Slay the Spire

Slay the Spire

Slay the Spire Modding
Customize Slay the Spire with player created mods to add new characters, relics, game mechanics, and more. Create and upload your own mods to explore new ways to ascend the Spire!
Zasso 13 Feb, 2021 @ 11:57am
More custom modifiers?
Does anyone know of a mod that adds more custom modifiers to the list?

Custom runs are basically where it seems to be at for me in this game, but the current "endless" ramps up to for example limiting a max of 15 cards per turn within 2 runs, and removing elite relics after 1 run already.
Which in its own is a fun challenge and mod, but not what I'm currently looking for.
I know I can edit the save after every run to customize the blights, but this gets tedious very quickly.
On the wiki one of the old mods for example was "Colossus": Enemies would drop more Uncommon and Rare cards, but had significantly higher HP, or "Heartbreaker": enables the final act without needing to play ascension I assume.

What I'm specifically looking for to start with is something which would be endless, and would gradually increased HP and Damage, but did not break certain decks I want to try after 1 or 2 "endless" stages.

If anyone has any tips regarding this they'd be very much appreciated as a quick initial google or workshop search did not show me what I was looking for.
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Rubinlibelle619 18 Feb, 2021 @ 8:58am 
Originally posted by Zasso:
edit the save after every run to customize the blights, but this gets tedious very quickly

The Basemod has a devconsole you can bring up in-game where you can customize a lot sorts of things. The hotkey can be set in the mod settings when you go to Mods - Basemod - Config. It's really easy to use. When you type something in it already gives you the possible commmands as suggestions. Not as convenient as if there's an actual mod and there are limitations but for example adding/removing blights you can do much easier that way. I hope this helps. I'm having a blast ever since I found out about that.
Zasso 18 Feb, 2021 @ 9:51am 
That does indeed seem to be a really good "for now" solution to continue runs with just the damage and health modifiers without having to constantly save edit, thanks!
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