Slay the Spire

Slay the Spire

Pale of the Ancients
 This topic has been pinned, so it's probably important
Raz  [developer] 14 Sep, 2019 @ 11:38pm
Bug Reports
Please post your bug reports here from now on
Thanks blurred_aspect~
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Showing 1-15 of 134 comments
Vox💙 15 Sep, 2019 @ 1:35pm 
I got to the whale after beating the final chapter and I only had one card in my deck. After meeting the whale, one of the options was to "Transform a card in your deck". I selected that option and I instantly died.. It put me onto the "Vanquished" screen and I wasn't able to press "continue". I was basically stuck on this screen and was forced to restart my game.

After I restarted, I tried to "Continue Run", however it just put me onto a black screen.
If it helps any, I was playing as "The Silent" on ascension 20.
Last edited by Vox💙; 15 Sep, 2019 @ 1:39pm
Blurred Aspect 15 Sep, 2019 @ 5:13pm 
@de.raza
Cheers for setting up the thread, now I can just paste my notepad scribbles.
Just finished another go around and this time rechallenged the Vixen, here are my findings.


The Vixen:
Odd Synergies
Pen Nib - When being targeted by a Psybeam or confusion attack (i.e attack self), if pen nib becomes active then damage will double towards player without consuming pen nib buff.

#1 Solar beam listed intent value is 'attack x stack -1' rather than stated per stack in tooltip description. Damage is dealt normally.
#2 Endure tooltip text is baffling
"You cannot be reduced below 1HP10. When at 1 HP lose this power, regain".
What it should state is something along the lines of :
"You cannot be reduced below 1 HP. If you are reduced to 1 HP, lose this power and regain 20 HP".
Have not been able to confirm if it remains on each turn as knocking it off seems to refresh it the turn after. Will also need to test at some point to see if multi-attacks kill after endure's 1 hp target is hit or whether all hits do nothing.

Soul of the Vixen Relic
#1 Burn is applied with thorn damage, despite not being an attack. May also take place with other forms of damage as a result, untested.

Only run I have time for tonight, but I aim to try ironcluck, silent and the alt. Act 3 bosses at some point.

Last edited by Blurred Aspect; 15 Sep, 2019 @ 5:27pm
Blurred Aspect 15 Sep, 2019 @ 5:15pm 
@Vox Hi there, not a dev but another player, I'm responding because this sounds interesting. The black screen on continue sounds like a bug but I'm more curious about whether you've gotten this far before in this mod? I don't want to be presumptuous, so I'll put something in the spoiler below. If you want to read it go ahead, but I will say otherwise look for the differences when you get to Neow in case it answers that question.

Also how on earth did you have one card on Ascension 20? Shouldn't you also have had the Ascender's Bane?

SPOILER:
It's a trick, all of the options kill you, the big clue is in the Mod description where it states "do not hesitate to call upon assistance provided, should you find yourself at a dead end."
The assistance provided is a relic you have been given previously which can save you once from a death on the alt. Act 4. You will notice this timepiece stays with you when you encounter Neow.
Right click on the timepiece to rewind the instant kill and start the real battle


Hope this helps.
Last edited by Blurred Aspect; 15 Sep, 2019 @ 5:20pm
Vox💙 15 Sep, 2019 @ 11:17pm 
Originally posted by Blurred Aspect:
Also how on earth did you have one card on Ascension 20? Shouldn't you also have had the Ascender's Bane?

Ceasless top something something Grand Finale something something with 3 random daily mods. I don't remember what exactly led to me not having Ascender's Bane. I only have about 20~ hours into the game and have only really played The Silent. I was pretty happy when I finally unlocked the cards for him/her/they.
Raz  [developer] 16 Sep, 2019 @ 1:12am 
Blurred Aspect posts, I update.

The discrepancy between the intent and description came from defiant's sunny day applicance.
The endure tooltip thing is my bad. It's missing the middle piece of the description entirely.
And you were right, multi-hit attacks were wonky as ♥♥♥♥♥♥♥♥♥ with it - in the bad way, it healed multiple times. Fixed.

The pen nib thing would make the player feel bad though, I don't like removing the power. I'd like to keep it that way.


Unfortunately, I cannot say anything about the black screen thing. It's specifically coded to not save in the whale room, so it should put you in the shop or chest room just before it - and it does that for me without fail. I assume you quitting out might've corrupted the savefile or something.
Blurred Aspect 16 Sep, 2019 @ 5:40pm 
@de.raza You're gonna love this one, the great part about when I break something is that there's never a crash log so I get to make assumptions. Anyhow here we go again, prepare to update.


The good news, the Silent boss fight is completely fine, if a little underwhelming for certain builds (barricade + entrench makes an absolute mockery of it due to damage scaling being too slow and str down builds mean his envenom doesn't work at all). Might recommend that Noxious fumes gets reapplied if the PC tries to stall for too long as I managed 21 turns without him boosting it on a non-defensive build.

