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Based on Avan's suggestion, my conclusion is that bundling 4 gold with 4 temp hp when combat starts is in line with Burning Blood which is overtuned on purpose since it does nothing against the final boss and Chad's starting deck is arguably middle of the pack.
Incidentally, you'd have two 4s for le 4th chairman. Ignore how gaining gold when combat starts makes no sense. Save some text space instead.
Thoughts about keywords, brevity, and clarity, formatted for your convenience:
Heat Level could just be Heat. "Spend 1 Heat" sounds nicer too, doesn't it? Tooltip:
+2 attack damage and +1 Block
per level, up to 3. Lose 1
whenever you lose HP.
Minigame tooltip:
Activate 1 at random:
- Random enemy loses 5 HP.
(So you don't need to specify attack damage. Annoying vs Spikers anyway.)
- Apply 1 Vulnerable and 1
Weak to a random enemy.
(Micro buff in 1v1. 2 of either to a random enemy would be too good already.)
- +1 Strength and +1 Dexterity
this turn. (I mean, Flex is barely playable.)
- Random card in hand costs
1 less this turn.
- Energize 1. (Debatable but we could establish this as the Outmaneuver keyword.)
- Gain 3 Vigor. (Imo this keyword is common enough in mods nowadays.)
Rest unchanged.
Grab tooltip:
Equip an item that empowers
Attacks and Skills. Whenever
you play either, item loses 1
Durability, breaks at 0. Before
you Grab another, attack by
throwing the equipped item.
PS: Cut the Durability keyword. Add it to the item stats tooltip instead.
Retaliate tooltip:
Before your turn starts, lose
Retaliate and play that many
Attacks from your draw pile.
Rephrasing card text as well because it's cathartic. Mostly unrelated to balance:
(You won't like it, but I recommend cutting Essence from most names.)
Raise max Heat by 2.
Gain 3 Heat.
Each turn, the first
Grab you play costs
1 less. Whenever you
Grab, draw 1 card.
Whenever a minigame
resolves, gain 1
Strength that turn.
Whenever you lose
HP, gain 1 Retaliate.
Minigame.
Double(Triple) its result.
Gain 10(15) Block.
(Grand Prix renamed)
Minigame 4 times.
Minigame.
Whenever a Minigame
resolves, gain 1 Heat.
Attacks that cost 1 or
more return as copies
with Purge that cost
1 less and damage
divided by 3.
When your turn starts,
deal 4(6) damage to a
random enemy +3(5)
times Heat.
Deal 6 damage.
Gain [E] if you have
Heat. Gain 1 Heat.
Gain 7 Block.
Item bonus is doubled
(tripled) for this card.
Deal 5 damage.
Repeat for each Heat.
Gain 1 Heat.
Exhaust.
When your turn starts,
apply 1 Vulnerable to
attacking enemies.
1 Weak otherwise.
Deal 4 damage twice.
Repeat for each time
you have played this.
Spend 1 Heat.
Deal damage equal to
a third of the enemy's
missing HP.
(Deal 0 damage.)
Gain 1 Heat.
All item stats +1,
except Durability.
(Yes, includes Throw.)
When an item breaks[...]
Give your item
+2 Durability.
Max your Heat[...]
If you have an item
equipped, throw it
and spend 1 Heat.
Gain 13 Block.
See Essence
of Finesse.
Spend all Heat.
Deal damage equal to
15 times Heat spent.
(Deal 0 damage.)
+1 damage and Block
for each Heat level.
Lose 1 Heat each turn.
Never lose Heat.
After you spend
Heat, gain that much.
When your turn starts,
gain 1 random Grab
card. It costs 1 less
and has Exhaust.
I'd note in a tooltip that
you can only find 1 copy
of each Komaki card.
Whenever a Minigame
resolves, gain 2 Block.
Minigame X+1 times.
Double each result.
Minigame.
Each Minigame yields
2 more results and
they're all different.
Game crashed.
