Slay the Spire

Slay the Spire

The Flagbearer
Flarous  [developer] 22 Jun, 2023 @ 6:26pm
Bug Report
Post any bugs you encounter here. It is useful for you to provide as much detail as possible (how, when did it happen, what cards/mods were involved) so that it can be replicated and investigated.
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Showing 1-15 of 24 comments
Flarous  [developer] 23 Jun, 2023 @ 9:14am 
I have been told there is a bug with distilled chaos and some unknown cards. Currently looking into it but if you have more info it'd be appreciated :>
Flarous  [developer] 23 Jun, 2023 @ 2:03pm 
Originally posted by Flarous:
I have been told there is a bug with distilled chaos and some unknown cards. Currently looking into it but if you have more info it'd be appreciated :>

This has been found, random targets (Distilled Chaos) off of two AoE cards (Flag Quake/Lightning Spear) currently crashes the game. It will be updated and fixed soon.
Osprey 27 Jun, 2023 @ 3:58pm 
Playing unupgraded seraphim form (thank you enchiridion) followed by an upgraded seraphim form leaves the player with 1 flight total instead of the maximum of 2

This is intended
Last edited by Osprey; 27 Jun, 2023 @ 4:14pm
Arilou Lalee'lay 29 Jun, 2023 @ 8:58am 
I got this crash report while playing Flagbearer in conjunction with SpireLocations' other-color-card-reward modifier. There is of course a chance it is caused by one of the other (character) mods, but I have never had it crash in this way before. Perhaps you know more:

Game crashed.
Version Info:
- Java version (1.8.0_144)
- Slay the Spire (12-18-2022)
- ModTheSpire (3.30.3)
Mod list:
- basemod (5.52.3)
- stslib (2.10.0)
- reliquary (0.5.2)
- spirelocations (1.1.1)
- CardAugments (1.0.1)
- coloredpowertips (2.3.0)
- HighlightPath (0.0.3)
- MysteryDungeon (2.0.2) == (character mod)
- clockworkchar (1.0.5) == (character mod)
- theflagbearer (1.2.1) == (character mod)

Mods in stacktrace:
- spirelocations (1.1.1)
Cause:
java.lang.IllegalArgumentException: n must be positive
at com.badlogic.gdx.math.RandomXS128.nextLong(RandomXS128.java:110)
at com.badlogic.gdx.math.RandomXS128.nextInt(RandomXS128.java:99)
at com.megacrit.cardcrawl.random.Random.random(Random.java:65)
at SpireLocations.nodemodifiers.special.OtherColorModifier.modifyRewards(OtherColorModifier.java:80)
at SpireLocations.patches.nodemodifierhooks.ModifyRewardsPatch.addModifiersRewards(ModifyRewardsPatch.java:21)
at com.megacrit.cardcrawl.screens.CombatRewardScreen.setupItemReward(CombatRewardScreen.java:108)
at com.megacrit.cardcrawl.screens.CombatRewardScreen.open(CombatRewardScreen.java:370)
at com.megacrit.cardcrawl.rooms.AbstractRoom.update(AbstractRoom.java:437)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2532)
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)
Last edited by Arilou Lalee'lay; 29 Jun, 2023 @ 10:57am
Flarous  [developer] 29 Jun, 2023 @ 3:53pm 
Originally posted by Arilou Lalee'lay:
I got this crash report while playing Flagbearer in conjunction with SpireLocations' other-color-card-reward modifier. There is of course a chance it is caused by one of the other (character) mods, but I have never had it crash in this way before. Perhaps you know more:

Hi there,

Downloaded Spire Locations to see if I could replicate this. I passed through a node for picking up a Defect card and another one for a Silent card and StS did not crash. I wonder if this is maybe a one off bug? Additionally, in the stack trace it only seems to say it was Spire Locations but I recognise that SL might've been trying to access something it couldn't in another mod (because idk if that'd show in the stack trace).

At the moment I don't think there's anything I can do about it and I'm not sure what else I can think of.

Since we know what node it happened around, maybe just keep note of what color it's giving you for that particular node and see if it crashes (as this may point to another character mod)?

If it happens again in my mod lmk and I can look into it again.

