
Dahkarak 10 Dec, 2022 @ 8:47pm 
I appreciate the link, Sagil. If I ever do get around to doing a bit of Java, I just might do some tweaks. Nonetheless, appreciate the work, despite my quibbles.
AvangionQ 8 Dec, 2022 @ 1:00am 
Yeah, half of that can be split off into a separate item:

Bloodstone Periapt:
At the start of combat, gain +2 temporary HP per curse in your deck (min 5)
Whenever you acquire a temporary Curse during combat, gain +2 Max HP
Sagil  [author] 8 Dec, 2022 @ 12:32am 
The source for this mod is available at https://github.com/henningkoehlernz/spire . If you know a little bit of Java (and read through some Spire modding tutorials - in particular https://github.com/kiooeht/ModTheSpire/wiki and https://github.com/daviscook477/BaseMod/) , tweaking individual relics to your liking should be pretty simple in most cases.
Dahkarak 8 Dec, 2022 @ 12:09am 
AvangionQ, I think that's probably a little too much complexity for a single relic - most of my proposals are intended to be bare minimal additional functionality. Also, I suspect we may have slightly different balance sensibilities, heh. Also, the proposed temporary Curse functionality is basically just for cross-over functionality with The Cursed/The Hermit, right?
AvangionQ 7 Dec, 2022 @ 1:10pm 
Dahkarak, I love the idea of Darkstone Periapt retroactively giving its MaxHP bonus for all curses already in your deck. Personally, what I really want from Darkstone Periapt as an additional bonus: at the start of combat, gain +1 temporary HP per curse in your deck. If you acquire a temporary curse during your combat, gain another +1 temporary HP. So, like this:

Darkstone Periapt:
Upon pickup, gain +6 Max HP per curse in your deck
Whenever you obtain a Curse, increase your Max HP by 6
At the start of combat, gain +1 temporary HP per curse in your deck
Whenever you acquire a temporary Curse during combat, gain +1 Max HP
Dahkarak 7 Dec, 2022 @ 12:43am 
Ah, while I'm at it:
Darkstone Periapt : While I understand that this relic is mostly intended as a meme, it is pretty terrible. While I think it should also work retroactively (e.g. you get Calling Bell, giving you Periapt, actually giving you +HP), that may be a little tougher to work out how to achieve on your end. If not, at least make the increased HP worth it, e.g. say +9 HP.
Dahkarak 3 Dec, 2022 @ 5:14pm 
Ring of the Serpent : While I fully agree that this warranted a buff, having played with the mobile '2 cards per turn' version, I am fairly confident that this is too wild. I think: "At the start of each combat, draw 2 additional cards; draw 1 additional card each subsequent turn" would be the correct balance.
Runic Cube : Again, I agree that the current version underwhelms, but I think this version is a bit too much. I would suggest "Cards drawn this way cost 1 less until played" would be more reasonable.
Tiny House : As above, underwhelming currently, but this seems too much - the '1 less attack damage' aspect feels like just casually throwing Tungsten Rod onto this (less so for Ironclad as it doesn't work with direct HP loss, but particularly crazy for Silent with intangible). Would love the option to just add the potion slot.
Dahkarak 3 Dec, 2022 @ 5:12pm 
Suggestions
Black Blood : Even if it is strictly an upgrade to the base starter relic, I am surprised to not see this included among the proposals as it is among the most 'meh' boss relics, especially for its opportunity cost. I really like the idea of strapping Face of Cleric's effect onto this, e.g.
"At the end of combat, heal 9 HP and raise your max HP by 1."
Ectoplasm : I don't dislike your proposal, though I think Ecto's biggest issue is that it can only acquired in Act 1, which seems unwarranted, given that Crown can be an Act 2 choice (where it is occasionally justifiable). An option to instead make Ecto available as an Act 2 boss reward would be my preferred 'buff'.
Mark of Pain : While it seems like you disagree, I agree with others that this is one of the most unappealing boss relics, even with Evolve/Fire Breathing synergies. I think the suggestion of making this add 1 wound to the draw pile and 1 to the discard pile feels like a fair compromise.
Dahkarak 3 Dec, 2022 @ 4:50pm 
While I'm not convinced that a number of these relics warranted a buff or rework (or at least not to the extent they received) as I was quite pleased with many as is, I appreciate the effort put in and think several are nice little touches. I gather that much of your philosophy centres on disliking relics that solely have an effect on pickup, so I understand the Mirror, Mango, Bottle buffs in that vein (even though I don't personally agree with them).

