Slay the Spire

Slay the Spire

The Falconer
88 Comments
Calcifer 30 Jul @ 2:45am 
Black Hawk Downs 100 selfdamage can be blocked by artefact charges or orange pellets. intended?
Sunlis 23 Apr @ 9:38pm 
When playing in multiplayer (via "Together in Spire") the trap that removes strength from an enemy triggers per player. So a "remove 1 strength next turn" will remove 4 strength if there are 4 players.
Avenging Angel 30 Mar @ 1:46pm 
I feel like "Unleash the Falcon" should mention that it removes all Bond.
"Draw 1 and heal 1 for every Bond" does not imply that... at all.
Dawn 16 Mar @ 5:05pm 
Fun!
Menty28 2 Jan @ 8:38am 
What is a trap card, never seen one
日与月之轮转 23 Dec, 2024 @ 4:28am 
很有操作感,好玩
Wuaschtsemme  [author] 3 Dec, 2024 @ 12:26pm 
Thanks for your feedback guys! I'm honestly fine where the mod is powerlevel wise and consider the character to be complete. I want to make another run of bugfixes when time allows for it.
Pizza With On Half Chicken On It 23 Nov, 2024 @ 9:15pm 
Have to agree that the bond deck is way better than the mark deck.

teamwork is OP (at least where I am on A5) I'm not quite sure how to balance it. maybe instead of a power it could be a skill that gives you the effect for a turn?

Overall enjoy the mod.

Also good job on the art. You did a good job matching the style of the base game
CarnifexRex 19 Nov, 2024 @ 8:35pm 
Oh, and a bug. Multiple Bonding Moments don't actually give additional Bond. I had 3 in play and would still only get +1. Lost a run because of it.
CarnifexRex 19 Nov, 2024 @ 5:19pm 
Lastly, some grammar/wording suggestions:
- Bird's Prey doesn't need the text "Activate Mark Twice" since that's how mark works, but if you want the text, it would be clearer as reminder text in parathesis saying (Activate Mark after each).
- X Marks The Spot should say "Activates Mark once" to indicate what you are trying to say.
CarnifexRex 19 Nov, 2024 @ 5:19pm 
I have some opinions about things that I think would improve your class, but before I share them, I want to make it clear that this is a very well made mod! Very cool.

From playing extensively, there are only a few changes that I think are critical to the class being more dynamic and better balanced.

- I really think Tick Tock needs to be buffed. I have five different suggestions all of which would fix it: 1) It did more damage. 2) It costs 2 energy 3) It draws a card 4) It itself is a combo card 5) It adds more cards to your hand. Any one of those changes would make the card from clunky to good.

- Teamwork is too good. I don't know what you could change but its very strong.

- Final chapter is way too strong as a payoff for the mark deck. I would like to otherwise compliment your mark cards for being really balanced for how consistently you can assemble the mark deck.

- Defensive, Offensive, and Grand opening are too weak.
U77654 4 Nov, 2024 @ 5:48pm 
This is an amazing character! Picking up duplicate cards and knowing that almost every non-Power card will synergize as you go has never felt so rewarding.
bort 4 Nov, 2024 @ 7:56am 
This character is a lot of fun, currently playing A13.

@Rosgath I agree Bond builds are stronger than Mark ones but, I dont agree on your suggestion. I believe any build should focus on developing its strong points and getting the cards and relics they synergize with, not mixing ones with others to make it work.

Instead I would sugest buffing Mark cards to challenge with Bond builds.

Just my 2 cents.
Rosgath 22 Oct, 2024 @ 10:59am 
Up to A14 now. More notes:

1.) Mark builds DEFINITELY struggle in comparison to Bond builds. Doing a Bond/Combo build is often easy to do due to how common the cards are and how well they work together. This isn't a slight against Bond/Combo builds.

2.) Bond seems like it builds Strength too fast in some cases as it compounds on itself. I would suggest changing the Bond mechanic in 1 way: At 6 bond, you increase all mark applied by 1 instead of increasing Strength by another 1, otherwise left the same.

This would make it so that all builds want some bond and slows Combo builds down a bit while also helping Mark decks build momentum.
Rosgath 16 Oct, 2024 @ 2:04am 
Some more notes after playing up to A10 with the this character:

Teamwork is incredibly strong probably too much so. Consider that with Teamwork and any of the following your are getting 2 bond for playing the cards correctly: Lotus Strike, Rest, Intervene, Tick Tock. That's just constantly building, and 6 Bond gives energy and strength so all of this feeds into itself. I would do 1 of 2 things with it:

1.) Increase it's base energy cost to 2 (upgraded still comes down to 1)

2.) The upgrade gives it either Retain or Innate. Considering the number of innate powers already in the Falcons deck, i lean towards Retain.

