Slay the Spire

Slay the Spire

The Board Game
Sagil 2024 年 4 月 11 日 下午 7:02
Bug Reports
Wanna kick of this thread with Slime Boss (or possibly its spawned minions). After the boss died and summoned smaller slimes, additional smaller slimes appeared over the course of subsequent rounds, animated in the same places as existing slimes. Not just a visual artifact (in fact the presence of additional slimes was only showing up visually during animations), but actually contributing to combat.
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正在显示第 1 - 15 条,共 58 条留言
Sagil 2024 年 4 月 12 日 上午 2:17 
Crash due to possession of relic from another mod:

09:14:31.740 INFO EventUtil> Failed to instantiate event BoardGame.events.BGWeMeetAgain

java.lang.reflect.InvocationTargetException
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:62)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:45)
at java.lang.reflect.Constructor.newInstance(Constructor.java:423)
at basemod.eventUtil.util.ConditionalEvent.getEvent(ConditionalEvent.java:44)
at basemod.eventUtil.EventUtils.getEvent(EventUtils.java:169)
at {链接已删除}
at com.megacrit.cardcrawl.helpers.EventHelper.getEvent(EventHelper.java)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.getEvent(AbstractDungeon.java:2495)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.generateEvent(AbstractDungeon.java:2369)
at com.megacrit.cardcrawl.rooms.EventRoom.onPlayerEntry(EventRoom.java:22)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.nextRoomTransition(AbstractDungeon.java:2282)
at BoardGame.dungeons.AbstractBGDungeon.nextRoomTransition(AbstractBGDungeon.java:668)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.nextRoomTransition(AbstractDungeon.java:2119)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.updateFading(AbstractDungeon.java:2848)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2517)
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)
Caused by: java.lang.ClassCastException: evolution.Axolotl cannot be cast to BoardGame.relics.AbstractBGRelic
at BoardGame.relics.AbstractBGRelic.getAllPayableRelics(AbstractBGRelic.java:46)
at BoardGame.events.BGWeMeetAgain.<init>(BGWeMeetAgain.java:66)
Lua Viper  [开发者] 2024 年 4 月 12 日 下午 12:16 
I'm not entirely sure why Slime Boss was able to keep acting while in both the "dead" and "half dead' states, but it should at least consistently Do Nothing on subsequent turns from now on.

We Meet Again, Face Trader, Joust, and Moai Head should be compatible with non-Board Game relics now. Though, giving a non-BG relic to Moai Head might break the game in ... other ways. ¬_¬
Ailbe 2024 年 4 月 20 日 上午 7:51 
Hey, thank you so much for creating this mod :D

The new character select screen seems to have broken custom runs as they bypass the second choosing your character screen
Custom runs also now only give you the choice of ironclad cards

Couple of notes:
Mods being used include:
- BaseMod
- StSlib
- Googly Eyes
- Smile Girya
- Bossy Relics
- Pride the Spire
- Rare Cards Sparkle
- Slay the Spire: The Board Game

This is using a steam workshop subscription

Imgur link highlighting the issues [imgur.com]
Lua Viper  [开发者] 2024 年 4 月 23 日 下午 10:41 
Good news, I finally found the "subscribe to discussion" button.

...Daily / Custom should be working again. It's still using vanilla modifiers, but you should at least be able to fight back now before something oneshots you.
Crazypenquin 2024 年 5 月 22 日 下午 8:19 
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)
- coloredpowertips (2.3.0)
- DeckTracker (0.1.13)
- stslib (2.11.0)
- superfastmode (1.0.8)
- test447_keycuts (1.0)
- RelicStats (1.2.2)
- KorKeywordFix (1.1.2)
- BoardGame (0.3.0)
- Better_Animation (0.2.0)
- block-reminder (1.2.0)
- mintyspire (2.5.7)
- quickrestart (2.1.0)
- RandomCharacterButton (1.1.0)
- UnceasingTurnReminder (1.0)
- backflip (0.0.1)

