Slay the Spire

Slay the Spire

Grift the Spire
57 Comments
Newbiespud  [author] 25 Jul, 2023 @ 4:42pm 
Nah, at this point I'm pretty happy with where the mod is at and I don't want to overtune things. If I'm gonna make big changes at this point, it's gonna be in the form of mod config options.
anarcher 25 Jul, 2023 @ 4:36pm 
Maybe give him a curse to represent his unhealthy lifestyle to balance it out then?
Newbiespud  [author] 25 Jul, 2023 @ 4:05pm 
Moxie should technically work standalone for all characters; they just need a card that gives Moxie to enable it. And believe it or not, The Spider was the LESS broken generic graft option that still interacts with his mechanics. Rugged Wiring made Act 1 way too easy and always felt bad when it wore off.
anarcher 25 Jul, 2023 @ 3:59pm 
Side note, the spider graft you give to smith really gets stupidly OP in spire enviroment because of all the ways you can negate the downside of temp str boost.
anarcher 25 Jul, 2023 @ 3:56pm 
Smith specific settings, or prismatic shard-enabled for all characters?
Newbiespud  [author] 25 Jul, 2023 @ 3:40pm 
If enough people really want it, I could probably add post-victory Moxie healing back in as a mod option.
anarcher 25 Jul, 2023 @ 2:54pm 
As opposed to his native enviroment where he... always wins if he gets bio-strike?
Newbiespud  [author] 25 Jul, 2023 @ 6:20am 
Moxie rounding down is base Griftlands behavior. Not healing after battle was a deliberate nerf, though, because in this ecosystem it made Smith actually broken. Like, brainless to play because you always win broken.
Kaint 24 Jul, 2023 @ 11:19pm 
I think Smith's Moxie isn't quite translated properly which results in the mechanic as a whole being weaker than it should be. When halved, it should be rounded up not down and it should heal at the end of combat as well.
Bento Baker Praymordis 13 Jun, 2023 @ 9:46pm 
if you love a mod so much that you want to either play or watch someone else play the original game the mod is based on. that is 100% a good thing.
anarcher 11 Jun, 2023 @ 4:22pm 
That's not a flaw though, just you issue.
LaChouette 11 Jun, 2023 @ 5:38am 
Played two runs so far, one with Rook which I failed because I took too many powers about spending/gaining charge and not enough cards for spending/gaining charge, and one with Sal that beat the Corrupt Heart fairly easily with a pretty great Counter build (nothing more satisfying than facing the Darklings and having them all kill themselves on 60 Counter to the face).
This mod is a lot of fun, the mechanics work well, there's a bit of challenge but not too much (at least on Ascension 0) when discovering the characters, although it has one big flaw: it made me want to play Griftlands again which I don't have time for.
Newbiespud  [author] 8 Jun, 2023 @ 5:32am 
The Slay the Spire Discord found some incompatibilities with other mods, which is a shame, but standalone it seems to be holding up.
anarcher 7 Jun, 2023 @ 11:09pm 
No major issues detected with Smith? It's been a day.
Zu 6 Jun, 2023 @ 9:58pm 
I can't fathom why this mod stopped receiving attention so fast. It's among the most fun and polished on the workshop. Sure, the balance needs work but that's secondary.
anarcher 6 Jun, 2023 @ 9:07pm 
Oooh nice, Smith update. :greenlightorb:
Zu 9 Mar, 2023 @ 11:22am 
Fascinating. I questioned whether a card pool larger than the vanilla 75 would work, but it actually turns out that the extra space for each mechanic helps flesh them out so they can stand on their own, and it certainly helps that the relics are good.

