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Apologies that I haven't been active on this mod, I've been working on other projects and dealing with school :)
34:22 Groans about Faith in the Light: healing should be a one and done
Oath of Chains is weak for a rare, needs a buff: Gain 4 Plated or apply 2 weak to all
Resistance Aura needs wording change: for each Holy you gain, gain 1 Dexterity
https://i.ibb.co/vJpSWkY/Rose-Tinted-Shades-from-Spikes-Relics.png
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1612359859
https://i.ibb.co/smyZZZY/Blessing-of-Wisdom-zero-focus.png
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2631769014
i'll keep an eye out and will keep trying to play that CrusadersJudgement card whenever i can, to see... im not sure if i was trying to cast it onto the small bronze orb (which is like a small minnion on our side, but it also steals 1 card from us just like the triple larger versions who have Artifact, and steal cards from the player) :)
I'm looking at the error log and I'm unfamiliar with the cards from The Automaton. Do you remember exactly what happened before the crash occurred? I've looked on my own and haven't been able to find anything, so if you have any info on what was going on right before the crash I'll ask on the StS modding discord about it!
i like the paladin and often like using the cards even with other characters too. one thing i had though was a crash that mentioned 1 card from this mod not working with the downfall mod, but i wasnt sure which mod is best placed to possibly help so i posted both there and here just in case you can spot what is going wrong?
i got a bug when using the wow Paladin mod here when playing with downfall:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2420293022&searchtext=paladin
full post is here for you in case it helps:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1610056683/3164335875694230445/
(quick snippet below)
java.lang.ClassCastException: WoWPaladin.cards.CrusadersJudgement cannot be cast to automaton.cards.AbstractBronzeCard
I will check on Oath of Vigilance! Runic Pyramid works as the designer of Slay the Spire intended. It does not Retain your hand, it turns off the discard function at the end of turn. These are not equivalent functions.
I work slow as hell but Shaman is actually the one I've started on next!
Current idea is basically "specific orb slots", so 4 special slots that only take Fire, Water, Wind, or Earth respectively.
Act 3 has two of the easiest fights to stall, Darklings and Shapes. If you have reliable Block (Plated Armor) and some Thorns/Consecration you can let the Spiker raise its Thorns. You can keep killing all but 1 Darkling and block its attack.
The problem with Block is not that it's weak, it's that you can't find it reliably. When you are not offered Block cards you're forced to stop picking Attacks to be able to draw Block when you need it. You can also feel forced to pick Block cards with a mechanic you don't use just so you can block. Once your deck has good Block options it's not a problem to stall the fight to heal, the problem is in the card drafting.
-Repentance is one of the only ways to draw cards. I'll playtest alternatives but if you're removing everything to get the infinite that seems like a fine way to play the game hoping you don't run into Time Eater.
-I don't understand how it's "vastly inferior" to caltrops and the fix is to make it strictly better entirely. Caltrops is 3(5) for 1. This is 2(4) for 1 at common. Common cards with similar effects should be either simpler or less powerful than uncommon cards. If the suggestion is to make an uncommon card that is better than Caltrops, I could consider adding another one, but I believe shield spikes is fine where it is.
- Faith in the Light+ also suffers from this. Slow infinite healing is bad. Suggestion: make the passive effect apply Temporary HP and make the upgrade gain 2 Holy instead of removing Exhaust.
- Repentance+ drawing 2 cards for 0 without Exhaust enables an easy infinite with Zealotry
- There are more Common cards than in other characters but not enough Block cards, it's hard to find the Block you need when your initial deck has 6 attacks already.
- Shield Spike is vastly inferior to Silent's Caltrops even for a Common. Suggestion: rais the Thorns to 3(5) and make it cost 0.
@HintOfSarcasm: I don't know that character well enough to do it, but if you go to the modding discord in the SlayTheSpire discord I know there are some who take commissions!
Thank you for letting me know, will address this. This is something I've been sure I fixed numerous times so I need to figure out what's causing this.
java.lang.NullPointerException: null
at com.megacrit.cardcrawl.screens.compendium.CardLibSortHeader.setGroup(CardLibSortHeader.java:60) ~[desktop-1.0.jar:?]
at com.megacrit.cardcrawl.screens.compendium.CardLibraryScreen.didChangeTab(CardLibraryScreen.java:550) ~[?:?]
at basemod.patches.com.megacrit.cardcrawl.screens.mainMenu.ColorTabBar.ColorTabBarFix$Update.Postfix(ColorTabBarFix.java:110) ~[BaseMod.jar:?]
at com.megacrit.cardcrawl.screens.mainMenu.ColorTabBar.update(ColorTabBar.java:133) ~[?:?]
at com.megacrit.cardcrawl.screens.compendium.CardLibraryScreen.update(CardLibraryScreen.java:162) ~[?:?]
at com.megacrit.cardcrawl.screens.mainMenu.MainMenuScreen.update(MainMenuScreen.java:216) ~[?:?]
For the rest of the combat. Are there examples of other cards that give permanent plated armor? If so I need to word Retribution! differently.
I will consider that with Purge!
Shield Spikes is common, Caltrops is uncommon, this was intended.
Condemn Heresy is part of the Valiance class of cards, underpowered in general against hallway fights but much better against Elites. Since it deals 10(14) per energy spent against elites it becomes better than Silent's Skewer in those fights.
There's a number of retain cards, two commons and one uncommon that allow you to retain your whole hand for a turn, not just the rares.
Shield spikes is just a shitty caltrops 2(4) where caltrops is 3(5)
Condemn Heresy I am assuming only hits one target I don't think this card is good since its just a whirlwind but only hits one enemy even with the valiant buff its not worth taking ever
This is actually how it works in the game with other retain cards. This is not a quirk of my mod.
Runic Pyramid does not "Retain", it turns off the end of turn discard effect. I agree that this is odd but while it creates a bit of feel-bad it does fully follow the conventions of the base game.