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The Wall and Falcon Punch's description become to long with the correct wording. What do you think about the current implementation: "Retain. NL Gain !B! Block. NL Exhaust all 0 cost cards to gain !B! Block again."
The Bug you described is declared a feature from now on.
Falcon Form might have been a bit busted :D Really appreciate your input.
From the mod loader:
"Mod list:
- basemod (5.54.1)
- AchievementEnabler (1.0.0)
- stslib (2.11.0)
- TransformCurses (1.0)
- mintyspire (2.5.8)
- anniv5 (2.3.5)
- expansionPacks (1.5.1)
- TheUnchainedMod (2.3.0)
- downfall (5.2.04)
- extendedui (4.5.3-hotfix03)
- RelicStats (1.2.2)
- Better_Animation (0.2.0)
- ojb_infomod2 (0.0.7)
- RunHistoryPlus (1.8.2)
- StatsTracker (2.3.1)
- ojb_easel (0.0.3)
- ojb_mapmarks (0.0.1)
- falconer (0.666)
Begin patching...
Patching enums...Warning: @SpireEnum com.megacrit.cardcrawl.actions.AbstractGameAction$AttackEffect HERMIT_GUN is already defined.
Warning: @SpireEnum com.megacrit.cardcrawl.actions.AbstractGameAction$AttackEffect HERMIT_GUN2 is already defined.
Warning: @SpireEnum com.megacrit.cardcrawl.actions.AbstractGameAction$AttackEffect HERMIT_GUN3 is already defined.
Warning: @SpireEnum com.megacrit.cardcrawl.cards.AbstractCard$CardTags COMBO is already defined.
Done."
I can paste the whole thing if you want, but it's a looooooot.
Game crashed.
Version Info:
- Java version (1.8.0_144)
- Slay the Spire (12-18-2022)
- ModTheSpire (3.30.3)
Mod list:
- basemod (5.54.1)
- stslib (2.11.0)
- falconer (0.685)
Mods in stacktrace:
- falconer (0.685)
Cause:
java.lang.NullPointerException
at com.megacrit.cardcrawl.actions.common.ApplyPowerAction.<init>(ApplyPowerAction.java:102)
at com.megacrit.cardcrawl.actions.common.ApplyPowerAction.<init>(ApplyPowerAction.java:127)
at falconermod.relics.UndyingBond.onLoseHp(UndyingBond.java:39)
at com.megacrit.cardcrawl.characters.AbstractPlayer.damage(AbstractPlayer.java:1794)
at com.megacrit.cardcrawl.events.exordium.ShiningLight.buttonEffect(ShiningLight.java:77)
at com.megacrit.cardcrawl.events.AbstractImageEvent.update(AbstractImageEvent.java:46)
at com.megacrit.cardcrawl.rooms.EventRoom.update(EventRoom.java:30)
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)
Google Translate: The game crashes when Combined Efforts is used with the Vermin Tutor effect
Crashlog:
Game crashed.
Version Info:
- Java version (1.8.0_144)
- Slay the Spire (12-18-2022)
- ModTheSpire (3.30.3)
Mod list:
- basemod (5.54.1)
- CustomStart (1.1.0)
- stslib (2.11.0)
- falconer (0.686)
Cause:
java.lang.NullPointerException
at com.megacrit.cardcrawl.actions.common.DamageAllEnemiesAction.update(DamageAllEnemiesAction.java:98)
at com.megacrit.cardcrawl.actions.GameActionManager.update(GameActionManager.java:179)
at com.megacrit.cardcrawl.rooms.AbstractRoom.update(AbstractRoom.java:325)
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)
1.) Accelerate feels... awkward. It feels like a worse version of Catalyst in some ways. If you don't already have methods of triggering mark, it's just a Curse. I would suggest changing it to an Attack-combo card which applies half of it's mark without triggering it, and the second half on combo that does trigger.
2.) There feels like a distinct lack of synergy between Mark builds and Combo/Bond builds. Almost all of your Rare cards work well with Combo/Bond, but only 1 actually specifically works with Mark.
3.) Conceal feels weird when you already have a card like Smoke Bomb. Why does he have 2 damage immunity cards? One of these should probably be changed, hopefully to something that provides more synergy between Mark and Combo/Bond.
4.) I would suggest building a keyword that specifically applies mark without triggering it. Doing so can save some character space on cards and will also make it easier to distinguish at a glance which cards are supposed to trigger Mark and which ones not.
Otherwise really well done. Very impressed
Version Info:
- Java version (1.8.0_144)
- Slay the Spire (12-18-2022)
- ModTheSpire (3.30.3)
Mod list:
- basemod (5.54.1)
- ojb_infomod2 (0.0.7)
- coloredpowertips (2.3.0)
- ojb_easel (0.0.3)
- ojb_mapmarks (0.0.1)
- Better_Animation (0.2.0)
- OptimizeTheSpire (1.1.0)
- ramsaver (0.2.3)
- stslib (2.11.0)
- permNeow (1)
- versiontwocompatible (2.2.6)
- mintyspire (2.5.8)
- RelicStats (1.2.2)
- determinismfix (1.0.0)
- ASMod (0.0.1)
- ojb_bestiary (0.1.3)
- falconer (0.75)
Mods in stacktrace:
- falconer (0.75)
Cause:
java.lang.NullPointerException
at com.megacrit.cardcrawl.cards.AbstractCard.initializeDescription(AbstractCard.java:483)
at falconermod.cards.ExhaustingIntervention.upgrade(ExhaustingIntervention.java:63)
at com.megacrit.cardcrawl.actions.unique.ApotheosisAction.upgradeAllCardsInGroup(ApotheosisAction.java:38)
at com.megacrit.cardcrawl.actions.unique.ApotheosisAction.update(ApotheosisAction.java:26)
at com.megacrit.cardcrawl.actions.GameActionManager.update(GameActionManager.java:179)
at com.megacrit.cardcrawl.rooms.AbstractRoom.update(AbstractRoom.java:325)
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)
1.) The opening cards don't really mesh well with.... any kind of build. If you draw them after the initial draw, they are just a curse. If you don't want to play them first, they are just a curse. I would probably alter them to do additional effects if played first, but otherwise they are pretty weak.
For instance: Offensive Opening I would change to be an attack like this: Deals 3 damage. Apply 1 vulnerable. If played first, draw 1 card.
This way the card is decent if played normally, but if it's an opening card it's a free draw.
Defensive Opening I would change to: Gain 2 Temporary Dexterity. Gain 1 Block. If played first, remove 1 debuff.
This makes it so that it can be a great way to build up some Dexterity over time if you get it first, but it also still grants 3 block for 0 and can be a good way to setup combos like it's intended.
Grand opening is probably fine given that it's a 0 cost card that gives energy.
2.) Black Hawk Down is a cool card but MAN does it feel incredibly dangerous to play. Not only does it soak a draw by coming into hand, it also will absolutely screw you if you either can't finish the fight or build enough block to soak the penalty. I like the concept, not sure about the implementation.
3.)At some level of rarity, A skill or Power that increases the amount of Mark you apply based on your strength or built up Bond would be good to exchange. Mark needs a direct synergy with Bond in some way to help make the build feel more cohesive.