"Greater than the sum of its parts." is how I would describe this mod since I find myself coming back to it surprisingly often.
Newbiespud  [author] 5 Mar, 2023 @ 9:11pm 
That's indeed how Fatigued works - there's an invisible buff keeping track of the turn count and applying it when the conditions are met at the start of each turn.
anarcher 5 Mar, 2023 @ 2:58pm 
Even in griftlands there are ways to temporarily remove the fatigued debuff, so it should be removable here as well. Reapplying it every turn could be done by a buff though, like that defect focus power does.
Bento Baker Praymordis 5 Mar, 2023 @ 1:01pm 
why not just make Fatigued treated as a buff, at least that way there's no issues with having to reapply it should it somehow get removed?
Newbiespud  [author] 4 Mar, 2023 @ 6:01pm 
I wasn't able to replicate the issue where Fatigued negated by Artifact does not reapply the next turn (it gets reapplied properly on my end). But the wild basic upgrade preview is a good idea, so I added a mod config option to make that possible in v2.0.1 today, along with some other tweaks and fixes.
Bento Baker Praymordis 4 Mar, 2023 @ 5:16pm 
negating fatigue with artifact or orange pellets isn't always going to be possible in your runs, so it a tiny little secret that you gotta go out of your way and have a bit of rng to trigger.
Zu 4 Mar, 2023 @ 1:14am 
Very satisfying adaptation. A few cards seemed either oddly undertuned or overtuned but perhaps I'm not seeing the big picture yet.

As for QoL, I'd appreciate if basic cards had previews of their upgrade paths. I know it's not what they're for but it'd save you many clicks in the early game.

As for the new xp and fatigue system, I never quite knew when it would happen, so a visible counter would be helpful. Apropos, when fatigue was negated by artifact, it wasn't reapplied next turn, unlike the case where you remove this debuff after the fact. Not sure if it's meant to work like biased cognition.
Bento Baker Praymordis 1 Mar, 2023 @ 10:32pm 
can't wait till rook and smith are added as well, also can we get griftlands music added in the future, namely each grifters respective boss theme for the act 1-3 boss fights.
anarcher 1 Mar, 2023 @ 3:55pm 
Oooh, a big update. Gotta start a new run I guess.
Bento Baker Praymordis 20 Feb, 2023 @ 2:48pm 
I've used various mods (yes relic, ascension reborn, spire locations to name a few) and a bit of console cheating to do a run with each of 4 main types of builds one can do with sal and here's my overall verdict of each one.

Combo: works best with having 1-2 key finisher cards and various cards that help build up combo while blocking and or doing damage.

Bleed: quite fun to play with as for me it feels like if a silent poison deck isn't 1 dimentional and braindead to play.

improvise/improvise+: trying to build a deck that's largely focused around these 2 keywords penultimately makes a deck that struggles to be consistant in it's plays.

discard: requires a lot of very specific cards with very specific upgrades to be consistant.
anarcher 20 Feb, 2023 @ 6:42am 
>base set is powerful
Are you playing on ascension 0 or something?
BigGucciSosa 19 Feb, 2023 @ 3:42pm 
Great! Clear and easy to play, easily in the top 10% of mods. Like the dual upgrade paths. Never remembered to use the Flourish stuff but the base set is powerful enough that is doesn't matter. Looking forward to future runs on this.
Bento Baker Praymordis 15 Feb, 2023 @ 2:11pm 
adding the card xp for upgrades would be fun to use, but it would encourage finding ways to negate and or remove the fatiuge debuff and stalling to get max xp on all your cards to upgrade them faster then what would be considered balanced, but adding the option to disable card xp in the configs is the next best thing.
Newbiespud  [author] 15 Feb, 2023 @ 1:00pm 
And here I was worried about not wanting to bring in too many extra mechanics from Griftlands because it might make things unbalanced. Do you think card/relic XP/upgrades would help alleviate the challenge?
anarcher 15 Feb, 2023 @ 6:00am 
Yeah, Sal's kit doesn't really do all that great in spire unless you add other mods in the mix too.
Fullmetal 14 Feb, 2023 @ 10:57pm 
Thank you! It‘s a pretty fun mod though quite challenging :steamthis:
Newbiespud  [author] 11 Feb, 2023 @ 1:21pm 
You sure did. Should be fixed as of v1.1.3!
Fullmetal 11 Feb, 2023 @ 12:34pm 
I think I found a bug...Sharpen + Macro Rasp creates an infinite loop of triggering the 2 dmg and applying bleed until the enemy dies. :-)
Newbiespud  [author] 7 Feb, 2023 @ 7:14am 
The STS engine, or at least my current grasp of it and its UI, makes it difficult to make a screen totally like GL. Just having a clickable button that keeps track and saves and loads was tricky in itself.
anarcher 7 Feb, 2023 @ 2:02am 
Would it be doable to make the flourish screen work like it does in GL, or is the STS engine making that difficult?
Newbiespud  [author] 7 Feb, 2023 @ 1:10am 
If you select none of the Flourishes and hit Confirm, you'll have your Flourish restored and can save it for another turn. I'll try to explain that better in the next pass, but the functionality is there.
Bento Baker Praymordis 7 Feb, 2023 @ 12:40am 
love the way you incorperated the flourish cards as a 1 to 1 from griftlands and the way they upgrade, my only request to improve flourishes is to be able to see what the flourishes do at any point and the ability to cancel createing a flourish card and retain 100% charge on the flourish meter if in the case you wanna save your flourish for a different turn or future fight in that run.
Newbiespud  [author] 6 Feb, 2023 @ 7:51pm 
Figured there'd be something. Thanks, should hopefully be fixed as of v1.1.1!
SandTag 6 Feb, 2023 @ 7:26pm 
Causes a crash when saving and loading with any other character.

