Slay the Spire

Slay the Spire

Neat The Spire
130 Comments
Alexandra 16 Jan @ 6:20am 
https://imgur.com/sTzqnzX
Wouldnt this be better worded as "Apply 7 Poison. (Then) Gain block equal to the targets Poison."
Alexandra 6 Jan @ 5:22am 
Found a typo on the Paint Roller Relic: https://imgur.com/XHFoJy8
paradoxica 3 Jan @ 1:50pm 
droplets does not work on cards temporarily zero'ed by setup/forethought
paradoxica 13 Dec, 2024 @ 7:32pm 
works on nemesis burns, weirdly
paradoxica 12 Dec, 2024 @ 2:14pm 
simpleton does not work on the burns generated by orbwalkers (and possibly the nemesis)
Diamsword  [author] 28 Oct, 2024 @ 6:10pm 
yes my bad you should be able tosee it now
paradoxica 28 Oct, 2024 @ 5:01pm 
@Diamsword says that doesn't exist. Private?
paradoxica 28 Oct, 2024 @ 7:08am 
May I see the code of Piercing Strike in order to debug this better? I really want to figure out why Blasphemous brings it to 50 instead of 40.
paradoxica 28 Oct, 2024 @ 6:58am 
@Perplexedon I have a similar issue with Piercing Strike and having a bunch of damage modifiers all at once. Similarly, Chimera Cards have strange effects. For example, a Blasphemous Piercing Strike displays 50 damage in combat, 40 damage out of combat (40 damage being the expected amount as a direct increase on the card) but the 50 damage makes no sense according to any maths I have done with the card trying to detect the damage modifier of Blasphemous.
Zendakon 6 Jul, 2024 @ 5:31am 
Party Pack sounds like Tiny House on steroids.
Bento Baker Praymordis 6 Jul, 2024 @ 3:05am 
I also have a few ideas for some new all class relics as well.

clock of the shade (shop relic): upon pickup add 2 upgraded copies of Apparition to your deck.

party pack (rare relic): upon pickup add an upgraded apotheosis to your deck, gain 20 max hp and gain 3 potion slots.

ClawTimus, God of Claws (boss relic): upon pickup transform all attacks in your deck into upgraded claws, whenever you add an attack to your deck transform it into an upgraded claw, whenever you play a claw gain 1 temp hp.

MarkEron, God of Pressure (boss relic): upon pickup transform all skills in your deck into upgraded pressure points, whenever you add a skill to your deck transform it into an upgraded pressure points, whenever you play a pressure points gain block equal to the amount of mark the target enemy has.
Bento Baker Praymordis 6 Jul, 2024 @ 12:59am 
I got some ideas for the new cards that could be added.

Beserker's might (1 cost rare ironclad power): for every card in your exhaust pile and every card you exhaust gain 1 strength. gains innate when upgraded.

deadly arsenal (1 cost common silent attack): deal 5(8) damage and add 1(2) shiv's into your hand.

preemptive caution (1(0) cost uncommon watcher power): when played and at the start of your turn add a 0 cost (upgraded) safety with ethereal into your hand.
Diamsword  [author] 5 Jul, 2024 @ 7:11am 
Flame Blow : 5-> 6 damage
Lava Hand : 1 HP, 8 damage -> 2(1) HP, 9(11)
Simpleton : Simplified overall
Shieldrang, Always Learn : removed

Ironclad, Silent and The Watcher all pack 9 cards, I can add 1 card for each I will take ideas

Paint Roller : hand full -> at least 9 cards | triple -> double
Geode : 3 -> 5 damage
Blood Hourglass : simplified and made more fair
Deveron 6 Apr, 2024 @ 4:17am 
Minor bug report for compatibility between Spire Biomes and Neat The Spire:

The Spire Biomes card "Flurry" (X cost deal 8 damage to a random enemy X+1 times) does not interact properly with the Neat the Spire relic "Paint Roller" (When your hand is full, Attacks you play deal triple the damage).