Thanks!
Arilou Lalee'lay 15 Jul, 2023 @ 9:28am 
Sometimes I cannot cast Banner Magic cards until I have first Planted and Recalled the flag. This usually happens when I replaced the starting Relic and/or at the very 1st turn of a combat.
Flarous  [developer] 15 Jul, 2023 @ 3:53pm 
Originally posted by Arilou Lalee'lay:
Sometimes I cannot cast Banner Magic cards until I have first Planted and Recalled the flag. This usually happens when I replaced the starting Relic and/or at the very 1st turn of a combat.

Thanks! This has been fixed with 1.3.1 =)
Flarous  [developer] 27 Jul, 2023 @ 4:04pm 
There is a known bug where playing the top card of your deck using Miracle or Mayhem will incorrectly play Blessing while the flag is planted. It will consume it on use but display that the card cannot be played due to being planted.

There is currently no fix for this but may be fixed in a future patch.
Sun YuDai 25 Aug, 2023 @ 6:41am 
Heads up that if you have multiple [Rewind+]'s played on the first turn and there are not enough cards to draw in the discard pile at the start of the second turn (in my case 2 cards in discard vs 3 [Rewind]+s active), the game will crash with an ArrayList Index out of bounds.

Got this via running a power heavy build with the relic that sets a card's cost to 0 when a power is played + banner ignition and the Trinket (from the Trinket's mod) that is innate and draws a random power from deck.
Flarous  [developer] 25 Aug, 2023 @ 9:02am 
Originally posted by Sun YuDai:
Heads up that if you have multiple [Rewind+]'s played on the first turn and there are not enough cards to draw in the discard pile at the start of the second turn (in my case 2 cards in discard vs 3 [Rewind]+s active), the game will crash with an ArrayList Index out of bounds.

Got this via running a power heavy build with the relic that sets a card's cost to 0 when a power is played + banner ignition and the Trinket (from the Trinket's mod) that is innate and draws a random power from deck.
Thanks! I will look into this.
Flarous  [developer] 25 Aug, 2023 @ 10:02am 
Originally posted by Sun YuDai:
Heads up that if you have multiple [Rewind+]'s played on the first turn and there are not enough cards to draw in the discard pile at the start of the second turn (in my case 2 cards in discard vs 3 [Rewind]+s active), the game will crash with an ArrayList Index out of bounds.

Got this via running a power heavy build with the relic that sets a card's cost to 0 when a power is played + banner ignition and the Trinket (from the Trinket's mod) that is innate and draws a random power from deck.

Hello again, I tried to replicate this bug by using the console and was unable to replicate it.

What I did:
>Remove my current hand (not discarded, exhausted)
>Add/Play three upgraded rewinds and a banner ignition (last, so I only had 2 cards)
>Add two strikes and allow the end of turn to discard them

Result:
>2 strikes were added next turn
>5 cards were drawn

Were there any other conditions you can think of during the crash? I'm not sure if you would like to, but could you can try replicating it on your end with console commands? I'm also wondering if it might also be a strange interaction with something from the Trinket's mod.
Sun YuDai 28 Aug, 2023 @ 11:47am 
Originally posted by Flarous:
<...>
Were there any other conditions you can think of during the crash? I'm not sure if you would like to, but could you can try replicating it on your end with console commands? I'm also wondering if it might also be a strange interaction with something from the Trinket's mod.

Since moving on from that particular fight, have not reproduced this. Will keep an eye out, but a mod interaction is entirely possible.

Will keep an eye and let you know if I can get a reliable reproduction of it.
Sun YuDai 5 Sep, 2023 @ 10:40am 
Originally posted by Sun YuDai:
Heads up that if you have multiple [Rewind+]'s played on the first turn and there are not enough cards to draw in the discard pile at the start of the second turn (in my case 2 cards in discard vs 3 [Rewind]+s active), the game will crash with an ArrayList Index out of bounds. [...]

Figured it out - this was an issue from the Hallownest mod, not an issue with this mod. I had thought I had that mod disabled when this occurred, but that was incorrect.
Flarous  [developer] 5 Sep, 2023 @ 5:46pm 
Thanks! I appreciate that you kept an eye out for it and followed up :D
Magickiporg 16 Oct, 2023 @ 2:03pm 
I have encountered something that I am unsure it is just a general bug I am dealing with or just for this (really cool) character but when I pick up that relic that gives you 5 cards it will keep activating over and over again which is funny but soft locks me. I will have to check if it is because of this mod though
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