Version Info:
- Java version (1.8.0_144)
- Slay the Spire (03-07-2022)
- ModTheSpire (3.28.0)
Mod list:
- basemod (5.44.1)
- GifTheSpireLib (2.0.1)
- stslib (2.4.1)
- YakuzaMod (0.1.0)
- paparatto (0.1.2)
Cause:
java.util.ConcurrentModificationException
at java.util.ArrayList$Itr.checkForComodification(ArrayList.java:901)
at java.util.ArrayList$Itr.next(ArrayList.java:851)
at com.megacrit.cardcrawl.core.OverlayMenu.update(OverlayMenu.java:69)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2649)
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:876)
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:423)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)
The relic Saejima's Coat is useless if you don't have a source of Retaliate in your deck.
Suggestion: rework it to: "The first time you play an Attack with a cost of 2 or more each turn, gain 1 Retaliate."
The relic Majima's Eyepatch has the same problem. The only source of Weave I have encountered is the Taxi Driver and it exhausts.
Suggestion: rework it to: "Whenever you have no Block and take no damage from an attack, gain 1 Strength."
This can trigger if you block the damage exactly, if Weave or Buffer blocks the damage, if Tungstene Rod + Intangible/Torii reduces the damage to 0...
The relic Throwing Gloves looks very weak. Most items deal damage to a random enemy when thrown, adding 1 to that isn't worth much. There is one that draws 2, one with Retaliate 1 and one with Minigame 2, adding 1 to those isn't very powerful either.
The card Grab Demonfire Dagger is very strong. Dealing 4(6) more damage with every attack is already strong. Being able to draw with every skill makes the 0-cost Minigames super powerful. I'm probably biased on this because my first run used this for a semi-infinite combo. Still, this adds a lot of Draw to a character who has very few ways to draw.
The card Heat Strike is underwhelming. In the first combats it is rare that you can spend 2 energy on an attack and fully block the incoming damage. It quickly gets outperformed by other cards like E.of Slapping, E.of Swift Strikes or E.of Sweep Kick.
This also makes Common cards that Use Heat underwhelming. You can't pick them on early floors before getting a better Heat source than Heat Strike.
I suggest removing E.of Swift Strikes and replacing Heat Strike with its effect: 0-cost, 2(5) damage and 1 Heat. This way the player can actually use Heat on the same turn or defend himself. This would also make Heat Strike the most energy efficient Heat card.
-That relic replacement is really giving me a lot of trouble, probably will disable It for the time being. Also will go along with the tojo badge suggestion of gold+thp while I work on something a bit fancier.
- I was kind of shy with doubling, tripling and adding modifiers to throw. It was probably unwarranted so I will toy with some ideas before reworking the Throwing gloves or adding the bonuses of Polish to throw.
- Minigames are prone to infinite, I got today two friday nights and a real estate on a run, which was enough to turn most shogi cards to 0 cost and cycle indefinitely. This means that I should definitely cap the Idol rod and rebalance both dagger and dragon kart.
- I've taken notes on tooltip and card changes and they are really welcome. It does read better, will work on readability soon.
Also apparently Throwing Gloves doesnt affect the Sai's Retaliate throw effect, giving 1 instead of 2. Heard you were looking to rework the relic though.
If you keep the discount, you need a bigger table to keep it in check through probability, like:
- Gain 4 Block next turn.
- Gain 1 Block and 1 temporary HP.
- Gain 1 Block and 1 Plated Armor.
- Deal 2 damage to all enemies. (Note: Bowling could deal 5.)
- Copy an Attack. It has Purge.
- Exhaust a Status or Curse in any card pile. (Shouldn't roll if there are none, of course.)
I do think bundling str+dex and weak+vuln was right. Separately they were underwhelming. Energize 1 is also fine since it's delayed. I would rework friday night though. Real estate is cool in how it uniquely supports high rolling, but there's a critical mass with friday night.