java.lang.NullPointerException: null
at griftthespire.GriftTheSpire$2.onLoad(GriftTheSpire.java:217) ~[GriftTheSpire.jar:?]
at griftthespire.GriftTheSpire$2.onLoad(GriftTheSpire.java:209) ~[GriftTheSpire.jar:?]
at basemod.abstracts.CustomSavable.onLoadRaw(CustomSavable.java:42) ~[BaseMod.jar:?]
at basemod.patches.com.megacrit.cardcrawl.core.CardCrawlGame.LoadPlayerSaves.Postfix(LoadPlayerSaves.java:89) ~[BaseMod.jar:?]
at com.megacrit.cardcrawl.core.CardCrawlGame.loadPlayerSave(CardCrawlGame.java:1245) ~[?:?]
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:801) ~[?:?]
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) [?:?]
Perdyk 4 Feb, 2023 @ 10:30pm 
Replay the spire have the same problem on my pc, but the rest of the mods work fine.
Newbiespud  [author] 4 Feb, 2023 @ 2:39pm 
Well, this mod doesn't stand alone without the listed prerequisite dependencies, but... I don't know how that stack trace could be an issue with my mod specifically, because it looks like it has to do with Basemod's interaction with the mod manager menu.
Perdyk 4 Feb, 2023 @ 12:41pm 
No, I tried to turn on only one of them and that's at the bottom of the log:
Exception in thread "LWJGL Application" java.lang.NullPointerException
at basemod.ModToggleButton.<init>(ModToggleButton.java:39)
at basemod.ModLabeledToggleButton.<init>(ModLabeledToggleButton.java:29)
at basemod.ModLabeledToggleButton.<init>(ModLabeledToggleButton.java:23)
at basemod.BaseModInit.receivePostInitialize(BaseModInit.java:73)
at basemod.BaseMod.publishPostInitialize(BaseMod.java:2294)
at basemod.patches.com.megacrit.cardcrawl.core.CardCrawlGame.PostInitializeHook.Postfix(PostInitializeHook.java:9)
at com.megacrit.cardcrawl.core.CardCrawlGame.create(CardCrawlGame.java:307)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:149)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)
Newbiespud  [author] 4 Feb, 2023 @ 11:43am 
Good question. Maybe conflict with another mod?
Perdyk 4 Feb, 2023 @ 5:51am 
Game just doesn't start with this mod, why?
Newbiespud  [author] 2 Feb, 2023 @ 12:12am 
When I get around to Rook, he might get an event for the weaponsmith that allows him to modify his charge capacity, but that's the high bar to clear for events I think are worth adding.
Bento Baker Praymordis 1 Feb, 2023 @ 11:57pm 
I guess that also means no events from griftlands recreated in Slay the Spire.
Newbiespud  [author] 1 Feb, 2023 @ 11:30pm 
I'm not going to be adding a pet system. My goal here is to bring the grifters and their card sets into Slay the Spire, not recreate all of Griftlands in Slay the Spire.
anarcher 1 Feb, 2023 @ 11:09pm 
Just do it like slimebound / gremlins / downfall does it?
Bento Baker Praymordis 1 Feb, 2023 @ 10:58pm 
what truly would be hard to add would be the pet system, both in terms of how enemy targeting would alter because of it and or how to command them with what abilities they use and who they target in fights with more then 1 enemy present.