General:
#1 Transitioning between Act 3 and the alt. Act 4 sometimes overlaps the music, especially evident when entering a boss.
#2 Multi attacks killing the player through the Timepiece effect can Overkill, leading to the hilarious result of a mutual game over. This is most obvious when taking any deal which greatly reduces max HP, such as Intangible or Vamp events, and the most common offender is the Rhasphody attack of the Bard (Which kills me every time and I haven't figured out how yet).

The Ironcluck (Boss):
#1 Power of Chicken - Should change tooltip to reflect that only HP damage decreases counter, currently states all damage (insinuates that blocked damage will reduce counter).
#2 Power of Chicken - Can negate removal of shackle (and thus render counterattack redundant) by attacking harder. If you land a strong enough attack (damage >= PoC value remaining + unshackled Str), or simply attack the chicken again, then it will reshackle the chicken as per shifting.
#3 Shifting - On occasion will not shackle correctly, landed a 37 HP damage attack on a 17 str boosted iron cluck and only got shackled 14, not sure how that happened.

Hexaghost (Act 4 Boss): GAMEBREAKING BUG, PATCH ASAP!
#1 Since the invisible hexaghost cannot be targeted it leads to a hard locked unwinnable scenario under the following requirements:
- All 6 mini ghosts are out
- Timepiece triggers
The effect is unusual. It will erase all minions as standard, but it will remove the revival buff on said minions, meaning they never come back. However since the main Hexaghost is non-targetable it also isn't killed by the timepiece, leading to an unwinnable scenario until you burn to death. I haven't tried triggering the timepiece early (it's harder than you'd think to intentionally die when you packed a Lizard Tail) but I suspect that it would mean that the minions out are simply erased from existence while the minions to be summoned are able to be destroyed fairly easily as you no longer have to split your attention.

It also hard counters single target builds (as is intended as a puzzle boss and the intended use of the Timepiece as a 'buy'), I imagine next time I rematch it I ought to go for a multi target str build instead of single target nuke. Can't wait to see what corpse explosion does to it :D .


Once again that's all I have time for tonight. Hope this helps, but knowing me I'm likely to break something else soon.
Last edited by Blurred Aspect; 16 Sep, 2019 @ 5:42pm
Raz  [developer] 17 Sep, 2019 @ 12:24am 
Fixed the timepiece thing with the everything.

Ironcluck, I can't really change the tooltip because I literally use transient's powertooltip for it.
I can fix the power resetting though.
No idea what caused the damage vs shackle disparity though. I pass it Math.min(damageAmount, strengthAmount).

Hexaghost and Collector were actually the reason I provided some AoE relics when you enter the act if you lack multi-target attacks.

And fun fact: the silent was the first fight I designed. Some time ago I gave it to vex for him to do his stuff with it, and he wanted to make it so the fight changes depending on your last run with silent, but he never got around to actually doing it, so I ran with the original version.
Shanakor 18 Sep, 2019 @ 3:17am 
Exception: java.util.ConcurrentModificationException
10:14:43.820 ERROR core.CardCrawlGame> Exception caught
java.util.ConcurrentModificationException: null
at java.util.ArrayList$Itr.checkForComodification(ArrayList.java:901) ~[?:1.8.0_144]
at java.util.ArrayList$Itr.remove(ArrayList.java:865) ~[?:1.8.0_144]
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2589) ~[?:?]
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
Game closed.

-crash log after a ? room (after the first 2 fights) was a mimic from conspire. Fight was as normal and crashed immediately after I picked my reward card after the fight
Shanakor 18 Sep, 2019 @ 3:20am 
Also, looking at the map when in the event asking you what items you want to get immediately after start new act = crash
Raz  [developer] 18 Sep, 2019 @ 6:22am 
I looked into it and was unable to reproduce both those crashes, unfortunately.

I singled out what looked to me as the only possible source of the crash with the mimic and altered it so it can't possibly do that anymore though.

The list of mods you ran might be beneficial for the map-crash.
Blurred Aspect 18 Sep, 2019 @ 9:42am 
@de.raza Well I broke it again. This time I actually have notes you can use. I also have to eat humble pie for dinner cause I actually got a crash now.



DonuDeca (Act 4 combination boss)
#1 Attacks that land cause DonuDeca to increase Artifact and Enrage, with no reason as to why listed in either buffs or tooltips, is this innate to the creature? (Painful stabs and Vampiric also light up but cannot be boosted in value)
#2 Somehow soft locked itself into only dealing 1 damage, despite intent listing well over triple lethal due to having over 97 strength from my shiv build on Silent. I have no idea why.

The Defect (Act 4 Boss)
I got a crash finally! I was attacking a frost orb when the game suddenly blacked out.