This makes it a little harder to play without being overbearing
Vinayssus 13 Oct, 2024 @ 2:58pm 
I also think that the rare card that gives you thorns could be way, way better. Like, compare it to the Silent. You can spend 1 energy for 5 thorns with her, and how often do you see people grabbing that power?

Upgraded, you have to spend 3 energy to get 5 thorns and 5 block. That's just... not worth it.

Maybe change it so that it grants a certain amount of block and thorns X times? That could be pretty good. Like 2/3 thorns and 4/5 block per energy? That'd make it a pretty good card, I think.
Vinayssus 13 Oct, 2024 @ 5:34am 
This character is interesting and fun, but from my first-run experience, it seems he could use some more frontloading. His scaling takes too long, is the impression I'm under. Even simple fights seem to drag out a little longer than they have to. Good work on the mod though
drak_zelthor 2 Oct, 2024 @ 6:51pm 
Character seems fun and I appreciate that it follows vanilla styling well but:

Is the started relic suppose to trigger even when I don't active the combo ability of a combo card?

Enfeebling Trap seems a little strong. The repeatable strength reduction makes a significant subset of fights massively easier if your deck cycles quickly, and there isn't a lot of draw back to the card even in the fights that it doesn't shine in. It really feels like it should exhaust.
Wuaschtsemme  [author] 27 Sep, 2024 @ 5:28pm 
Thanks, should be fixed now
Osprey 24 Sep, 2024 @ 5:24am 
Eternal lotus energy gain can be blocked by artifact
RedrixTR 23 Sep, 2024 @ 10:48am 
Not sure if this is due to the new patch but falconer potions are appearing during other modded character runs
Wuaschtsemme  [author] 22 Sep, 2024 @ 12:10pm 
Thx Osprey, fixed
Osprey 22 Sep, 2024 @ 9:32am 
Eternal Lotus+ only grants 1 E intead of 2 after playing a skill.

Chain Riposte text says "Your next X+1 thorns" instead of "Gain X+1 thorns". Chain Riposte+ card text is correct, however.
雨雾Yom 22 Sep, 2024 @ 8:45am 
很有趣的mod
Wuaschtsemme  [author] 21 Sep, 2024 @ 7:36am 
The big patch for the week:

Added Marking Potion (8 Mark)
Added Bonding Potion (3 Bond)
Added Blinding Potion (Old Smoke Bomb card)
Added Rare Relic: Talisman: Whenever you target a marked enemy, gain 2 Block.
Added Boss Relic: Binoculars: The first time you target any marked enemy each turn, gain 1 Energy. (gaming_email_fs)

Changed behaviour of Natural Immunity to be in line with other powers (markchoquette1 & Sharphand Joe)

Offensive Opening+ now can also be played as your 3rd card (Rosgath)
Defensive Opening+ now can also be played as your 3rd card (Rosgath)
Grand Opening+ now can also be played as your 3rd card (Rosgath)
Talons Reach now applies 2/3 Mark per hit
Removed Smoke Bomb (gaming_email_fs)

Fixed Defect Trap to be considered a buff (Osprey)
Fixed Falconer Trap to be considered a buff (Osprey)

I think this should put Mark in a better place, Combo, Traps and Bond are fine already imo.
Pau 19 Sep, 2024 @ 3:16am 
This is fun!
Monarch 17 Sep, 2024 @ 11:45am 
This is by far my favorite modded character for this game, every deck archetype is so fun! I could definitely see this being added to the game, everything is so polished and looks amazing!
gaming_email_fs 17 Sep, 2024 @ 2:33am 
@Wuaschtsemme
Tons of Ideas, but might be hard to code some of them depending on how wild and unusual you want the effect to be:

Carved Bone Effigy:
If you applied mark last turn , gain 1 extra energy.

Pretty standard extra energy boss relic, only useful if you go for marked tho.

Martial Arts Manual:
When you Pick up this Relic, add 3 Chakra Lotus Cards to your Deck

Chakra Lotus
Skill
Cost: 0 Energy
Apply 5 Mark
Combo Attack: Draw 1 Card.
Exhaust

Kind of like this idea, numbers might need a little fidgeting. But it also synergises with 0 cost and combo decks.

Second Gravestone
Applies 2 Mark to yourself at the end of every turn
1 Extra Energy and 1 Extra Card draw every turn

Very Strong but i love the idea of risk versus reward here.

