Slay the Spire

Slay the Spire

A Better Match
29 Comments
pgames-food 6 Jul, 2021 @ 10:17am 
(btw it would only continue until the cards from the matching game are found, not indefinitely)
pgames-food 6 Jul, 2021 @ 10:16am 
hi i only found these "better" mods when one of my friends had it pop up in their activity list :)

ive been reading your design goals on the ones have seen so far, and they make sense. just wanted to also mention that whenever i have played this game in my games so far, i always felt that it was missing what seems to be the most important aspect of all... :)

"whenever you match successfully, get another go" :lunar2019grinningpig:
(this was always the case when i play this in real life lol)

is there any way to possibly add a 4th option, which is limited on whether you have more than 100 gold in hand, it costs all your gold, but you get to continue if successful?
unspunreality 7 Sep, 2020 @ 6:26pm 
Thanks for the response. Ive skipped it(By failing) but now knowing where the issue could lay will certainly help in the future. I was grasping at literal air before you said a word so this will help immensely. Seeing as how its not a crash either Im none too worried about it either. Ill update next time I get a run though and fall into this again and let you know. Though since there is likely no way to address this then I might just choose to ignore it either via disabling a mod or something else. I do play with a lot of mods so unfortunately I expected cases like this to creep up.
Nichilas  [author] 7 Sep, 2020 @ 3:36pm 
Okay after doing some research, I believe it is being caused by some weird interaction between a couple mods. Most likely it is the betterRewards mod as they directly patch the method that alters the room state to allow moving on. It could also be something to do with Replay The Spire, The Animator, or Act Like It, all of which alter the card reward screen in some way. I am not familiar enough with their code to know what's going on, and it would seem this event causes the issue due to opening a card reward screen during an event. What this means is that there isn't anything I can do to really address this, but I would recommend disabling each of those mods one by one and testing if that allows you to move on. Let me know if this was helpful at all!
unspunreality 7 Sep, 2020 @ 11:24am 
https://paste.ofcode.org/R6j9QaqNWnhqG6bZJCgwyy

There ya go. Entire debug. Modlist and what not so incase you can figure out from there. Thanks for the help btw.
Nichilas  [author] 7 Sep, 2020 @ 10:31am 
Hi, this is a very curious issue. Unfortunately, the debug log doesn't really provide any info that might point out the culprit and without a dedicated crash, the error would be harder to pinpoint. Would you mind sharing your installed mod list? My intuition is that some mod is patching the room reward object in an unexpected way that is resetting the room to not be complete.
unspunreality 7 Sep, 2020 @ 10:11am 
So Im not sure the bug exactly, but whenever I get this event if I win I cant go to the next floor. The return button is all that flashes and I cant click any next stage. Only ever had this happen with this bonus in particular and once when heading to the heart from the subboss before it. Im certain it has to be some modconflict or something but I can really only point out this mod cause it happens here consistantly if I win. Losing, no issue. Next floor fine. If I win I grab my rewards and then get stuck. Need to save and quit and come back in and lose.

Not sure if youve heard of this issue before or could point me in a way to figure it out. Its not a crash or anything so the debug shows nothing

https://paste.ofcode.org/Stsa4DyvCDrENnYd7ZLUVG <--- Debug log from save load.

