Slay the Spire

Slay the Spire

The Falconer
Hydroclasm 10 Sep, 2024 @ 1:01am
Early bug reports/feedback
Fun mod, thanks for sharing. Some things I noticed that might need changing or fixing:

Ethereal cards should have "Ethereal" at the top of the card, to match the base game
"Unleash the Falcon" should say "heal 1 HP" instead of "heal 1 life" to match the base game
"Trappers Delight" should say "play" instead of "cast", to match the base game
"Trappers Delight" should clarify the first trap played each turn
"Trappers Delight" should have an apostrophe in the spelling, "Trapper's Delight"
"Primevil Lotus" should be spelled "Primeval Lotus"
The bond tooltip on the character while in combat could get changed to match the tooltip used for the cards, since the card tooltip is a little more clear
"Dodge" is not triggering combo synergies properly, eg it won't trigger starter relic
"Aerial Support" should clarify that the 8 / 10 initial damage is dealt to all enemies
The "Aerial Support" buff tooltip says that it deals 0 damage, but the damage is dealt normally and matches what the card says

I didn't get a chance to use the "Opening" type cards, but it isn't completely clear if you can't play them at all if they aren't the 1st/2nd card you play, or if they just won't do anything if they aren't the 1st/2nd card

The "Falcon Punch" and "The Wall" cards could be worded a little more clearly for what they do. Maybe instead of "Doing so deals 8 damage again" it could be written as "If you exhaust at least 1 card, deal 8 damage again". I wasn't sure at first if I could get the bonus without exhausting anything, or if I could get the bonus more than once if I exhausted more than one card.

The "Falcon Punch" and "The Wall" cards will also give their bonuses if they became zero cost without any other zero cost cards in hand, without exhausting themselves (eg if you used Madness or Snecko eye). Not sure if this is intended behaviour.

Again, fun mod. I managed to beat the Heart on A1 with a bond-scaling deck that had Snecko Eye and a bottled Falcon Form, with a second Falcon Form in the deck, so I ended up getting to play a bunch of extra cards for free from the deck each turn. Thanks for sharing with the community!
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Showing 1-15 of 17 comments
Wuaschtsemme  [developer] 10 Sep, 2024 @ 8:15am 
Thank you for putting all of this together! All of the wording issues you pointed out have been adjusted. Dodge and Aerial Support should be fine now. The opening cards now say "Play as first card only" to hopefully clarify them.

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.
Hydroclasm 11 Sep, 2024 @ 2:40am 
Ah, I didn't know how much space there was for the card text. The updated wording does help, thanks!
Pastykake 11 Sep, 2024 @ 4:44pm 
I am getting a crash when I try to take Madness cards in the Act III event. I will try to post the screenshots of my deck and relics to my profile, because I have no idea what might be causing it and I don't have an account on photobucket or anything.

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.
Wuaschtsemme  [developer] 11 Sep, 2024 @ 6:06pm 
Is this the crashlog? The only thing relating to my Mod is the Combo Tag. I've had another report of the crash but can't reproduce it. I guess it has to do with an interaction of some other mods. To be safe I changed the combo tag enum to something more unique. Please report if it still crashes.
Afrista 12 Sep, 2024 @ 10:24am 
There is a bug that crashes your game currently with the "undying bond" relict. It activates whenever you loose health, which also applies to out-of-combat situations. In my case, I got the "Take damage to upgrade 2 cards" event, which tries to activate undying bond. As you can't get the "Bond" out of combat though, the game crashes with a NullPointerException.

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)
Last edited by Afrista; 12 Sep, 2024 @ 10:26am
Wuaschtsemme  [developer] 12 Sep, 2024 @ 3:17pm 
Great report, the relic now triggers in combat only
shoji 13 Sep, 2024 @ 3:52pm 
Vermin Tutorの効果でCombined Effortsが使用されるとゲームがクラッシュします
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)
Afrista 13 Sep, 2024 @ 4:56pm 
The recent change to Trinity sort of seems to be only half implemented: Trinity does not have the combo keyword anymore, and also doesn't need a card played beforehand to grant Armor, but it still seems to trigger "the falcon" relic.
Wuaschtsemme  [developer] 14 Sep, 2024 @ 11:06am 
Thanks Shoji and Afrista, both bugs have been fixed
Rosgath 15 Sep, 2024 @ 3:50pm 
Primarily feedback here and I guess my post is too long for the comment thread:

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
Wuaschtsemme  [developer] 15 Sep, 2024 @ 4:03pm 
Hi Rosgath, I agree with your feedback, mark has to get some support, especially in the defense department. Development will be a little bit slower than it used to, but i'll think of something. Feel free to suggest some card changes or replacements.
Osprey 16 Sep, 2024 @ 6:10am 
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)
- 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)
Wuaschtsemme  [developer] 16 Sep, 2024 @ 10:59am 
Thank you Osprey, I fixed it
Rosgath 16 Sep, 2024 @ 12:44pm 
Hmmm Card suggestions eh? Ok.

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.
Osprey 17 Sep, 2024 @ 11:10am 
Defect's Trap's next turn block is counted as a debuff and consumes an artifact charge
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