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https://pastebin.com/X7n71xJL
Mods in stacktrace:
- CorruptTheSpire (1.4.4)
Cause:
java.lang.ArrayIndexOutOfBoundsException: 2
If you're seeing a gap/blank spot, the most likely reason is another mod that has something off with its logic for displaying information in the top right. For example, adding a blank display even when it should be inactive.
Mods in stacktrace:
- CorruptTheSpire (1.4.1)
Cause:
java.lang.ArrayIndexOutOfBoundsException: 4
at corruptthespire.buttons.CorruptionDisplay.getTooltip(CorruptionDisplay.java:115)
at corruptthespire.buttons.CorruptionDisplay.renderCount(CorruptionDisplay.java:78)
at corruptthespire.buttons.CorruptionDisplay.render(CorruptionDisplay.java:54)
at basemod.TopPanelGroup.renderItems(TopPanelGroup.java:66)
at basemod.TopPanelGroup.render(TopPanelGroup.java:39)
at
new Card; 1; Astral Gust; Attack; Deal 11 damage to ALL enemies, Shuffle 1 Apparition, Miracle, and Slime into your draw pile. Exhaust.
I don't want to affect the balance of Corrupted Form for people playing with just modded characters or a small set of mods, but I'm open to adding a config option. That seems like the best bet since otherwise it's hard to see how to achieve good balance for both near-vanilla and 60+ mod setups.
For what the option would do, the simplest approach I see (other than disabling Corrupted Form from spawning) would be to reduce the effect, e.g. from 30% to 15%. Still powerful if you can get a lot of copies in play, but requires more work to get to very high damage numbers. I lean towards that right now, though I'll think about it more.
My frame of reference is definitely skewed far from the 'vanilla+CorrupttheSpire' experience, so I understand if you read all this and go 'sorry, that's a you problem, if you don't like it just skip the card lol'.
Still, mods like Corrupt the Spire, which present cards consistently no matter which chara you're playing or how many mods you're running, tend to have outsized effects on my runs. Many other things in my modpack are equally OP, but they show up much less frequently since they don't have a designated drop-slot the way Corrupted Cards do.
I've got no experience with Corrupted Form's balance wrt vanilla, so I believe it when you say it's well-balanced for high-asc vanilla. For me, though, easily 40-50% of my won runs were won by some kind of Corrupted Form spam, to the point where I'm sighing a bit whenever I see Corrupted Form now. Just being able to nerf it a bit as an option in the mod config would be great.
Thanks for reading, and sorry about the length!
More improtantly, I curate my runs more for novelty than for difficulty/balance. When I start a run, I'm just looking for a new fun synergy or a weird relic I've never seen before, and whether I win or lose is secondary to that.
Corrupted Form is one of those cards that has too many powerful synergies in my modpack environment. With all the mods I run, I can almost always find some way to cheat/dupe/replay powers, such that by the time I reach the heart I can usually get out 3 or 4 copies of Corrupted Form and just deal up to the heart's damage-cap every turn. This is especially common with Packmaster, who has a crazy amount of cool meta-synergistic stuff that lets you cheat out cards in so many different ways. There are very few other cards which just instawin a run as much as a good Corrupted Form synergy does.
(One memorable run, I combined Reliquary's Iridium Chain and Hubris's Black Hole and got Corruption to 1000 by playing 150+ Corrupted Forms in one fight.)
I kill heart about 60% of the time and die to act 1 elites the other 40%. act 1 is the real killer, where I'm most likely to be stuck with nothing but nonsynergistic trash cards; if I can get to act 2 at all I've usually got a winning synergy by then, and I almost never lose in act 3. My runs have a much higher power-cap than vanilla runs do, due to my 60+ mods, so I tend to get stronger much faster than the game gets harder, even on ascension 20.