The pause resumes are when I try to click any next floor icon.
Nichilas  [author] 22 Aug, 2020 @ 7:32pm 
Nope, it checks for the ascension. I'm willing to bet the game doesn't run it's checks per room, but rather per dungeon update, but I'm not going to try to alter the way the game handles those, since it's more likely to mess up other core game functionality. And yah, the way the game handles event costs it will just zero you out. I could put in checks to limit that, but I try to stick to the same conventions of the base game as much as possible. I'm willing to bet errors such as yours are the reason they don't hard cap it.
brickey.8 22 Aug, 2020 @ 7:00pm 
I just encountered a bug: While playing on A15, I got the match game when I had slightly less than the required gold--it asked for 125 and I had something like 115. It took all my money and allowed me to play anyways. I'm guessing your checks for "does the player have enough money to encounter this event" only look at the regular price.
brickey.8 22 Aug, 2020 @ 12:43pm 
Well, I guess to each their own? To me it seems like the second option is wildly better than the third. You get 3 chances to get 1 card instead of 1 chance at 3 cards, but cards 3-5 that you reveal might match anything you've seen so far and thus boost your odds. 1 obviously gives you better odds of a card, but worse cards.
Nichilas  [author] 21 Aug, 2020 @ 10:13pm 
Hi, thanks for your feedback!
I think this seems reasonable, so I have pushed a patch that allows the 'Lucky Customer' bonus to be disabled. That was meant to be this mod's easter egg, but I think I may have set the encounter rate too high.
As for the third option, keep in mind that I also have players who don't understand why anyone would pick the first two options, and if you browse the comments, others strongly argued against either option. Different players have different preferences. Currently the 3rd option has the healthiest pick rate of the options, as just under 1/3 of players choose it.
You may note that your odds of earning 3 Rare cards from the second option are 0.00000068%, or 1 in ~150,000,000. Your odds from the 3rd option can be expressed using whole numbers (I think ~5% without my notes). Thus ~30 million times more likely than the second option. That's just looking at one option. This is an option for the riskiest players, or those looking for the largest reward.
brickey.8 21 Aug, 2020 @ 8:48pm 
Can you make a configuration option to get rid of the "100th customer" chance? Even without that, this version of the event has such uniformly positive outcomes that it almost feels like cheating (at least compared to vanilla). A chance at getting it for free is too much.

Also, there is literally no reason to pick the third choice. Why would I want a miniscule chance of getting 3 upgraded cards, when I can have a much-more-than-triple chance of getting 1-2 equally good cards? Maybe you should alter that event so that ANY match grants upgraded rare colorless cards? Since that's a "better" card than anything the less-risky option can give.
Nichilas  [author] 10 Jul, 2020 @ 10:53pm 
@Vagabond
Hi, thank you for this feedback. I agree, and I silently incorporated the change into the mod a while back, but thought I make a post to let you know and say thanks!
AVagabond 18 Jun, 2020 @ 6:57pm 
Just a minor note regarding the language: saying "bet 75 gold" implies that you're placing a bet, which means that if you succeed you'd get your gold back multiplied by a certain amount. It should probably say "pay 75 gold".
VinTJ 18 May, 2020 @ 10:46am 
oh, i never realized. thanks!
Nichilas  [author] 18 May, 2020 @ 10:26am 
Hi. You can't encounter the event without having enough gold, just like other events with hard requirements like that.
VinTJ 17 May, 2020 @ 11:02am 
no "leave" option... well that's fine, but what happens if we encounter the event while not having enough gold? will we get freezelocked in the event screen?
Nichilas  [author] 7 May, 2020 @ 9:23pm 
Not having a 'Leave' option is something we discussed a lot before settling on our decision. The reworked event increases your odds of finding something useful by up to 5x so part of the cost was wanting to balance out the high power level of the new event. The other major factor was that StS has a few different archetypes for events, with one being ones like the two gremlin games and 'Falling' where you can easily have a very negative result with no choice to decline. This is presumably to balance out the expected power level of choosing an Event room on the whole, and as such, we wanted to keep this as one of the few events in that category, where you *could* have a negative outcome, but also there's potential for a large upside. (i.e. getting a curse vs relic on the wheel or falling removing a good card vs bad card)
Chronstell 7 May, 2020 @ 1:48pm 
Is there a reason there isn't a "do not play" option? I do like the changes and I'l definitely use the event as you've made it. However, I might have already built a good deck and won't feel like I need to look for cards. Thus, I would rather save my money for a shop in case there's a beneficial relic there instead of gamble the slim possibility I get something that makes my already well-built deck even better.
Nichilas  [author] 7 May, 2020 @ 10:10am 
Hi. I understand, and I thank you for your feedback. It is important to keep in mind that this is just one of three options, and there are many different kinds of players. For some, the aspect of memorization is not appealing or exciting, whereas the aspect of discovery is very appealing. Much of my data shows that players choose the third option at a very healthy rate, which tells me that players who gravitate towards that option are very happy with it.
DeNarr 7 May, 2020 @ 6:44am 
I think I may have been misremembering the game as being 5x5. I still dislike the idea of only 1 try though, as it removes the entire memorization aspect.
Nichilas  [author] 6 May, 2020 @ 3:16pm 
Hi. Yes, you've correctly noted the core concept of the option having a higher risk, with an increased reward. Theoretically, this option should be too risky for players to attempt most of the time. (Even though it is the second most chosen option of the three in actuality)
Your math, however, is incorrect. Even in the worst case, you'd have 1/11 chance of a reward. Let's say you pick a Rare first and there is only one other Rare in this set. There are 11 other options, and 1 of them will net a reward, thus a 1 in 11 probability. The expected outcome is higher, however, as if you reveal a Common first, you can expect a match in about ~2.6 of the 11 cards, giving 2.6/11 or ~25% chance of a reward. (I'd have to check my design notes for the exact odds). The rewards here are equivalent to successfully matching a Common prize all three times under the second option. So even in this case the rewards are quite significant, which is an appropriate spot for the 'high roll' option to settle.
DeNarr 6 May, 2020 @ 1:44pm 
@Nichilas I think the major issue I have is the idea of reducing the amount of picks you get. At 1 pick, you only have 1/24 chance of getting anything at all, and you're also paying gold to do it?? That just seems ridiculous
Nichilas  [author] 6 May, 2020 @ 1:03pm 
Continued:
A Johnny will choose option 1 as it allows the most room for creativity and finding different cards with which to synergize. A Spike will choose option 2 as it's the statistically best and most consistent outcome. A Timmy will choose option 3 as it allows for the best and most powerful reward.
For anyone unfamiliar with these terms, I recommend reading about the design philosophy behind "Timmy, Johnny, and Spike" online, as it's a fairly simple to understand but very useful piece of game design theory.

