Slay the Spire

Slay the Spire

Elden Ring
39 Comments
OLendari0  [author] 9 Oct, 2023 @ 6:12am 
@NEcanary fixed
NEcanary 9 Oct, 2023 @ 1:15am 
at java.lang.reflect.Constructor.newInstance(Constructor.java:423)
at java.lang.Class.newInstance(Class.java:442)
at basemod.AutoAdd.any(AutoAdd.java:130)
at eldenring.EldenRingSTS.receiveEditRelics(EldenRingSTS.java:97)
at basemod.BaseMod.publishEditRelics(BaseMod.java:2535)
at basemod.patches.com.megacrit.cardcrawl.helpers.RelicLibrary.EditRelicsPatch.Prefix(EditRelicsPatch.java:11)
at com.megacrit.cardcrawl.helpers.RelicLibrary.initialize(RelicLibrary.java)
at com.megacrit.cardcrawl.core.CardCrawlGame.create(CardCrawlGame.java:283)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:149)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)
NEcanary 9 Oct, 2023 @ 1:15am 
Cause:
java.lang.ArrayIndexOutOfBoundsException: 4
at eldenring.relics.MillicentsProsthesisRelic.getUpdatedDescription(MillicentsProsthesisRelic.java:80)
at com.megacrit.cardcrawl.relics.AbstractRelic.<init>(AbstractRelic.java:132)
at basemod.abstracts.CustomRelic.<init>(CustomRelic.java:12)
at eldenring.relics.BaseRelic.<init>(BaseRelic.java:27)
at eldenring.relics.MillicentsProsthesisRelic.<init>(MillicentsProsthesisRelic.java:27)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:62)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:45)
OLendari0  [author] 7 Oct, 2023 @ 6:00pm 
@jeremyvenville i really want to make him, but i just cant find the right images to use as assets, maliketh is the same :(
Blenderman 7 Oct, 2023 @ 12:29pm 
We need a Rykard boss pls
Oobie_Doo 18 Aug, 2023 @ 3:15pm 
no worries! i absolutely love the mod already <3 keep up the good work
OLendari0  [author] 18 Aug, 2023 @ 10:36am 
@Tomo_idigachi Thanks for the reply, actually, i'm having a hard time making insignia and prothesis work correctly, i'm just using the game "multi_attack" property, but it's seens to be a problem with the base game itself, for not registering multi_attack correctly to it's cards, so, i'm planning on changing these relics to another type of dmg
Oobie_Doo 17 Aug, 2023 @ 4:00pm 
Love the mod <3 however i think winged sword insignia and Millicent prosthesis should only be multi-attack cards rather than include aoe. I like that its a call out to stuff like waterfowl dance and other builds like twinblades, but i wouldn't consider either of those aoe. Plus with the buffs you can get from having BOTH is very broken, so having both aoe and multi-attack is super OP. On that note as well not every multi-attack currently registers with those relics in particular (i apologize about fixating on that detail, i was playing a certain way for a while when testing). For instance, Sword boomerang DOES proc Prosthesis and Insignia, however Pummel does not. Havent tested with other characters yet, just iron clad so far. Im very excited to see where this mod goes in the future <3
OLendari0  [author] 8 Jul, 2023 @ 4:54am 
Yes, actually, morgott has the same problem of all elites, i just ignore the fact that i need new moves and not more dmg on a18, i will try to scale him down
Niteshade 7 Jul, 2023 @ 2:52pm 