I had 5 energy, 6 strength, and a full hand, and on hover the card incorrectly displayed 30 times X+1, tripling the base damage before strength is applied. It should be 42, but even worse despite displaying 30, when played the card only did 14. I reproduced this twice, and unfortunately this was the difference between 180 damage and 84 damage, and lost the run against Deca. Pretty frustrating, but bugs happen. I think it is most likely on Neat the Spire's end, as it seems like the implementation of Flurry would be quite generic and well handled by the game, but I'm dropping the report in both for completeness.
Diamsword  [author] 3 Feb, 2024 @ 3:38am 
No thank you
Dylanx. 3 Feb, 2024 @ 2:17am 
Do you need Simplified Chinese translation? I want to help.
Post Bologna 21 Nov, 2023 @ 6:09pm 
appreciate the mod and the hard work
Diamsword  [author] 29 Sep, 2023 @ 5:08pm 
Impatient+ now correctly retains
Polarization+ correctly activates orbs next to the last magnetic if placed at the last spot

As for Gitl-head I chose to simply lower the value (6->4) instead of doing a more complex effect or a mod config. It now is a correct/good common relic for heart runners and an average/bad relic for non heart runners. Value might be too low given hp gain require a special condition acquired over time, looking for your feedbacks
Zendakon 28 Sep, 2023 @ 11:36am 
This mod is so much fun
furby! 26 Sep, 2023 @ 10:48am 
looking forward to it <3
Diamsword  [author] 21 Sep, 2023 @ 5:55pm 
yeah i 100% agree. Its balanced around non heart runs. I have an idea that could fix it. I literally just plugged my hdd on my new computer, will dive back into modding in a near future i think. cant promise tho
furby! 23 Aug, 2023 @ 7:54pm 
I love this mod! been having a lot of fun with it, so thank you very much.

the one glaring critique I have is that gilt-head (Raise your Max HP by 6 for each Key you own and obtain.) seems way too strong, especially for a common. 18 max health is bonkers; in comparison, mango in vanilla is a rare and only gives 14. yes, the 18 is technically conditional, but it's conditional on something that I think everyone is doing every run anyway.
Diamsword  [author] 15 May, 2023 @ 4:14am 
Aspiration (pruple) slight update
Diamsword  [author] 5 May, 2023 @ 4:51pm 
Small update

Ironclad (Red)
Double Blade : 8(10) -> 9(11) Block
Lava Hand : changed so its interresting effect is availabe without requiring an upgrade. HP loss synergy
Piercing Strike : 6(8) -> 8(12) damage | text changed to be slitghly more precise
Pocket Blade : 8(11) -> 9(12) damage | 5(8) -> 6(9) Block

Defect (Blue)
Dispense : Removed
Light Switch : Removed

These are the cards I'm keeping an eye on and look forward for your feedbacks :
Flame Blow, Piercing Strike, Simpleton, Always Learn, Special Concoction.
Or any feedback and ideas really :)
Diamsword  [author] 4 Nov, 2022 @ 4:03pm 
Inner fire bugfix
Diamsword  [author] 26 Oct, 2022 @ 12:48am 
So for design choices
Deep learning core : nerf
Polarization : avoid infinites and more interresting upgrade than just a -cost
Dispense, meteor spin, bloody claws: too useless/specific in their previous state

Side note
Dispense, Fine and Shine (blue) are subject to changes or removal since I'm not happy with their current state, and currently there isn't exactly 10 cards mer char which is a rule of myself that i can break if it serves the mod but currently it only halfly does it.
Feedback and suggestions are always appreciated
Zendakon 25 Oct, 2022 @ 5:26pm 
I was about to ask why so many cards get worse when upgraded but then I realized that these are nerfs. XD
Diamsword  [author] 25 Oct, 2022 @ 12:09pm 
Cards
(red) Inner fire : Dynamic text + allow player not to exhaust (mod config removed since not useful anymore)
(blue) Deep Learning Core : X(+2) -> X(+1)
(blue) Dispense : Since light orbs aren't what they were, Dispense has been changed
(blue) Reach Stability : can now be played even if condition aren't met
(blue) Polarization upgrade changed to : Trigger the passive ability of Orbs next to a Magnetic Orb.
(blue) Meteor Spin : cost 0 -> 1 | Can only be played if you have at least 9 cards in hand -> Discard 5 cards to...
Inner fire, Simpleton, Reload, Aspiration : better text