@DeNarr
Keep in mind that the costs are lower if you are playing on lower Ascension. The gold cost (along with all the under the hood changes to card selection) has been added to balance out the massive increase in the power level of the event. I am curious to hear your feedback after having played with the event for a while.
Nichilas  [author] 6 May, 2020 @ 1:03pm 
Continued:

As for the instant game over, I would love to hear feedback from anyone who has encountered this outcome ;)

Lastly, the higher reward tiers are optional. If you choose not to use them you do not have to. They can also be turned off entirely in the config options if you really don't enjoy them. However, they were decided upon after much reflection on the power level of the event. Since this rework ups the power level of the event by a large degree, the gold cost needed to match that cost, and the option for greater rewards at a greater risk is another classic push-your-luck mechanic that fits right at home in this game of gambling game. At a balance level, which option 2 is mathematically the most optimal choice, more players are choosing option 3. These options were chosen around the concepts of TImmy, Johnny, and Spike.
Nichilas  [author] 6 May, 2020 @ 1:02pm 
Hi all! Happy to take your feedback. (This will have to be split up due to comment size limits)

@Johnny
I will consider that event, though I am curious as to what you find to be the issue in it. So far I have limited myself to reworking events that 95% of the time do nothing except waste an event room. I think that event has some value, so it would require a more in depth look to find a solution for it.

@Gk
Yes, you were very lucky to find this. There is a very low chance that the event will be discounted. I am not sure where you think the downside is coming from. The event rewards are strictly better as you get offered 3x as many choices per match, and also are not forced to take the card as is the case in the base event. As described in the writeup, this allows players to actually engage with the event, since the vast majority of the time, the best option was to skip the event by repeating non-matching cards until it's over.
JohnnyBazooka89 6 May, 2020 @ 11:31am 
Have you considered reworking "The Knowing Skull" event next? It is really terrible event at the moment, and it would be great if it got reworked!
(Gk) Erasels 6 May, 2020 @ 10:29am 
When I ran into the event at first it was free, guess I was lucky being the 100th customer and all. The second try made it cost 75 gold, so I guess these screenshots are from the asc buffed version.

The rewards are nicer, since you have a little more control over what you get but not being able to tell beforehand is kind of a downside in of itself. Also, having a chance at an instant game over is probably not the best idea, that has the potential to sour people if they get unlucky enough.

However, I do agree DeNarr, I don't quite see how making it more random is supposed to help with the themeing. The only thing that makes memorization more difficulty and important is that the cards now looks quite similar. Decreasing the amount of tries doesn't do the event any favours, I feel.
DeNarr 6 May, 2020 @ 6:20am 
Just looking at your screenshot, I'm rather confused. This event looks significantly worse than the base. That's a pretty high amount of money for something that used to be free. And I don't understand how adding fewer tries at all holds to the theme. It just becomes pure luck. What I could see being interesting, would be keeping the number of tries the same, but adding gold cost (or even a guaranteed curse) for the chance of better rewards.