Thanks for your response. From playing a bit more with it, the normal enemies seem to be fairly well balanced. As you said, they seem stronger than normal game ones, but not by too much. It's nice to see that you are making fixes and care about this mod. Are there any plans to scale down Margott when you do the elites? His ability seems like it could have some cool uses, but he does an attack turn 2 or 3 that dealt between 72 (6x12) and 130 (13x10) dmg that I'm not sure what the difference in my play was to generate those numbers but those are enough to kill any character at full health and would make them stronger than the Heart. Maybe make his moveset like the Hexaghost but with higher scaling potential instead of burn?
OLendari0  [author] 30 Jun, 2023 @ 6:19am 
@kbeck, thanks for you feedback, and yes, i already changed the alexander event for the next release, it's really unbalanced, and for the elites too, after testing a bit more, they really deal a lot of dmg early on, so i'm chaging it, actually, i didn't implement new moves for a18, and just "well, more dmg ;)", and it's was a really bad choice, i already changed it, about for the regular enemies, they are more stronger than the regular sts enemies, but not that much, i'm happy with the way they are now, probablly there one or two i can do a check, but overall they are good
Niteshade 29 Jun, 2023 @ 3:11pm 
Just got banished knight engvall as my first elite encounter act 1... 10x5 damage. That's not even fair for an act 3 elite tbh. I also think while some of the enemies added are cool, they should either be pushed to later acts or scaled down a bit. To be clear, I don't dislike the mod I just think there needs to be some tweaks. Also 40 hp for alexanders relic on a20 is way too much damage as well. Even the a0 damage for the encounter doesn't make it worth it unless you scale up his relic or scale down the damage taken
OLendari0  [author] 13 Jun, 2023 @ 7:45am 
@Banana Smoothie Actually, it's supposed to work with muilti hit attacks too, every card that deals dmg more than one time, should work
Banana Smoothie 8 Jun, 2023 @ 8:14pm 
I figured out what was wrong. I thought it triggered on multi hit attacks. It triggers on AOE attacks.
Banana Smoothie 8 Jun, 2023 @ 8:03pm 
@OLendari0 Yeah it's not working then. Not sure why.
OLendari0  [author] 6 Jun, 2023 @ 12:39pm 
@Banana Smoothie Yes, it's supposed to work with cards that deal damage more than one time
Banana Smoothie 5 Jun, 2023 @ 2:33pm 
Winged Sword Insignia either doesn't work or I'm missing something. Multi hit cards should be raising my strength, right? I'm not sure what else this could mean.
OLendari0  [author] 15 May, 2023 @ 8:19pm 
Damage fixed
Clemons The Deceiver 13 May, 2023 @ 1:08am 
Wow thank you guys so much for looking at this interaction! <3 <3
OLendari0  [author] 12 May, 2023 @ 8:16am 
@Mars actually, not anymore, the last version broken something, i need to take a look
Mars 12 May, 2023 @ 7:51am 
Ah that's probably it then. Do things like strength and weak apply properly for your monsters?
OLendari0  [author] 12 May, 2023 @ 7:14am 
@Mars hi, thanks, I think I know what the problem is now, i dont use "damage" variable in AbstractMonster class, actually i use a flat damage in my own Monster class, for example like Morgott [github.com]

