Slay the Spire

Slay the Spire

FutabaLiL
 This topic has been pinned, so it's probably important
лердн  [developer] 17 Jun @ 7:24am
Feedback
Share your impressions.
< >
Showing 1-7 of 7 comments
秋叶 17 Jun @ 10:22pm 
[DEBUG] Source is not player or lacks EmpathyPower
05:16:20.008 INFO basemod.BaseMod> powers modified
05:16:20.124 INFO basemod.BaseMod> powers modified
05:16:20.240 INFO basemod.BaseMod> powers modified
05:16:20.375 INFO unlock.UnlockTracker> Already seen: FutabaLiL:FleetingThought
05:16:20.377 INFO core.CardCrawlGame> Exception occurred in CardCrawlGame render method!
05:16:20.379 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.next(ArrayList.java:851) ~[?:1.8.0_144]
at FutabaLiL.cards.FleetingThought.processLastShuffle(FleetingThought.java:102) ~[?:?]
at FutabaLiL.cards.FleetingThought.access$000(FleetingThought.java:19) ~[?:?]
at FutabaLiL.cards.FleetingThought$ShuffleTracker.Postfix(FleetingThought.java:85) ~[FutabaLiL.jar:?]
at com.megacrit.cardcrawl.relics.AbstractRelic.onShuffle(AbstractRelic.java:625) ~[?:?]
at com.megacrit.cardcrawl.actions.common.EmptyDeckShuffleAction.<init>(EmptyDeckShuffleAction.java:41) ~[?:?]
at com.megacrit.cardcrawl.actions.common.DrawCardAction.update(DrawCardAction.java:122) ~[?:?]
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$1.run(LwjglApplication.java:126) [?:?]
Controllers: removed manager for application, 0 managers active
лердн  [developer] 17 Jun @ 10:50pm 
Originally posted by 秋叶:
[DEBUG] Source is not player or lacks EmpathyPower
05:16:20.008 INFO basemod.BaseMod> powers modified
05:16:20.124 INFO basemod.BaseMod> powers modified
05:16:20.240 INFO basemod.BaseMod> powers modified
05:16:20.375 INFO unlock.UnlockTracker> Already seen: FutabaLiL:FleetingThought
05:16:20.377 INFO core.CardCrawlGame> Exception occurred in CardCrawlGame render method!
05:16:20.379 ERROR core.CardCrawlGame> Exception caught
java.util.ConcurrentModificationException: null
at java.util.ArrayList$Itr.checkForComodification(ArrayList.java:901) ~[?:1.8.0_144]
at java.util.ArrayList$Itr.next(ArrayList.java:851) ~[?:1.8.0_144]
at FutabaLiL.cards.FleetingThought.processLastShuffle(FleetingThought.java:102) ~[?:?]
at FutabaLiL.cards.FleetingThought.access$000(FleetingThought.java:19) ~[?:?]
at FutabaLiL.cards.FleetingThought$ShuffleTracker.Postfix(FleetingThought.java:85) ~[FutabaLiL.jar:?]
at com.megacrit.cardcrawl.relics.AbstractRelic.onShuffle(AbstractRelic.java:625) ~[?:?]
at com.megacrit.cardcrawl.actions.common.EmptyDeckShuffleAction.<init>(EmptyDeckShuffleAction.java:41) ~[?:?]
at com.megacrit.cardcrawl.actions.common.DrawCardAction.update(DrawCardAction.java:122) ~[?:?]
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) [?:?]
Controllers: removed manager for application, 0 managers active
谢谢你的反馈! 我会修好的。
лердн  [developer] 17 Jun @ 11:32pm 
该错误是由于这样的事实,我没有考虑到一些地图和文物的相互作用,但现在它是固定的,那么我将修复本地化。
Zu 16 Jul @ 11:11am 
I wasn't sure whether to share my first impression cuz I suspect we have very different preferences concerning the core gameplay loop of this game, but here goes anyway:

On the plus side, this mod makes for a unique experience unlike any other. You clearly put a lot of thought into how it all interacts and how it's supposed to feel like when playing.

What I personally don't vibe with is how it's built around bittersweet design, as in various cards can be strong but come with a downside or prerequisite. In other words, it's like jumping through hoops to achieve what other characters can do with less effort.
I'm not familiar with the source material but I imagine this was the driving force behind your design process, which is a fine approach, but perhaps it's not advertised clearly enough. It reminds me of the Clockwork mod which understates how much work it is to get your run going.

Apropos, the one thing that stands out to me is that the first act is already the least exciting in the vanilla game, so I'm wondering what you think about how Futaba prolongs the first act further by debuffing herself and sometimes adds practically dead cards to her deck hoping to find more pieces of an elaborate puzzle.
Maybe I'm too smol brain for this mod, but I think it would go a long way if you started with prayer wheel for free just to smooth out the early game.
лердн  [developer] 16 Jul @ 8:15pm 
Originally posted by Zu:
I wasn't sure whether to share my first impression cuz I suspect we have very different preferences concerning the core gameplay loop of this game, but here goes anyway:

On the plus side, this mod makes for a unique experience unlike any other. You clearly put a lot of thought into how it all interacts and how it's supposed to feel like when playing.

What I personally don't vibe with is how it's built around bittersweet design, as in various cards can be strong but come with a downside or prerequisite. In other words, it's like jumping through hoops to achieve what other characters can do with less effort.
I'm not familiar with the source material but I imagine this was the driving force behind your design process, which is a fine approach, but perhaps it's not advertised clearly enough. It reminds me of the Clockwork mod which understates how much work it is to get your run going.

Apropos, the one thing that stands out to me is that the first act is already the least exciting in the vanilla game, so I'm wondering what you think about how Futaba prolongs the first act further by debuffing herself and sometimes adds practically dead cards to her deck hoping to find more pieces of an elaborate puzzle.
Maybe I'm too smol brain for this mod, but I think it would go a long way if you started with prayer wheel for free just to smooth out the early game.

Thank you for the feedback! Indeed, some combinations are much more difficult to assemble than others, even within the mod. I will try to address this in the next patch.
лердн  [developer] 17 Jul @ 9:15am 
I kind of realized your idea with Prayer Wheel
лердн  [developer] 18 Jul @ 1:52am 
Initially, Consume took away 5% health, and the idea was that it would be used to kill all the small mobs, while the build could be freely assembled for the boss. However, I somehow moved away from this idea with the balance patches.
< >
Showing 1-7 of 7 comments
Per page: 1530 50