Slay the Spire

Slay the Spire

the Mad Scientist
26 Comments
CoCa_NabiS 28 Jan, 2024 @ 4:05am 
Hi there if you want to see the deck I did a run that you can see just below
https://youtu.be/aL3Fkg3TPh0
Sagil 24 Apr, 2021 @ 6:26am 
Bug: Bombardment is not affected by Weaponize.
旅渚Lastcel 14 Dec, 2020 @ 3:06am 
There is a severe bug with Reconstitute(+). If you begin a turn with 0 fuel, in terms of the value of the fuel regained, Reconstitute(+) will be equal to the fuel consumed last turn instead of being set to 0 at the very beginning. If this happens throughout several turns in a row, the value will even be accumulated with the fuel consumed those turns.
oriko_mikuni 18 Sep, 2020 @ 8:14am 
and a crashlog for weaponize https://pastebin.com/2FrYw0Li
oriko_mikuni 14 Apr, 2020 @ 10:54pm 
powered strike didn't count on a strike card.
MoonMan 18 Mar, 2020 @ 12:41am 
Hey I cant seem to get any unlocks any idea why that would be the case?
Sandling 28 Nov, 2019 @ 3:15pm 
Hello there! Nice mod! - I would try and look into the scaling of fuel-turned-into-X spells though, like Energy Barrier and especially Plasma Rifle 'n Flame Thrower: It takes pretty small effort to turn these kind of spells into extremely overpowered machine guns.

Something like Plasma Rifle could become 'Deal 3 Damage for each Fuel you gained this turn" for instance, and Flame Thrower could become an X spell, consuming X Fuel for X damage.
Energy Barrier should perhaps just use up some Fuel afterwards.

twanvl  [author] 15 Mar, 2019 @ 5:04pm 
@Talumus: Thanks for letting me know. It should be fixed now.
Talumus 14 Mar, 2019 @ 2:54pm 
So, the Snecko confusion permanently changes the cost of trinkets. Not only for the rest of the run, but in runs afterward as well. That's worth a patch.
Asunas_Slave 27 Feb, 2019 @ 2:24pm 
I just finally beat the third act recently with this mod.

This one had me really frustrated for a while and to be honest I ALMOST deleted it. I do however have a rule that I will continue to play a character until I beat the third act so I stuck with it.

Finally I figured out where the strengths lie in this deck/character and those strengths are very good. They aren't apparent at first and so I'd say this is one of the more difficult characters for me but one of the most powerful and fun if you master it.

The cards were pretty good. I did find the character model a bit of a let down however you may not have the ability to create an actual scientist model. Hopefully someone with the art skill can do so for you because the actual mechanics of this mod & the concept is excellent and I think an actual mad scientist model would really make this shine.


All in all well done! Hopefully will come back to it during the daily challenges.
Dirus 23 Feb, 2019 @ 7:04am 
Should be made official :thankyou:
Albino 19 Jan, 2019 @ 6:50am 
Nor does "Weaponize" work with "Assemble". The trinkets it produces can't have an additional 11 damage added regardless if I put damage on them orginally or not.
Albino 19 Jan, 2019 @ 6:17am 
The card "Weaponize" that enhances skills to do 11 damage a piece is pretty busted. However, I'm just here to tell you of a bug or just uninteded behavior between "Weaponize" and "Mechanize". Cards altered by "Weaponize" can not be used by "Mechanize". They only can be used by energy loss. Just pointing that out in hopes of that getting fixed :D @twanvl
LixieLorn 18 Jan, 2019 @ 2:52pm 
This mod is super cool! Like other people said, it's so polished it feels almost like it could be canon! It took me several tries to get a good run going, but I finally managed it by doing a Draft and going pure fuel generation. I was hoping to do like the comment a couple below, but I didnt get a plasma rifle until like, act 5. Fortunately, flame thrower did the job just fine.
I have one question and one bug. Question; is there a reason the card LightOnFire is all one word? It bothers me every time I see it. Bug: I had the Pure Nail from... is that Hubris or Infinite? 1/2
LixieLorn 18 Jan, 2019 @ 2:52pm 
The special event relic that doubles attack damage. This was having a weird interaction with the Omni-Hammer, which was instead dealing approximately FOUR times normal damage. (The damage on the card was doubled, but then when actually used it did At Least twice that.) Not sure what caused that or who can fix it, but. I've already reviewed them, so I'll give it to you. ;P Thank you for making and sharing this! It's really well polished and a lot of fun. I love the placeholder(?) image for the charrie, it's a great touch! 2/2
AbsoluteZeroHero 16 Jan, 2019 @ 7:21pm 
I like the Mad scientist however the only thing I don't like is that the cards are not unique to the charactor.
THANKS OBAMA 14 Jan, 2019 @ 3:16pm 
You don't even need to think about fuel management really :d. Strip out anything that uses fuel from your deck, pick up every Plasma Rifle and Power Armor while adding more stuff in to generate fuel. Destroy everything by poking it a hundred times.
VonAwesome_ [ttv] 14 Jan, 2019 @ 12:23pm 
mad scientist looked underwhelming and overpowered at first but offers a decent amount of depth and your choices matter. fuel management is an extra layer to add on to deckbuilding and it works super well. the fuel cards are quite overpowered BUT are garbage if you don't keep your fuel resource up so it balances out... unless you get a perpetual fuel engine up and running... when that happens, your cards are simply way too strong and the balancing act is gone/there are no more tough decisions.

