Slay the Spire

Slay the Spire

The Constrictor
35 Comments
chocolatecake5000  [author] 25 Jul, 2024 @ 12:35pm 
Just updated the mod to fix some skin interactions/achievements. This patch was done entirely by canyoudance. ^w^
Cany 24 May, 2024 @ 2:29am 
Yeah it seems like the Constrictor skin selection system sabotages dropdown menus for other mods in the character select screen (such as Packmaster, Rainbow, etc). I will look into it and see if I can find a solution
AgentPhil 23 May, 2024 @ 9:50pm 
I have confirmed that the newest update has done something that effects hugyoucolors and the rainbow. The popdown menus for either of those mods don't appear with this enabled
Osprey 21 May, 2024 @ 6:54am 
Yep happy to help! The Rusty Knife one makes sense -- I often take a break between acts. Hopefully the root of that one can be found.

I'll keep reporting bugs as I find them. Really like a lot of the changes made to this character
Cany 20 May, 2024 @ 7:58pm 
Thank you for the reports, Osprey. All the bugs you mentioned have been fixed minus the Rusty Knife one. It actually resets upon save & quit, not act completion I believe
Osprey 16 May, 2024 @ 5:41am 
Need to verify, but only the first instance of Into It's block is affected by dexterity
Osprey 16 May, 2024 @ 5:10am 
Horn Cleat's counter doesn't seem to increment at the start of turn only on this character.
Osprey 16 May, 2024 @ 4:33am 
Headache grants a Last Gasp, not a Shining Light
Osprey 16 May, 2024 @ 4:02am 
Rusty Knife damage resets after act completion
chocolatecake5000  [author] 16 May, 2024 @ 1:13am 
New patch reworked anchor time and make a couple achivements easier to get.
Cany 15 May, 2024 @ 1:10am 
(and achievements!)
chocolatecake5000  [author] 15 May, 2024 @ 1:08am 
Big new update out tonight, will put out a new trailer by end of week. Highlights are new starting card, different skins based off my favorite mods, and big rebalancing.
Sir Hasserfüllt 6 May, 2024 @ 11:45am 
Nice, I'll make a note of that
chocolatecake5000  [author] 5 May, 2024 @ 6:48pm 
Sir Hasserfullt miscalculated has been fixed. I've been working with cany0udance for some minor rework stuff. Their expansion pack is in description. Also more to come in the coming weeks in terms of balancing the character. Be sure to update to try it out.
Sir Hasserfüllt 5 Nov, 2023 @ 1:49am 
Miscalculated gives 4 constricting instead of 2.
Is this meant to be a cardname gag or is it a bug after all?
Osprey 22 Sep, 2023 @ 6:03am 
@Chocolatecake5000 RustyKnife still seems to be resetting its damage sometimes. I was about halfway through act 2 when it happened after a combat. Could have also been an event that did it. Wish I could be more specific
Sir Hasserfüllt 22 Sep, 2023 @ 3:53am 
Nice, thanks!
chocolatecake5000  [author] 21 Sep, 2023 @ 9:41pm 
Sir Hasserfüllt and Osprey your bugs should be fixed now. I added some more quality of life and changed the character model, let me know what you think.
Osprey 19 Sep, 2023 @ 7:59am 
the one card that's similar to ritual dagger seems to reset its permanent damage increase at the start of the act
Sir Hasserfüllt 8 Sep, 2023 @ 2:07am 
A two-cost non-exhaust attack all enemies.
A rare iirc.
Don't have the easy way to check the mod myself, and the images in the description don't have that one.
chocolatecake5000  [author] 8 Sep, 2023 @ 2:01am 
Sir Hasserfüllt which card specifically?
Sir Hasserfüllt 2 Sep, 2023 @ 4:34pm 
The AoE attack cards crash the game when being played by something other than actually playing them(e.g. Mayhem)
chocolatecake5000  [author] 19 Jan, 2023 @ 7:37pm 
Finished a major update today. Has changes to balancing cards and added a few new ones, let me know what you think.
arex10 16 Jan, 2023 @ 7:07am 
3. In general, I'd take a look at some of the cards and compare them to base game characters. For example, both Constrictor and Silent have a power that provides a 0 cost attack each turn, but silent is just ~3 damage vs constrictor has 2 damage AND a stacking debuff that is somewhat on par to poison (does not tick down but hits after the enemy turn). If each Shiv was 2 damage 2 poison that would be super over powered. This is one example, but there are others (angelfish vs echo form, frog form vs demon form)
arex10 16 Jan, 2023 @ 7:06am 
On A15 so far and enjoying the character! A few thoughts:

1. Rising tide seems too strong. It's basically an AOE poison that stacks +1 each turn instead of -1. Flood is almost an auto-pick for me because of how strong it is. I think if you changed it to not +1 each turn and just kept it constant, that would still be very strong. Then flood is like a mercury hourglass.

2. The character starts off a little under powered. Of the two starting class cards, one exhausts and the other has a pretty significant self-debuff. Most characters have a class card that is the first thing you upgrade pre first elite because it's good, but I find myself hoping for other cards in the first few hallway fights or else I don't have a strong upgrade. If I get a card that gives me negative conscript then I can upgrade muddy waters, but lil hit could lose exhaust to fix this
chocolatecake5000  [author] 16 Jan, 2023 @ 1:28am 
Thanks for the feedback polygun. I don't know why rusty knife wouldn't be working as the code is same as ritual dagger. Strangled strike will be buffed when I get around to working on the character again. I'll make it deal absolute value damage (damage from 0) I also plan on adding more cards that benifit from positive constricting. Right now I'm trying to shoot for it being done by end of Febuary.
polygun 15 Jan, 2023 @ 9:21pm 
Fun Char. I found one bug but not sure exactly what happened. I had rusty knife leveled up pretty good. I Played a card then it went back to base damage. What is odd is that the damage went back to the buffed damage in a few matches later, for one use then it went back to baseline. So i ignored the card and it was still a fun char!

I thought Strangled strike would be affected based on the targeted enemy not based on my constricting. Then it factors negative constricting. Avoided that card too.
chocolatecake5000  [author] 22 Dec, 2022 @ 1:48pm 
Osprey that's intended. I might take muddy water out of the pool because it's unpickable in most cases. For Kurkmencer that's a bug but I dunno how to fix it.
Osprey 22 Dec, 2022 @ 12:42pm 
Intended that muddy water and lil hit are pickable from normal card rewards?
Kurkmencer 20 Dec, 2022 @ 1:17am 
Bug (Or i think it is? Might be intended):
When fighting Nemesis, Constrict always just deals 1 Damage.
In the turn when he doesn't have intangible, he applies the intangible Buff on himself before the Constrict Damage ticks --> 1 Damage
In the next turn, the intangible only wears off AFTER the constrict damage ticks --> 1 Damage.

Maybe this is intended so this enemy counters the mechanic, but it would be more "Normal" to the other mechanics of the game if the constrict also made it's full damage every other turn.

Otherwise great character, loved it :)
chocolatecake5000  [author] 15 Dec, 2022 @ 7:21pm 
Evil Eye should work now.
梁小天使 15 Dec, 2022 @ 2:06am 
Evil eye no target no effect?
chocolatecake5000  [author] 11 Dec, 2022 @ 9:55am 
Abbatoth that's intended
Abbatoth 11 Dec, 2022 @ 8:41am 
Bug: The load off card reduces your constricted to below zero. Might want to check the other cards that reduce it as well.
Like it so far!
pgames-food 10 Dec, 2022 @ 11:25pm 
nice idea :) usually the monsters are the ones doing the constricting, so it will be nice to do some back for a change :)