Here are the logs:

16:24:45.818 INFO basemod.BaseMod> publish on post power apply
16:24:45.818 INFO basemod.BaseMod> powers modified
16:24:47.723 INFO basemod.BaseMod> publish on card use: Defend_G
16:24:51.151 INFO basemod.BaseMod> publish on card use: Strike_G
16:24:51.751 INFO basemod.BaseMod> powers modified
16:24:52.921 ERROR core.CardCrawlGame> Exception caught
java.lang.IllegalArgumentException: n must be positive
at com.badlogic.gdx.math.RandomXS128.nextLong(RandomXS128.java:110) ~[desktop-1.0.jar:?]
at com.badlogic.gdx.math.RandomXS128.nextInt(RandomXS128.java:99) ~[desktop-1.0.jar:?]
at com.megacrit.cardcrawl.random.Random.random(Random.java:65) ~[desktop-1.0.jar:?]
at paleoftheancients.thedefect.monsters.TheDefectBoss.getMove(TheDefectBoss.java:557) ~[paleoftheancients.jar:?]
at com.megacrit.cardcrawl.monsters.AbstractMonster.rollMove(AbstractMonster.java:571) ~[?:?]
at com.megacrit.cardcrawl.actions.common.RollMoveAction.update(RollMoveAction.java:15) ~[desktop-1.0.jar:?]
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:?]

Welp, this stopped my run cold for the moment so gonna have to wait till that's done. Was really hoping to have triple infinite shiv and Noxious going into Neow.

EDIT:

Managed to refight the Defect and didn't crash this time. Have two more oddities for the Defect

#1 Noxious fumes can poison orbs, forcing them to evoke at the start of the Defect's turn. Probably also applies for any form of damage from unlisted sources such as Thousand Cuts or Burn from modded content.
#2 Killing the defect causes some orbs to evoke, potentially killing the player after combat has ended.
#3 Sometimes the Defect will target his own orbs with thunder strike evoking them, is this supposed to happen?

Somehow lost to Neow because he pulled a 72 damage attack unboosted in the first phase with only two eyes, that's what I get for going full ham I guess.

Also I got credited in the mod description on ModTheSpire? That's awesome! Thanks for that!

Last edited by Blurred Aspect; 18 Sep, 2019 @ 1:50pm
Blurred Aspect 18 Sep, 2019 @ 2:07pm 
@de.raza decided to make this a new post since this was a new run, got back up to the final boss with a blur dex/ poison Silent build and got some strange things:


The Bard:
#1 When dying will trigger all of his melodies if the death was due to poison. I suspect that the melodies have the same initiative priority as the poison when turn starts and that is why they are both acting at the same time. Or they are non-Bard entities given that they are not subject to weak as per the Bard's other attacks, and thus do not die with the Bard.
#2 What is 'Sonata' supposed to do exactly? It didn't seem to alter the fight mechanically as he did not play any extra melodies on top of what he was doing normally. I waited him out till turn 35 and got him to cacophony (and other melodies) at a high block value to be sure.

The Silent (Act 4 boss)
#1 Only spotted this on the Silent run (ended up on a mirror match), Wraith form when the boss Silent uses it doesn't seem to block poison damage. I'm assuming it's the same buff as the Nemesis so I have no idea why I was allowed to get away with that as the Nemesis blocks it.

Neow Phase 1:
#1 Corpse Explosion does not trigger correctly upon eye 'death'. Should spread explosion to remaining eyes. Upon revival maintains Corpse Explosion debuff.
#2 Dead eyes can still attack and have intents if killed with status effects. Revival by Eye of Rebirth will interrupt these intents for that turn.

Well that's it for tonight. Think I've got enough things to look at for now.
Shanakor 18 Sep, 2019 @ 6:50pm 
Originally posted by de.raza:
I looked into it and was unable to reproduce both those crashes, unfortunately.

I singled out what looked to me as the only possible source of the crash with the mimic and altered it so it can't possibly do that anymore though.

The list of mods you ran might be beneficial for the map-crash.

It's most likely unknown chances, I'll do a run to a4 without it and see if that fixes it
Raz  [developer] 19 Sep, 2019 @ 1:16am 
@Blurred Aspect
The donudeca 1 damage one is embarassing. It was debug code I forgot to remove that causes him to only deal 1 damage each.
As for the anger and stuff, the stance mechanic I wanted it to have didn't work properly. Fixed~
It was never supposed to have more than 1 anger before.

Defect actually has a context-sensitive AI that acts based on how many and which orbs he currently has active. And you managed to create a state in which he had 0 options for possible moves. That is impressive!
Orbs can no longer be debuffed.

Bard sonata fixed~
And your assumption is correct, the notequeue is a separate entity, it will now die immediatly when the bard dies.
FYI: any jankiness coming from rhapsody comes from the original bard code, because rhapsody there does weird things with wildcard notes.

The silent one is a very bizarre one. The basegame has 2 powers "IntangiblePower" and "IntangiblePlayerPower". Apparently, if I want it to work properly, I have to use the "IntangiblePlayerPower" on my monster.... wat?

Eyes can now explode.
I'm still not sure how the dead eyes can still attack, but I changed the condition that sets their intent to nothing now, hopefully that does it.

And by the way, considering your efforts in all this, would you like anything "immortalized" in it?
Last edited by Raz; 19 Sep, 2019 @ 1:16am
Shanakor 19 Sep, 2019 @ 4:24am 
It was the unknown textures causing the crash.

New bug: When I ended my turn while fighting buffed out the ass awakened one, and was expecting to die due to high damage and no block, he just killed himself with no numbers on screen at all which is pretty silly (I abandoned run after as he would have killed me). Only thing I think that would affect it is the single stack of reflection I had as defect.
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