Thats probably i good time to do a rework in these guys
Mars 11 May, 2023 @ 9:49pm 
@OLendari0 I'm the creator of the Pokemonmaster mod and I just took a look at this. My damage down power uses

public float atDamageReceive(float damage, DamageInfo.DamageType type) {
if (type == DamageInfo.DamageType.NORMAL)
return damage - this.amount;
return damage;
}

Your enemies attack intents are reduced, but the damage is not actually reduced on the player. I'm not sure what the cause of this would be.
OLendari0  [author] 11 May, 2023 @ 10:47am 
@Clemons The Deceiver it happens only with this mod ? or with enemies from others mods to? i will probably need to enter in contact with pokemon master mod to do a fix
Clemons The Deceiver 11 May, 2023 @ 12:30am 
Hey! Little bug, but only when i use a different mod with this. In the pokemon master mod there are cards that reduce the damage you take from attacks (this turn, or every turn).
Every elden ring enemy and boss does not get their damage reduced by these.
(should probably still work with intangible)
Its cool if you dont fix it, its only when i play with both mods ofc
OLendari0  [author] 30 Apr, 2023 @ 6:57am 
Crimson amber could work with that, actually it's not a bad ideia, you could straight up from +6 HP at start of each run to +11 if you find it in laters floors. Bull's goat i think is good, i dont want to change him :v
OLendari0  [author] 30 Apr, 2023 @ 6:54am 
@karen.morse thanks for another feedback ;), about blessed dew, it totally makes sense, the first idea was "2 hp at start of each combat" but sts already have a relic like that, so i dont bother to make another, but your idea was good, i will work with something like that, now for these another, specially erdtree and radagon's relics, i'm having a relly hard time balancing, i know erdtree was specially good, with "3 nerfed common relics effects in 1 rare relic" it's basically lantern, whetstone, and strawberry. I think removing extra energy wasa good ideia, and i will try "draw at start of combat", i just need to see if this wil be doable as a rare relic, now, about scarseal and soreseal, i really think it was a great ideai specifically because soreseal and scarseal makes you take more damage in ER, i really could work with that, thanks
AA Battery 29 Apr, 2023 @ 6:44pm 
And more because comment length...

-Erdtree's favor is just strait up OP, so maybe remove the additional energy, and have properties of the original erdtree's favor like:
Health: add max hp
Stamina: upgrade a card
Equip Load: instead of extra energy, maybe draw an additional card at the beginning of your turn / combat? i know ring of the snake exists, so this is a direct upgrade, but still...
-Radagon's Scareseal/Soreseal: This one doesn't really matter, but the benefit of these relics are so good, maybe make the player perma-vulnerable to make it more dangerous?

I hope at least one of these ideas are good enough. I really like the mod so far, and it's impressive that it's your first. One more thing. The Winged Sword Insignia didn't work with twin strike (and maybe others). maybe thats not whats its meant for.
AA Battery 29 Apr, 2023 @ 6:44pm 
I have a couple ideas for relics so that they are a little different than regular StS relics. Obviously you don't have to listen to any of this.

-So first, the blessed dew talisman could work more like pocketwatch, where if you played less than 3 or 2 cards during your turn, you could heal? The reason is because in Elden Ring you don't have to DO anything to heal, so it could be the same thing here.
-The Crimson Amber medallion could instead of adding a flat amount of health, add a percentage of the player's current health. so if i had 80 health, i would pick up the relic and gain 8 health, or some percentage (like 10). Since the talisman in-game adds an amount of health relating to your base health, i thought i would be cool to make it similar.
-For the Bull-Goat's talisman, even though it doesn't really relate to Elden Ring, it could reduce debuffs by 2 each turn instead of one?
OLendari0  [author] 29 Apr, 2023 @ 6:21am 
Thanks for the feedback, omen bairn and dragoncrest are fixed in the new version, again, thanks
AA Battery 28 Apr, 2023 @ 9:32pm 
the relic that adds 5 plated armor at the start of combat instead adds 5 at the start of your turn. Great mod so far! Also, i noticed that the "omen Bairn" effect on Morgott was in a different language and he ended up doing 10x10 damage and killed me XD
OLendari0  [author] 24 Apr, 2023 @ 3:36pm 
Yeah, i deactivate it, thanks for the tip
Mr_Military_Time 24 Apr, 2023 @ 10:33am 
I can't rememeber it's name right now but this regards the relic that makes you deal damage back whenever you fully block an attack. If you block the damage from a burn (and I'd assume a decay also, though I haven't tried) with it then you get softlocked. I'd advise deactivating the counter damage it does specifically when you block a status or curse card.
OLendari0  [author] 14 Apr, 2023 @ 9:53am 
Description is fixed now!
Clemons The Deceiver 13 Apr, 2023 @ 11:48pm 
Footsoldier enemies in act 1 are a bit too strong
AgentPhil 13 Apr, 2023 @ 10:52am 
This mod had a full description just yesterday. What happened to it?
Lepester 13 Apr, 2023 @ 10:35am 
What this mod do? Where is description or screenshots at least?
AvangionQ 12 Apr, 2023 @ 5:39pm 
Crash, full debug log in discussions
3188331882 10 Apr, 2023 @ 7:04am 
awesome