So, instead of rolling once more, it could yield one of the results again, and then you code the discount to hit one card for -2 which is often a waste but very much on purpose.
I may double down on the sheer chaos of minigames with the following:
Friday Night
(Innate) Minigame effect list is improved.
I could move the reduction to the improved minigame list and add some other more powerful effects. Gain 1 Plated Armor, Gain 1 Heat Level... something like that.
Again, thanks a lot for the feedback!
pd: by the way, already fixed the problems with retaliate and the sais.
When combat starts,
upgrades for each
Grab in your deck.
No upgrade limit.
Attack: X bonus damage.
Skill: Gain X Block.
Throw: Random enemy loses
X HP for each Durability left.
Durability 2
X is the sum of all upgrades.
Attack: 2 random adjacent
enemies lose 8(11) HP.
Skill: Gain 7(9) Block.
Throw: All enemies lose 8(10)
HP for each Durability left.
Durability 2
Attack: 3 bonus damage,
+2(4) if enemy has no Block.
Skill: Gain 1 Block.
Throw: Apply 2 Vulnerable for
each Durability left to highest
HP enemy with no Block(w/noB).
Durability 3
Attack: Card replays itself.
Skill: Gain 6 Block.
Throw: Random enemy loses
10 HP for each Durability left.
Durability 2(3)
Attack: 1 bonus damage.
Skill: Gain Block equal to 1(2)
+ Durability left.
Throw: Apply 1 Weak for each
Durability left to highest HP
enemy. (Gain 3 Block.)
Durability 4
- An issue of grab deck is that sometimes there are no attack or block cards that are actually usable. Weapon counter and weapon finish are undertuned and i'm planning a buff for them, but I miss some common attacks compatible with the weapon playstyle. On return I'm thinning out some Heat cards, many overlap in their purpose, so I'll remove them.
- The bat was meant to be like searing blow, but I overtuned It like crazy. I like the idea of upgrading for each grab, maybe with dome tweaks to damage and block couple work.
- One of the reasons I was uncomfortable with grabs is that most were just deal damage/gain block/random enemy. I like the throw value scaling off durability, probably will give it a try.
- I started giving some thought to new cards for the grab deck, but now I'll probably borrow some ideas.
- Another reason for grabs feeling weak was (I think) the lack of a rare power that enabled new strategies. Kamurocho Streets allows to spam throws along with Switch Grab, but I would like a power along the lines of holding on to an item (like the demonfire dagger).
Just some thoughts.
Not really. Try to balance powers around cards, not cards around powers that might make them strong enough. Some are just undertuned or awkward to weave in.
I'm not confident in my nunchucks either, but the idea is that you should almost get your money's worth on the turn that you grab a new item, then conclude in an above average pay-off next turn. I do agree with making some effects much weaker for flavor though.
Well, there are only 5 trillion possible designs, lmao. One of many approaches:
Activate Power A and
Power B.
Exhaust.
If an item would break,
discard a Grab from
your draw pile instead.
Throw what you Grab
as if at 1 Durability to
add its Durability to
what you're holding.
This is kind of inelegant since all that text needs the space of 2 card previews (which is doable in place of tooltips nowadays, like in the Noh Dancer mod), but I think it would be a fine compromise between conditional support and effort.
I have 1 concern: Throw what you Grab at 1 Durability means a 998 hit with the demonfire dagger.
Probably tuning demonfire dagger down to 50 or something like that will work, never got to use it for longer than 20 cards anyway.
Otherwise taking a lot of this advice to heart, really helpful.
Ramen's lotsa fun but shouldn't upgrade to 3 durability. I'm not even sure it should have 2 in the first place. Like, it would still see play at 1 durability if grabbing it gave you 1(3) temp hp. Remember that you can raise both its durability and how much it draws off one attack.
Similar thing with sake+. 4 is enough.
PS: How kind of you to prevent negative str n dex off minigames with hardhat, lmao.💦
I'm working on adding a new event/monster, it may take some time as I'm really busy, but will get done in time.