Relics
Seesaw : 3 -> 4
(red) Bloody Claws : ...heal HP lost on the last turn -> heal twice the HP lost on the last turn from cards | amount shown on counter
(purple) Pocket Lightning : bug fixed
Seesaw, Paint Roller : better feedback

Mod Configs
New : Allow Rip and Tear damage to be increased by Claw
Removed : Inner fire config (see msg start)
Alexandra 21 Oct, 2022 @ 8:06am 
Pocket Lightning, the relic for Watcher that allows you to keep mantra between combats, doesnt work. It lock your mantra to 1/0, dont really know how much since no number shows, and you cant gain mantra in any way.
Diamsword  [author] 13 Oct, 2022 @ 2:30pm 
Added : Piercing Strike (red)

Solar Panel changed to fit new Light orbs

MidJourney's art added to a good chunck of cards, lmk what you think of it

Removed ; Tormenting Strike
Блохастый 9 Aug, 2022 @ 2:04pm 
Hi! Your mod is global and unusual and I am ready to provide localization of the mod into Russian.
Zendakon 6 Aug, 2022 @ 9:09pm 
Hmmm... True... I dunno, a well timed Light helps in specific fights. But I guess it's underpowered in fights like Book of Stabbing
Diamsword  [author] 6 Aug, 2022 @ 9:05pm 
I was thinking about 1 blur on evoke but feels like out of theme for defect to me
Zendakon 6 Aug, 2022 @ 8:55pm 
Hmm... What if it gave 2 blur when evoked?
Diamsword  [author] 6 Aug, 2022 @ 6:50pm 
I might add a toggle to allow players to return to old light orb but I found Light orb to be way too situationnal and underpowered
Zendakon 6 Aug, 2022 @ 6:30pm 
Ah. I liked light orbs.
Diamsword  [author] 6 Aug, 2022 @ 5:17pm 
Light Orbs have been changed, they now transform into another orb depending on which one you channel afterwards.
Light Orbs channeling cards have been changed.
Lava Hand : damage 7(7) -> 7(9)
Magnetic evoke draw : 3 -> 2
Inner Pain : base damage 17(19) -> 17(17)
AvangionQ 9 Jul, 2022 @ 7:08pm 
Crash on acquire two rings event (forget the name) ... debug log in discussions.
Diamsword  [author] 17 Jun, 2022 @ 12:01am 
common even sorry
Diamsword  [author] 16 Jun, 2022 @ 10:59pm 
I will have to confront you on this, as zendakon mentions it, on the damage part, it already exists as an uncommon.
What this rare does is actually allowing you to gain block, first of all at the cost being to lose some aswell since hitting into block and/or with weak (or other -dmg) gives you less block in the end.
But let's say in the majority of cases you gain extra block thx to strength, or vulnerable, i would compare to Reaper, which heals you. Whereas here you only gain block utilise potential damage for temporisation instead of actual damage.
When you know that wallop is a card I hardly see how shieldrang is op, and would gladly hear your opinion
pgames-food 16 Jun, 2022 @ 5:58pm 
cool for more relics :)
Zendakon 16 Jun, 2022 @ 1:06pm 
You say this, but remember Shielderang takes away your block first. When there's a card that already exists in game that costs zero if upgraded that doesn't. Called Shield Bash.
Kaamalauppias 16 Jun, 2022 @ 11:55am 
Shieldrang is op, it should give you like max 10 block back.
Diamsword  [author] 16 Jun, 2022 @ 3:22am 
6 new Relics
1 per character
2 relics which go together, one is intentionally hidden for you to discover

Secret Stash now costs 15 golds
Zendakon 2 Jun, 2022 @ 6:23pm 
Oh I forgot to mention, when I went back and looked, the card was in fact gone.
Diamsword  [author] 2 Jun, 2022 @ 6:11pm 
Added a mod option for Inner Fire to preview or not the bonus damage it gets on the card
(blue) Polarisation : cost 2(1) -> 1(0)
(purple) Desolation Strike : Uncommon -> common
ui text fixes
TacoDoppler 1 Jun, 2022 @ 10:30pm 
I suck at modding, how to access the mod config?
Diamsword  [author] 26 May, 2022 @ 9:12am 
(purple) Aspiration : cost 2 -> 1, upgrade makes you draw an extra card on draw
Zendakon 24 May, 2022 @ 4:16pm 
I'll try again tonight