Slay the Spire

Slay the Spire

The Hedgehog
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MetalBall  [开发者] 6 月 3 日 下午 12:21
Bugs
Let's use this thread to point at the bugs.

ONGOING KNOWN ISSUES:
- (09/28/2025 08:05 PM) TiS - Game starts to lag. If anyone can send error logs for this, it would be much appreciated!
- (09/28/2025 08:05 PM) TiS - If the player has a Sonic potion and you check their potions, you crash. If anyone can send error logs for this, it would be much appreciated!

ONGOING KNOWN ISSUES BUT NOT PLANNING TO FIX:
- (08/16/2025 7:16 AM) Cards that return to your hand when played can exceed the 10-card hand size.
最后由 MetalBall 编辑于; 10 月 3 日 上午 6:54
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正在显示第 1 - 15 条,共 19 条留言
Thanks for the mod sonic is a fav! The nice smile card adds "more vigor when you obtain vigor" it loops on it self infinitely, completely stopping the run.
MetalBall  [开发者] 6 月 5 日 上午 10:04 
Big oof!

I'm not able to replicate it looping on itself infinitely. Do you have more details on how that happened? It might be a conflict with another mod.
JestJames[DG] 6 月 5 日 上午 11:53 
I do let me try disabling all other workshop items.

Edit: My apologies,It is definitely a mod conflict!
最后由 JestJames[DG] 编辑于; 6 月 5 日 下午 1:17
Zu 6 月 6 日 上午 2:21 
The new level up power has an outdated tooltip. Btw, was it ever meant to remember the last card played between turns / before drawn? Hot rod doesn't rember either.

The old thunder shield didn't stack. Just in case the new one doesn't stack either.
Also, the ring it gives you adds an immediate lightning proc if you already have a lightning orb whereas lightning doesn't proc at all if you didn't have lightning channeled yet even though both effects supposedly happen at the same time. Not sure how much of this is intentional.

Light speed attack can waste hits by targeting an enemy that's already dead.
MetalBall  [开发者] 6 月 6 日 上午 8:25 
JestJames - Perfectly fine to mention bugs even if they're mod conflicts. I'll make an effort to make my mod compatible but no guarantees b/c that's hard to do. You're welcome to send your modlist.

Thanks Zu for pointing these things out.

I sent out a new patch to address the things you mentioned. So Level Up is supposed to remember. Hot Rod is supposed to not remember. Texts have been updated to mention this.

I have made a change to make Thunder Shield stack. As far as channeling and processing goes though... I will have to look at it later b/c I'm not sure how I want it to go lol. I really just want to make the card simpler.

Light Speed Attack should be fixed now.
I've run into two issues: one is that Endless Boost says "you lose 2 Dexterity this turn" but it instead gives "after this turn, lose 2 Dexterity."

The other is with Level Up, where it gives a different effect based on what was last played, but the effect doesn't seem to do anything. The first time I used Level Up, it was the Skill effect, which should have given me 2 Dex per Ring, but nothing seemed to be happening, but I also wasn't playing the Rings. The second time, it was the Attack effect, and this time I did play the Rings (via Light Speed Dash), but I didn't get any Strength from either having Rings nor playing them. I also find it interesting that Strength and Dexterity say its permanent, but the Focus for playing a Power is temporary.
MetalBall  [开发者] 6 月 9 日 上午 12:37 
The wording on Endless Boost could be a bit better. I will change it to "At the end of this turn, lose 2 Dexterity." in the next patch.

Level Up is supposed to be a passive effect. The intention is that if you play Homing Attack, the card art and text should say "Rings give you 1 Strength." It will not do anything if you have no rings. If it says 2 Strength, you might not be on the latest version b/c I forgot to update the text on one of the versions.

If you have one Ring, your Strike will do 7 damage. If you have two Rings, your Strike does 8 damage. It's all about having Rings in your hand. With Light Speed Dash, you won't have any Rings in your hand which is a risk vs reward kind of thing.

Sometimes the effect will not show a difference if you have Weaken or Frail. I'm guessing that's the case here.

I will change Level Up's text in the next update to be more clear. "For each Ring in your hand, you have X more Strength/Dexterity/Temp Focus"

As for the Temp Focus. I was overthinking it. I thought about it too hard and thought one thing meant another, but I will leave as is for now. Might fix in a later update.
最后由 MetalBall 编辑于; 6 月 9 日 上午 12:44
I think the confusion on Level Up mostly stemmed from it saying it would add Strength/Dexterity per Ring, but it did not add those to the space below the HP bar. I think instead having it say that it increases damage/defense by the number of Rings in hand would probably be clearer.
MetalBall  [开发者] 6 月 15 日 上午 10:55 
@JestJames[DG]

I've added a failsafe so that Nice Smile (now Perfect Score) no longer works after getting 99 Vigor. Hopefully this will make it play nicer with other mods. (idk which mod breaks it so I can't test)
Mid Air Tricks doesn't stack properly, only got to have its effect once at start of turn even though I stacked the power to 3.
MetalBall  [开发者] 6 月 18 日 下午 6:38 
I deleted the failsafe and used different code. Fingers crossed that infinite loop bug does not come back.

@Protogen_Rhythm
You're right. That power did not stack. I sent out a patch to fix it. Thanks for pointing it out!
Zu 6 月 26 日 上午 7:01 
I'm still a lil confused by how dizzy works. Sometimes it seems that the debuff keeps track of the highest cost card it has seen that turn. If you have cards with retain though, the highest cost among those will apply when your turn ends.


Not bugs, just oversights:

The in-game mod config lists "act iv boss music" twice.
Trickster is missing a preview showing what a trick is.
Trick finisher has double audio if echo form is active.
Endless boost+ still has the old wording.


Smol balance concern in the wrong topic cuz I didn't feel like leaving a separate comment:
Dash panel seems overtuned. Cards like this typically exhaust - at least if unupgraded.
MetalBall  [开发者] 6 月 26 日 上午 8:06 
Good catch on all of those.

The intention behind Dizzy is to reduce the enemy's attack by the highest cost in your hand and that amount is intended to be very dynamic. I will take another look to see if it's performing correctly and maybe add a tooltip to be more clear on which card it's looking at.

Oh Dash Panel is very comparable with Defect's Aggregate which depends on your deck's draw pile. Here are the apparent risks w/ Dash Panel.
- If you draw it after the initial five cards, it's likely to be a dead card.
- If it ends up on _ _ _ X _ OR _ _ _ _ X, the card has zero value, unless you have a draw card, a card that creates tricks, or the far right card has a cost greater than 1.
- If the 2(3) cards happen to be 1 cost.
- Your hand just happens to have a lot of low cost cards. Like Boost, Ricochet, and InstaShield.
I typically don't upgrade this card because I generally have a ton of 1-cost cards. I think the card is too situational to be nerfed. That said, Silent's starter relic really helps this card a lot.

That said, I might nerf Blast Off. `Heavy. Gain 2(3) energy.` Comparable w/ Turbo, it's insanely good. And with this new relic I've designing, it's even stronger.
MetalBall  [开发者] 6 月 26 日 上午 8:16 
Zu, I truly appreciate all of your feedback :D

It's been so quiet that I might make an OC called the Cricket.
sonicxjones 7 月 20 日 下午 5:39 
Slot Machine Game has #y in the text of the card.
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