In that vein, while it would be more effort involved, I (and from the looks of it several others too) would definitely appreciate the option for increased granularity beyond simply 'enable/disable'. Some are really looking for some busted buffs, while others (like myself) just want to even out the pool a little for some of the underperformers. If I knew a little modding (:steamsad:), I might do my own tweaks.
Sagil  [author] 22 Nov, 2022 @ 12:59pm 
Added. You can also see this list in-game in the mod config panel.
AvangionQ 22 Nov, 2022 @ 10:56am 
Please add a full list of Non-boss Relics affected in the description.
I think this is the mod that affects Black Cauldron, but am not sure.
AvangionQ 14 Oct, 2022 @ 6:55pm 
Fair ... then just Mark of Pain so that the wounds start in discard?
Zendakon 14 Oct, 2022 @ 6:23pm 
As someone who uses Violent Lotus, buffing it is unnecessary. Trust me, it's too powerful to buff. The amount of times it in vanilla has been the piece da resistahnce that takes me infinite is more than any other infinite.
Sagil  [author] 14 Oct, 2022 @ 4:57pm 
Wrist Blade has already been updated, and Mark of Pain and Inserter are already some of the stronger boss relics IMO. As for Violet Lotus, I rarely choose it as it's fairly build-specific, but on the few occasions that I do (especially as starter relic) it has been pretty strong, considering that it can give extra energy multiple times a round and has no downsides.
AvangionQ 14 Oct, 2022 @ 1:29pm 
What about class boss relics?
〽️ Mark of Pain: two wounds start in your discard pile
🪒 Wrist Blade: all zero-energy attacks gain +6 damage
🏗️ Inserter: every 2 turns, gain an orb slot & channel a random orb
🌺 Violent Lotus: when you exit calm gain 3 energy & draw 1 card
AvangionQ 2 Oct, 2022 @ 3:27pm 
Zendakon, if this was any other mod, I would agree ... but we're doing Bossed Relics here.
Zendakon 2 Oct, 2022 @ 2:26pm 
I feel like a relic making card choices 1d4 choices even without energy is a relic in and of its own merit. I feel that if you made a unique rare relic with 1d6 choices and no energy that would be fun!
AvangionQ 2 Oct, 2022 @ 12:27pm 
Please rework Busted Crown to offer a random number of 1D4 cards in card rewards 👑
Make sure this works normally for relics such as Question Card giving 1D4+1 choices 🃏
Sagil  [author] 8 Sep, 2022 @ 9:53am 
Thanks, Frozen Core config should work now.
newbneet 7 Sep, 2022 @ 9:57pm 
Hello again, thanks for your work!

I want to let you know again that it seems the disable option for Frozen Core is not working as intended, I disabled it and yet it still summon new orbs even when the slots are full.

I will let you know if I find more bugs.
Sagil  [author] 3 Aug, 2022 @ 12:42am 
Thanks, fixed.
newbneet 3 Aug, 2022 @ 12:11am 
Hello, I just want to let you know that it seems the disable option for Whetsone isn't available yet. I'll let you know if I find more
newbneet 27 Jul, 2022 @ 3:26am 
@sagil oh that's not really an issue for me as long as the relics and the disable option works fine, thank you very much for this! Gonna keep an eye on future updates!

@zendakon no worries, cheers!
Sagil  [author] 24 Jul, 2022 @ 6:20am 
You don't need to restart the game after disabling a relic. The issue is that the description of a relic is set when it is created, and if that happens before the config file is loaded, the game won't be aware that the relic changes have been disabled. This is the case for the relic base instances used for previews, but once you select a relic the game actually creates a new instance, at which point the description will become correct.