Can brainstorm more later, playing another run now.
MIJAMIJAMIJA 16 Sep, 2024 @ 2:09pm 
For some reason it started working again now lol
Sharphand Joe 16 Sep, 2024 @ 12:11pm 
Based on the bugs I saw, plus the description in markchoquette1's comment, I bet the issue could be fixed by changing how Natural Immunity applies its buff. It seems like the issue is that not all Bond related features are interacting properly with Extended Bond. Rather than going in and changing all of those Bond features to also work with Extended Bond, what if the Extended Bond was changed to be a one-stack buff, kept separate from Bond, which just gives you a stack of Dexterity whenever you reach 3 or 6 Bond? I'd be interested to see whether or not that works.
markchoquette1 16 Sep, 2024 @ 11:43am 
Awesome mod, I've been loving the Falconer. Quick comment kind of related to Sharphand Joe - Natural Immunity seems to mess up the entire bond system for me, at least in one of my runs. After I played it, I would see the extended bond moodle. But, all of my cards that interacted with my bond (the damage that gives you gold if you have 4 bond) was never working right because the extended bond tracker wasn't being used, only the main bond one. Maybe that is by design, but if that is the case, then the card just seems bad because I have to put in way more setup to make the main bond moodle tick up.

For instance, I had 3 Bond, and 2 Extended Bond. I played (Card that gives you bond immediately...sorry, can't recall the name, but it's an attack). The Extended Bond would get the tick, Bond stayed at 3, then when I played the rare card that gives gold with 4 bond, it didn't proc.
Wuaschtsemme  [author] 16 Sep, 2024 @ 11:08am 
Only a small patch today, the relic should be fine now. I'm very sorry Mija, I have no idea how that happens. There have been no major rewrites, I don't know how to fix it right now.
@gaming, any Idea for a mark related boss relic? I'm thinking of the powerlevel of Wrist Blade. Maybe sth simple as "your mark cards apply 2 more mark?".
gaming_email_fs 16 Sep, 2024 @ 1:28am 
Thanks Wuaschtsemme , its really appreceated how fast you fix issues. Your mod has amazing art and is fun to play. Take some time off :)

In the meantime im just spitballing some possible replacements for afterburner as a boss relic.

Three-Eyed Raven
Gain a new option at the Bonfire: Duplicate a Card in your Deck,

Juicy Flesh
Once each turn when you inflict at least 10 damage: gain 1 energy

Black Feather Cloak
At the start of each turn, get 3 plated armor.
MIJAMIJAMIJA 16 Sep, 2024 @ 1:28am 
techincally it doesnt crash, it makes java stop respond during loading (before main menu) and it never solves itself:

before patch it worked fine. with this mod turned off it works fine. i am using many other mods though, but as i said, worked fine before your latest patch. (its just Downfall + some other character mods)
Sharphand Joe 15 Sep, 2024 @ 9:54pm 
Minor bug with one of the relics. I forget the exact name of the relic, but I know it was like "Something Bond", maybe "Eternal Bond"? It's the one that gives you one Bond at the start of each turn. When you have the Natural Immunity power, it's supposed to turn all your Bond into Extended Bond. When you gain Bond from the relic while having Extended Bond, it is still gained as regular Bond instead of adding to the Extended Bond stack. There was also a minor bug with Natural Immunity itself, now that I think about it. If you already have three bond when you play Natural Immunity, you gain the strength from it a second time, as well as one dexterity, which I don't think is the intended interaction, at least not for the strength. Definitely a great mod either way! At the very least, it got me invested enough to actually report the bugs I found (I usually just ignore them.)
Wuaschtsemme  [author] 15 Sep, 2024 @ 2:08pm 
@gaming_email that would have been the nicer solution, but would require a change on a larger scale. As my time off work ends today, I won't be able to spend as much time on the mod anymore. For now the Squadron damage got reduced and Afterburner removed.

@it'sMIJA! When does it crash? Can you post a crashlog? It's fine for my so far.
MIJAMIJAMIJA 15 Sep, 2024 @ 1:33pm 
started crashing for me after update
gaming_email_fs 15 Sep, 2024 @ 8:37am 
Another Day, Another run.

Falcon Squad is very strong, you sure it wasent supposed to do damage on succesfull combos only? Maybe i need to play with it more, but it makes all sources of Lotus a lot better. since you also get the damage when lotus doesent provide energy.

Bigger Fish to fry: The existence of Afterburner. Its very very strong, and it completly invalidates Fledgeling. Fledgeling could probably do something else. (like reduce prices at the shop 20%)

Afterburner by itself probably also needs a little bit of an adjustment. I wouldent touch the effect, but maybe it warrants adding an unremovable curse to your deck when you pick it, like curse of the bell.
Wuaschtsemme  [author] 14 Sep, 2024 @ 5:06pm 
Yeah, that would be cool, but it would break overwatch extremely hard :D
gaming_email_fs 14 Sep, 2024 @ 2:03pm 
i really like the new balance update. Looking forward to playing more tomorrow.