honestly, as much as i want to pick up fuel relic, it makes the run too easy. i have to houserule no fuel relic or the heart gets facerolled and if you have to add a houserule to a class, it may be a bit too strong.
不是枯枯丶 11 Jan, 2019 @ 11:50pm 
It's a really great mod i think, for example, the trinket is a creative idea, and using gold to deal damage is quite cooool! Well it is not an easy character for i just win twice in the last few hours :D. One with trinkets, another with the card "virus" and using gold to crush the enemies! Overall,thank you for the mod, keep going on!
Khaesho 10 Jan, 2019 @ 2:56pm 
Honestly this character feels like one that might have appeared in the base game. The fuel/trinket mechanics are cool and interesting, but some trinkets felt more worthwhile than others. EX,artifact, strength, and dex were always a solid pick, but I almost felt bad for picking the energy trinket just because I so often had leftover energy at the end of the turn.

If you want to reeeeaaaally open up some interesting builds, or just add quality of life, I'd LOVE to see him get a relic that converts leftover energy into fuel. Could call it Windup Engine or Manual Pump or something.
tadkins613 10 Jan, 2019 @ 1:12am 
Another suggestion: perhaps Clockwork Assistant should mirror the casting cost of the colorless card Mayhem: 2->1. Otherwise, it feels like a hard rare to take after a boss battle, for example.
tadkins613 10 Jan, 2019 @ 12:58am 
Hi there, thanks for the mod!

In my first playthrough at the moment, and I had a suggestion: if there is a way, try to fix the card "Poke" such that when your hand becomes full searching for the next 0-cost card and then discards, the effect keeps going and searching. Otherwise, the card has the potential to not fulfill its effect.
Xekura 6 Jan, 2019 @ 7:10pm 
difficult and Balanced with Fun mechanic, Great mod ^^
SaintOfCards 6 Jan, 2019 @ 5:44am 
Out of all characters I playtested so far he seems to be the most balanced one although I haven't done late game with him yet. Weaponize+ in combination with Trinkets might be a bit strong although it requires some pieces to make it work.

Overall excelent job on this one!! Keep up the good work :)
Bernos 6 Jan, 2019 @ 12:30am 
Oh also I would suggest chaning the character select screen to say "The Mad Scientist" instead of "Mad Scientist" for consistancy sake. Over all great job on this one!
Bernos 6 Jan, 2019 @ 12:30am 
On my second run with him. So far its been fun and it seems balanced. The hero is fun the play and the cards are interesting. Haven't figured out a good win condition yet for him though so he may be underpowered in the late game (haven't gotten there yet).

I encountered one bug that wasn't a big deal, but when powered strike is activated multiple times when you don't have enough fuel it doesn't consistantly do the same thing. Sometimes it provides X amound of fuel (X being the number of times activated) or sometimes it fuels then strikes (which I think its suppose to do).