Slay the Spire

Slay the Spire

Koishi
Darkglade  [developer] 18 Aug, 2019 @ 7:57am
Bugs
If anything breaks, please let me know about it here. :)
< >
Showing 1-15 of 33 comments
PRL 19 Aug, 2019 @ 2:34am 
Dont know if its the engine thats the culprit but mind controlling champ as he changes phase does not work.
Darkglade  [developer] 19 Aug, 2019 @ 7:38am 
Good catch! The Champ removes all his debuffs when he does his phase change, so that's probably why mind control didn't do anything. I"ll see if I can make mind control make the Champ remove the player's debuffs instead.
DiablosReborn 21 Aug, 2019 @ 5:36am 
I wish I had the sense to record my gameplay, but I encountered a bug in which Silent and Restless' Ephemeral stacks weren't carrying over. I thought maybe I was just not killing with it thanks to Ghost Party being drawn, but I know for a fact at one point it had +20 ephemeral stacks on it for one single combat. Disappointing, since I was doing a Terror based build. (Not that I'm particularly good at StS in general, but I like to try)

If it helps, here's an image of what I finished the game with.

https://media.discordapp.net/attachments/384809135562031106/613712859108605971/unknown.png?width=831&height=563
Darkglade  [developer] 21 Aug, 2019 @ 9:03pm 
Thanks for the notice! It seems like there was an issue where saving and quitting then continuing the run would cause the stacks to not display properly. It should be fixed in the next update.
auaurora 24 Aug, 2019 @ 8:19am 
Hello! Cool mod. Here are some issues I noticed:

The relic Imperfect Metamorphosis transforms curse cards into curse cards instead of Id cards as advertised. The text should be changed to say "2 non-curse cards" or something similar to reflect this, or it should work on curse cards too.

All Id cards play themselves twice sometimes. This seems to happen mostly when you start a turn and there's exactly one Id card left in the pile. You end up with using the one card there twice and three cards left in your hand. Sometimes it happens even when you're starting the turn with multiple cards. I suspect it has something to do with it being the bottom card?


Mind Control behaves in very strange ways with some buffs/debuffs:
  • When fighting the act 1 boss The Guardian, if you mind control it on the turn it changes to defensive form, you get the Sharp Hide buff instead. This cannot be removed for the rest of the fight, and makes you take 3 damage every time you attack!

  • When fighting the act 2 boss Bronze Automaton, if you mind control one of the minions when it would steal a card from your deck, you get the Stasis buff instead. This means you get the card back only when you die. Unhelpful!

  • When fighting a Chosen, if you mind control it during the turn it would apply the Hex debuff, it applies the Hex debuff to an enemy instead. But the Dazed cards are still shuffled into your deck whenever you play a skill! This is worse than normal, because you can't prevent it with Artifact.

  • When fighting The Transient, if you deal damage to it (so its strength lowers and it gains the Shackled debuff), then use Mind Control, you gain the strength instead of The Transient. The Transient's loss of strength is then permanent, making this fight trivial. I suspect this generally works with all temporary strength drain effects on enemies, but I didn't manage to draft them and Mind Control and try it out.


Provoke and probably other cards that change enemy intent to attack can skip some fight mechanics unexpectedly. Maybe it's intentional, but it seems like a bug to me for a basic card to be this powerful:
  • When fighting the act 1 boss Hexaghost, you can provoke it on turn 1 (when its intent is ???) to attack you instead of lighting its flames. This makes it skip its opening salvo of five attacks on the second turn.

  • When fighting the act 2 boss Bronze Automaton, you can provoke it on turn 1 (when its intent is ???) to attack you instead of summoning minions. Then there will be no minions for the whole fight.

  • When fighting the act 2 boss The Champ, you can provoke it when it would use its big buff after going below 50% health. Probably. I provoked some buff yesterday but forgot to write down which one it was, so this one might actually be the minor buff which doesn't matter much.

  • When fighting the act 1 elite Gremlin Nob, you can provoke it turn 1 when it would use its anger buff. This bypasses the fight's mechanic of needing to mind your skill usage because the Nob grows in strength because of it.

  • When fighting the act 1 elite Lagavulin, if you provoke it on the first turn it is attacking after it has debuffed you, it will skip doing the second attack and debuff you instead. Ordinarily it repeats a pattern of two attacks, one debuff. This makes the fight unexpectedly harder.