(1/3, i'm sorry but this comment got really long)
Out of curiosity, what ascension are you playing on, and are you regularly killing the Heart? I ask because from my own experience and other discussions, I've observed that Corrupted Form does well at low ascensions without fighting the Heart, but can struggle at high ascensions when fighting the Heart.
The specific thing with high ascensions and the Heart is that at high corruption, the act 4 elites and the Heart become very deadly. They do so much damage so quickly that you can easily die in the first few turns without extremely strong defenses, and the Heart has a ton of HP so Corrupted Form won't end the fight immediately.
I'm wondering if your experience matches up with what I've described or if you're finding Corrupted Form to be overpowered even at high ascensions when fighting the Heart.
A 3-cost power for more or less 60 damage per turn at the end of act 3 is overwhelmingly powerful, it warps the entire metagame around it. The card itself is basically 'you've already won the fight' if you get it out with 80+ corruption, and because it's so strong, once it's in your deck it just turns into the new wincon, turning the deck from whatever it was before into a 'rush out Corrupted Form ASAP' deck, losing all distinctiveness in the process. It's crazy how many runs I've had that've gone this way.
I feel like Corrupted Form's cost could afford to be scaled up a bit- for example, if it cost +1 per act cleared such that it cost 5 on Act 3. That'd make it slightly less meta-warping while still retaining its incredible potency.
Thanks again for the mod, and for the update!
- CorruptTheSpire (1.4.0)
Cause:
java.lang.NullPointerException
at corruptthespire.corruptions.campfire.options.CorruptedCardOption.useOption(CorruptedCardOption.java:52)
at com.megacrit.cardcrawl.ui.campfire.AbstractCampfireOption.update(AbstractCampfireOption.java:62)
at com.megacrit.cardcrawl.rooms.CampfireUI.update(CampfireUI.java:144)
at com.megacrit.cardcrawl.rooms.RestRoom.update(RestRoom.java:47)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2532)
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:876)
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:423)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)
On the balance side of things, the new version tweaks a number of cards. Various cards saw small number increases, and most cards that add corruption got a new mechanic where they only add corruption after the first 1-5 cards played (dependent on corruption level). There's also a bunch of bug fixes. The change notes have the full details for this and everything else.
Hope everyone keeps enjoying Corrupt the Spire!
@Dr.Lun: I'm not very familiar with Together in Spire. I can check if its easy to add support, but I think it may be complex. Having it work with Corrupt the Spire may require Together in Spire to add support.
https://www.youtube.com/watch?v=P9R2IdDCk4c
Can I ask for a new boss relic to be added to your mod?
Black Pickaxe ⛏ (Boss Relic)
Upon pickup, permanently add four upgraded Fragmentize cards to your deck
Fragmentize cards no longer have an eight Fragment of Corruption limiter
Each floor you climb, random chance to gain a bonus Fragment of Corruption
All campfires become corrupted; 20% chance to corrupt all other spire locations
10% chance to find a corrupted campfire in corrupted event rooms (less fights)
Upon entering a corrupted campfire, gain +1 MaxHP per three Fragments
Yeah, it might be a bit much, but it's a relic I'd really want 🖤
On the UX side, this release adds support for Relic Stats, filtering corrupted events with the Event Filter mod, and showing more details about corruption outcomes in run history. This release also fixes various bugs and crashes that have been reported. See the change notes for more details on all the changes.
Hope everyone keeps enjoying Corrupt the Spire!
Wasp Nest relic caused crash
Full debug log in discussions
additionally, There seems to be one more problem with "Event filter" mod.
I want to filter event "Gain Wheel of Fortune".
but setting from "Event filter" mod to this event not working. so I am continuously meeting this Event.
Can you patch this in next update?
As part of the next release of Corrupt the Spire, I'll fix things so that the Invincible increase is applied to the Ruina act 5 final boss fight.
Is it possible to set maximum HP percent?
when enemies have invincible buff and amplified HP, so the Game is boring. e.g. Library of Ruina (Act 5)