Mods in stacktrace:
- BoardGame (0.3.0)
- test447_keycuts (1.0)
Cause:
java.lang.ArrayIndexOutOfBoundsException: -1
at test447.keycuts.patches.rewards.RewardItemPatches$Render.Postfix(RewardItemPatches.java:153)
at com.megacrit.cardcrawl.rewards.RewardItem.render(RewardItem.java:611)
at BoardGame.patches.bossrewards.BossCardReward$RenderCard.Foo(BossCardReward.java:111)
at com.megacrit.cardcrawl.screens.select.BossRelicSelectScreen.render(BossRelicSelectScreen.java:340)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.render(AbstractDungeon.java:2739)
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:441)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)

Was playing with Defect and defeated the first boss. Crashes when trying to open up the chest.
Mavelovent 2024 年 5 月 24 日 上午 7:48 
Just realized this Thread exists. Don't want to duplicate the reports, I've sent a couple of issues in the comments.
Btw, just wanted to say that despite the bugs, the mod is still amazing :)
Mavelovent 2024 年 5 月 27 日 上午 6:11 
In the "Ominous Forge" event, I chose to upgrade a card, but just before finalizing my decision (to upgrade Noxious Fumes) I checked the map and closed it. That disabled the "back" arrow on the right, making it so I was forced to agree to upgrade the Fumes
Mavelovent 2024 年 5 月 27 日 上午 7:02 
Using Doppelganger to copy upgraded Catalyst seems to result in wrong poison numbers (I believe I had Reptomancer at 4 poison, used upgraded catalyst to increase it to 12, then Doppelganger on Catalyst increased it to.... 28? Somehow? It's in no way dividable by 3)

Edit: the doppelganger effects seem way off, tried it again with same numbers, this time the poison ended up at 30 after tripling it from 12
最后由 Mavelovent 编辑于; 2024 年 5 月 27 日 上午 7:08
Mavelovent 2024 年 5 月 28 日 下午 2:29 
Upgraded Wreath of Flames exhausts after use, even though it clearly shouldn't
Mavelovent 2024 年 5 月 28 日 下午 2:31 
There seems to be no warning for excess miracles, like there is for excess shivs. If you generate too much, they simply disappear
Mavelovent 2024 年 5 月 30 日 上午 3:01 
Taskmaster intent seems to be displayed incorrectly. He always deals 1 damage less than what it shows as intent.
Lua Viper  [开发者] 2024 年 6 月 5 日 下午 8:54 
Everything reported up through June 5 has been assigned a ticket. Highlights from the "resolved" pile:
- Dark Embrace end-of-turn draw should finally be working again.
- Bullet Time making unplayable cards playable should be fixed.
- Wreath of Flames+ now properly sets exhaust to false.
- Added a warning for excess miracles and poison, why not. (They still disappear.)
- A1 Taskmaster damage updated to match intent.
Mavelovent 2024 年 6 月 6 日 上午 7:38 
引用自 Lua Viper
- Added a warning for excess miracles and poison, why not. (They still disappear.)
That's a decent feature, but IMO it would work much better if it worked in the same way as shivs do currently (which I love btw), instead of automatically discarding excess miracles, convert them into energy (up to the maximum of 6 ofc). I very often find myself just playing the miracle gaining cards without paying attention to how many I have currently. You could say it's a "skill issue", but in physical board game you often would retract last move the moment you saw what you are doing is a terrible idea :p

Since you have the shivs programmed in such way, I can't imagine this is much harder than that?

side note: thank you for those updates, it's really fun to play what you've cooked :)
Lua Viper  [开发者] 2024 年 6 月 6 日 下午 6:33 
I can have a go at converting extra miracles to energy *before* you play a card, but there are a couple edge cases where this shouldn't be possible

(e.g. if you had 5 energy and played Skill Potion into Worship, you should end up with 0 energy and 5 miracles rather than 5 energy and 5 miracles)
最后由 Lua Viper 编辑于; 2024 年 6 月 6 日 下午 6:35
Mavelovent 2024 年 6 月 16 日 上午 5:35 
引用自 Lua Viper
I can have a go at converting extra miracles to energy *before* you play a card, but there are a couple edge cases where this shouldn't be possible

(e.g. if you had 5 energy and played Skill Potion into Worship, you should end up with 0 energy and 5 miracles rather than 5 energy and 5 miracles)

Is this actually how it would work? How developers said this interaction should work? Because I imagine in every normal scenario players would convert their miracles into normal energy between the first and second card play
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