I'll look into fixing this at some point. It's not a big problem, just could cause some confusion as it might initially look like the disable changes setting isn't working.
Zendakon 24 Jul, 2022 @ 1:28am 
OH! True. My bad.
newbneet 23 Jul, 2022 @ 11:15pm 
@zendakon well if you did try the mod you'd notice that the only relics you could disable at the time I wrote the questions were only Astrolabe, Tiny House, and Pandora Box. Of course I asked after trying it first.

Anyway @Author thank you very much for listening to my request you work really fast! Just checked and the the options are now all available! Haven't tested all of them though; but if I understood your words correctly, to reset the relic description do you need to restart the game?
Sagil  [author] 23 Jul, 2022 @ 7:41pm 
You should now be able to disable changes for each modded relic. Note that there's still an issue with relic descriptions for relics created before the config info is loaded (e.g. compendium), causing them to show the modified description even if disabled.
Zendakon 22 Jul, 2022 @ 12:55pm 
@newbneet go to main menu and check the mod option with this mod on. Author JUST commented how it's now a thing
newbneet 22 Jul, 2022 @ 7:30am 
Hello, this is a very nice mod and I like some of the ideas, but is it possible to add option for turning off each modified relics? Also Busted Crown could use some of your help :)
Zendakon 21 Jul, 2022 @ 12:40am 
Now that's a pogged tweak. =3
AvangionQ 20 Jul, 2022 @ 11:44pm 
This is gonna be sweet!!
Sagil  [author] 20 Jul, 2022 @ 10:34pm 
Pandora's Box now essentially allows a choice anywhere between Mayhem and original functionality (with the added bonus of being able to transform cards other than strike/defend if you really want to). Tiny House has been reworked to provide original functionality + potion slot + damage reduction.
Zendakon 19 Jul, 2022 @ 9:16pm 
I might be a slight case of stupid for not realizing it could be turned off. XD
AvangionQ 19 Jul, 2022 @ 6:57pm 
Sagil, agreed. I love modded relics that do something immediately upon pickup, and then do something more again later when they're triggered. I'm still hopeful that Astrolabe, Pandora's Box and Tiny House get the proper Bossed Relics treatment. Their original functions PLUS your modded function.
Sagil  [author] 19 Jul, 2022 @ 5:58pm 
The reworked relics (Astrolabe, Pandora's Box and Tiny House) can have their changes disabled in the mod config menu. One of the motivations for changing the relics I did, and the way I did it, is that I'm not a fan of relics that do something once and afterwards become useless.
Zendakon 19 Jul, 2022 @ 4:25pm 
Sidenote, Red Mask needs a buff.
Zendakon 19 Jul, 2022 @ 4:25pm 
I recommend changing this mod to allow turning off specific relic changes, and making a new mod just adding the relics you want. Would be far more enjoyable. This mod has great fun refreshing changes. I for one LOVE what you’ve done to maxhp relics. Astrolabe may not be the immediate payout it’s suppose to be, but the slow game changing effect is cool and changes how I play drastically and is worth making a relic with this ability separate from Astrolabe. Tree Bark’s Buff is also one I adore. Great work, but mildly infuriating how some of these changes cannot be turned off.
Zendakon 19 Jul, 2022 @ 4:22pm 
I agree with Prince of Space. Allow me to explain.
Astrolabe is buff/nerfed by changing it from immediately transforming 3 cards to a slow risky transforming of one card each turn. Depends on the card you want to transform being in your hand.
Pandora’s Box removes the weakest cards in the game. But this mod would prefer to play cards from the top of the deck. Implying that you think that Havoc is OP. Well some cards require you to kill things with them to give a benefit. So this not only screws with the planning involved, but also, removes the option to transform all Strikes and Defends, which alone nerfs the hell out of Pandora’s Box.
Tiny House's change is one I am quite confused about. The premise of Tiny House is it's a jack of all trades relic with a little bit of everything but nothing exceeding any expectations. In short, Tiny House is a reliable option when the other's downsides are too risky.
The Prince of Space 6 Jul, 2022 @ 12:34am 
The reworked relics suck. Well, they're good as relics, but Astrolabe, Pandora's Box and Tiny House are honestly 3 of my preferred relic pickups from bosses. The fact you think they're weaker relics is... Bizarre.

In fact, the fact you think any of the relics you've listed are on the weaker side is... Kinda baffling. Just because it doesn't give energy doesn't mean its bad.