For smoke bomb i was thinking that it could actually give you a smoke bomb potion, provided you have a free potion slot,

Talking abou relics, wouldent it be interesting if all of them gave a one-time effect that triggers in combat somehow?
Then overwatch+ could be changed to recharge alll of them. creating a whole additional layer for the charaxter
Wuaschtsemme  [author] 14 Sep, 2024 @ 10:50am 
@gaming_email_fs: I personally like where the relic is at, as it can shape more unique runs. As far as the potion goes: do you propose that it should be unable to target bosses? Because right now smoke bomb targets everything. I think it would be fine to just remove smoke bomb altogether and bake it into a rare potion.


This was a pretty big patch, hopefully there aren't to many more bugs introduced. Have fun!
Wuaschtsemme  [author] 14 Sep, 2024 @ 10:50am 
@Vibra
-Scout Tutor has been fixed
-Combo Artist has been removed
-New power "Falcon Squadron", 1 Energy uncommon: Whenever you play a combo card, deal 3/4 damage to the lowest health enemy
-New power "Natural Immunity", 1 Energy uncommon: At 3 and 6 Bond also gain 1 Dexterity. Gain 2 Bond.

It's 100% coding related that you don't need to successfully complete combos. The code is like 30% me and 70% chat gpt. I'm really not good at this... I agree with the lack of defense, but didn't want to give it to the combo archetype, as it's the strongest of the bunch anyway. Natural Immunity will work with bond decks and hybrid decks based on Teamwork.
Wuaschtsemme  [author] 14 Sep, 2024 @ 10:49am 
Thorns rework:
-Ripostes now gives 3 damage to your next attack, instead of 1 thorns.
-Eternal Riposte now works like Riposte but stronger/no exhaust
-Engarde now empowers your next attack after you play a lotus, riposte, or trap
-Engarde is now uncommon
-Trappers Delight is now Rare and upgrades to 1 Energy cost
-Added VFX to riposte and lotus
gaming_email_fs 13 Sep, 2024 @ 11:47pm 
Played more , more feedback

Tracker relic is really underwhelming, there are only 4 tutor cards , 2 of them rare and the common one is currently bugged.
I propose the following:
Tracker: every time you kill an enemy, gain 3 bond.

Next there is the issue with conceal and smoke bomb. Both of these do pretty similar things. (completly avoiding damage). I would probably keep conceal as it is and change smoke bomb

Smoke Bomb:
Rare
1 Energy
Gain a Smoke Bomb Potion.
Exhaust.

No, that wouldent be an autowin card since you cant smoke bomb bosses and youre not getting stronger of fights you use smoke bomb in. But its a fun idea that can bail you out sometimes, and to my knowledge, no modded character has something like that.
Vibra 13 Sep, 2024 @ 8:23pm 
I think Combat Artist could be made into a skill that gives you 5 block when you trigger a combo effect, and goes to 0 cost on upgrade. Late game damage for Falconer is pretty decent. Scaling block however is really limited beyond Roost, but it is so low impact per trigger that Chosen, Time Eater, and Heart can completely shut you down. It strikes me as odd that there's no cards that seem to require you to trigger combo effects, and only require that you play combo cards. Is it a coding hurdle? Another idea if you just want to make a separate card for the block card, and keep Combat Artist would be to change it to: |2 Cost Uncommon Power| |When you trigger a combo, deal 5(7) damage to the enemy with the lowest HP|
It's as if your falcon is attacking in tandem with you when you successfully synergize. If I was right, and it's a coding issue, then maybe scratch that until you have it worked out. I'll continue playing since I like the class, and hopefully you keep up the good work.
Vibra 13 Sep, 2024 @ 7:33pm 
Scout Tutor neither counts as a combo card for Teamwork and The Falcon(doesn't give bond or inflict weak), nor a Tutor card for Tracker(doesn't give energy.)
Wuaschtsemme  [author] 13 Sep, 2024 @ 11:14am 
No, there is no discord :D just write a comment or post into the bug report discussion
Boraborawayhay 13 Sep, 2024 @ 10:02am 
Just curious, is there anywhere else to discuss bugs, balance and general feedback asides from this Steam page? Like a Discord or anything?
Wuaschtsemme  [author] 13 Sep, 2024 @ 6:44am 
Thanks for all the positive feedback by the way. I never expected this to be so well received.
Wuaschtsemme  [author] 13 Sep, 2024 @ 6:42am 
@RedrixTR The idea behind the 2 energy on bond is to stack a lot of it cheaply via powers, dodge and wing attack to go infinite. If this becomes to powerful or easy I'll change it to 1 Energy/1 draw, that's a good idea.

@gaming_email_fs For now Windrunner will provide 10/13 block. The sprint idea sounds cool, it's implemented.

@jords Mark doesn't synergize with bond, I had multiple attempts at this concept, yet they all failed :/ For now lets try the pretty obvious 1 mana deal 7, combo add 1 lotus. But i get the feeling that a lot of players don't keep time eater in mind and end up with a bazillion tokens in front of the clock...