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Raportează o problemă de traducere
If you wanted to try fixing it, you'd need to write a patch or compile a new version of Together in Spire and/or Menagerie (you can't edit the compiled .class files directly, if that's what you meant). That may be tricky if you don't have experience making Slay the Spire mods.
One thing you could try is asking about this on the Together in Spire Discord. Other people might have run into issues like this or have suggestions for how to solve it.
I would like to nerf the suneater as in the together in spire mod he is way to hard as he gets X-Times more charges to how many players are damaging him and and it builds stacks way to fast.
What part of the class file do i have to edit to nerf his charge stacking?
Great mod btw.
https://pastebin.com/uCQD6NBP
1) Hallway fights: Burning Salamander (I think that's its name?) in particular stands out to me, it's very difficult for an act 1 hallway fight; 20ish damage attacks every 4 turns is brutal for decks this early
2) Elite fights: There's a pretty clear difficulty disrepancy here, Hydra is easily the hardest one, Void Reaper is about right for an act 1 elite while Masked Summoner is too easy, especially since The Boot completely trivialises it
3) Bosses: All 3 act 1 bosses feel a bit on the easy side, in particular the massive buffs Avatars grant you make them a bit of a pushover, and Suneater's Solar Flare attack is a bit on the weak side
It's totally separate from my act mods, but if you've enjoyed the enemy, event, relic, and card designs in my act mods, you may enjoy Corrupt the Spire too. Hope everyone gives it a try!
I hope everyone enjoys it and finds everything (particularly the bosses) to be as challenging as the base game.
if (AbstractDungeon.ascensionLevel >= 18) {
this.mindTwistAmount = 3;
this.sulfuricVortexAmount = 3;
} else {
this.lightningBoltDamage = 2;
this.darkBlastDamage = 2;
}
It appears that you assigned the values to the wrong variables here at lower ascensions, which would explain why mind twist seemed to do nothing and sulfuric vortex did 0 damage since both of their variables would remain at the default value of 0. But if you tested it at ascension 18+ it would explain why you didn't see the bug. Although if you did test at a lower ascension and it was working properly, it's possible that the jar you're testing isn't the same as the jar on the workshop.
Still, the relic you get is good enough that it probably is worth making the Grand Magus more dangerous. The fight can be punishing for slow decks that let the debuffs build up, but faster decks don't have as much trouble. I'll think about what balance tweaks I can make to the fight.
Glad you enjoy the theme of the spells :).
That said, the Necromancer mod hasn't been updated since February 2019, and the enemies you're referring to don't do anything special when they die other than apply weak and frail. This could be an issue with the Necromancer mod or something else you're running. If it is, it might not be something I can easily fix.
I'm getting a crash from the Mossy Path event, where I choose to take the decay and heal. It happens even when I've only enabled Menagerie + essential mod support stuff.
https://imgur.com/a/f2q0SOJ
I have thought about a third act -- and the bosses are the hardest to get right. It's a design challenge, since when you look at the vanilla act 3 bosses, each one of them dramatically affects the decisions players make throughout the game. Awakened One makes having too many powers dangerous, Time Eater means you have to watch how many cards you play, and Donu and Deca force you to finish fights at a reasonable speed. To make a really satisfying alternate act 3, the bosses need to have just as big an impact.
So while I have some brainstorming I've done, it's not an active project for me yet. But I'll keep thinking about it and see what I come up with!
Also like the prismatic shard event! It's always so hard to justify buying it in a shop, so having a chance to get it 'for free' feels good.
Also, really glad you're enjoying the mod and the MtG-inspired spell theme. I had fun making them! There's a lot of card design parallels between the two games.
One bug I've found is with the relic "Hunter's Knife": If you kill the last enemy in a combat, you do not gain any gold from it, from what I can tell. I think it's because ending the fight clears the ActionManager queue from anything except certain types (healing for example).
at com.megacrit.cardcrawl.helpers.RelicLibrary.addToTierList(RelicLibrary.java:400)
at com.megacrit.cardcrawl.helpers.RelicLibrary.add(RelicLibrary.java:351)
at basemod.BaseMod.addRelic(BaseMod.java:1002)
at elementarium.Elementarium.addRelics(Elementarium.java:227)
at elementarium.Elementarium.receivePostInitialize(Elementarium.java:82)
at basemod.BaseMod.publishPostInitialize(BaseMod.java:2241)
at basemod.patches.com.megacrit.cardcrawl.core.CardCrawlGame.PostInitializeHook.Postfix(PostInitializeHook.java:9)
at com.megacrit.cardcrawl.core.CardCrawlGame.create(CardCrawlGame.java:305)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:149)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)
Going to put the crash log in a second comment because steam doesn't allow more than 1000 characters.
You can also try disabling other mods to see if there might be some conflict, that's always a potential problem and for something newly released it's hard to test it with every other mod out there. If that does the trick, let me know which mods you were running and I can try to reproduce the issue.