  • The following normal enemies' gimmicks can also be completely bypassed with Provoke: Cultist (turn 1, skips Feather buff), Chosen (turn 2, skips the Hex debuff), Snecko (turn 1, skips the confusion debuff)
Miton 24 Aug, 2019 @ 10:58am 
Not sure which mod is at fault, but if you have the Poet's Pen relic from Aspiration and play an attack when an Id attack is at the top of your draw pile, the game crashes to desktop. (Poet's Pen: Every time you play an attack, play the top card of your draw pile if it's an attack, otherwise discard it.)
Didn't have Ego active.

crash log: https://pastebin.com/raw/1YgQmURT
Poet's Pen code: https://github.com/erasels/Aspiration-StS/blob/master/src/main/java/aspiration/relics/boss/PoetsPen_weak.java
https://github.com/erasels/Aspiration-StS/blob/master/src/main/java/aspiration/actions/unique/PoetsPenAction.java
Darkglade  [developer] 25 Aug, 2019 @ 10:12am 
@discount dracula
Thanks for the comprehensive list of issues!

Imperfect Metamorphosis transformed curses into other curses since that's how base game transform mechanics worked, but I can see how it might be confusing since the relic explicitly states that the resulting card will be a random Id card - I'll make it work on curses too.

When Id cards play themselves twice in that scenario, it's usually because you draw it again when the discard pile gets shuffled back into your draw pile (draw Id card ---> use Id card ---> Id card goes into discard ---> discard gets shuffled back in ---> happen to draw Id card again). It can definitely seem weird since base game cards don't have this kind of interaction, but it's not really a bug per say.

Some powers like Sharp Hide, Hex, and Beat of Death are hardcoded to affect the player no matter who the buff/debuff is on. I'll probably make it so that if you mind control one of these effects, they are automatically removed (so you don't have to deal with them). Stasis will behave similarly, except you will automatically get the card it took back into your hand. As for mind control's interaction with temp Strength loss, well, technically it's working like it's supposed to (since mind control states that whenever the afflicted enemy gains a buff, in this case Strength, you gain it instead, and when the shackled effect wears off it counts as Strength gain). This is definitely a powerful interaction though, and I may consider changing it in the future.

Provoke skipping some fight mechanics is kind of just how the code worked out, and I agree that this is definitely powerful for a basic card. Ideally, the enemies would revert back to their original intent after being provoked, but the way some enemies are programmed makes it rather difficult to do so. I may try to implement this change in the future, when I have more time to do so.

@Miton
Thanks for the heads up! I'll definitely look into it when I can.
意心 2 Sep, 2019 @ 5:02pm 
00:00:45.469 ERROR core.CardCrawlGame> Exception caught
java.lang.NullPointerException: null
at com.megacrit.cardcrawl.cards.DamageInfo.applyPowers(DamageInfo.java:60) ~[desktop-1.0.jar:?]
at Koishi.patches.MindControlRetargetPatch.ChangeTarget(MindControlRetargetPatch.java:29) ~[Koishi.jar:?]
at com.megacrit.cardcrawl.actions.common.DamageAction.update(DamageAction.java:76) ~[?:?]
at com.megacrit.cardcrawl.actions.GameActionManager.update(GameActionManager.java:155) ~[?:?]
at com.megacrit.cardcrawl.rooms.AbstractRoom.update(AbstractRoom.java:326) ~[?:?]
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2494) ~[?:?]
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:871) ~[?:?]
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:422) [?:?]
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225) [?:?]
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126) [desktop-1.0.jar:?]
Controllers: removed manager for application, 0 managers active
Darkglade  [developer] 2 Sep, 2019 @ 6:21pm 
Thanks for the bug report! I'm having trouble replicating the bug though, so if possible, could you describe the situation in which it occurred?
TCSyd 5 Sep, 2019 @ 3:32pm 
Spirited Away interacts atypically with Necronomicon. Second play costs Energy, can be played with Necronomicon if it was reduced to 0 on the same turn.
Darkglade  [developer] 6 Sep, 2019 @ 11:31am 
Good catch! It seems the code for the cost reduction was acting finicky with that relic. Fix should be pushed in the next update.
Absum 11 Sep, 2019 @ 7:22am 
Rupture Mind interacts weirdly with negative Strength and Shackled. It gives the enemy 2 Strength and additionally gives them 2 extra Shackled, meaning they get 4 extra Strength the turn after. It should probably actually decrease Strength by 2, matching the increase in Shackled.
Darkglade  [developer] 11 Sep, 2019 @ 8:11pm 
Thanks for the report! I'll look into it when I have time.
Kitsunenokushipo 27 Sep, 2019 @ 4:15pm 
I'm having a problem with what I believe is an id interaction. I'm not 100% on this mind you since a number of cards plan and then it hangs and ctd. I'm not sure what information I need to give you to help so ask for whatever I'll try to give it to you.
Darkglade  [developer] 27 Sep, 2019 @ 4:55pm 
If you could send me a crash log, that would be very helpful! They should be located in:
C:\Program Files (x86)\Steam\steamapps\common\SlayTheSpire\sendToDevs
< >
Showing 1-15 of 33 comments
Per page: 1530 50