Slay the Spire

Slay the Spire

The Menagerie
38 則留言
modargo  [作者] 2024 年 4 月 5 日 下午 2:16 
@Miger-Jack: I'm not sure why Together in Spire does that, so I don't know. I would guess it has something to do with Together in Spire making copies of the powers enemies have, so you'd want to look at the code for the Suneater and its powers.

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.
Miger-Jack 2024 年 4 月 5 日 上午 6:53 
Hi i have a question.
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.
BreakfastTea 2023 年 10 月 28 日 下午 7:52 
Hi I'd just like to say how great your act mods are, they must take a lot of work and really add replayability. And for them to still be updated and working after so long. Great job dude.
modargo  [作者] 2023 年 8 月 28 日 下午 7:42 
@dEVoRaTriX_LuX: Thanks for confirming. That's a bug in Chaofan Mod due to it trying to modify how monsters behave for one of its relics, without accounting for modded enemies. Unless that bug is going to be fixed, I'd recommend turning Chaofan Mod off.
Comrade Guin 2023 年 8 月 28 日 上午 6:25 
@modargo it's the Chaofan mod i'm positive of this
Comrade Guin 2023 年 8 月 22 日 上午 8:37 
@modargo I have the fourth key mod maybe that's it?
modargo  [作者] 2023 年 8 月 21 日 下午 9:20 
@dEVoRaTriX_LuX: Some other mod you have is likely messing things up -- I haven't seen anyone else run into that crash and it isn't something that would normally happen. Try turning off any mods you're running that do unusual things or try to modify the whole game. Either that, or your download got corrupted somehow.
Comrade Guin 2023 年 8 月 21 日 下午 5:00 
CTD with this mod
https://pastebin.com/uCQD6NBP
Vengyr 2023 年 1 月 7 日 上午 5:30 
Overtuned compared to vanilla act 1, but fun otherwise.
zerosiki__ 2022 年 7 月 3 日 下午 3:47 
dear modargo, can i contract with you? because i make korean translations for this mod.
Hollyleaf 2022 年 6 月 24 日 上午 12:59 
My opinions after a few hours of this mod:
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
Godlyvexx 2022 年 1 月 6 日 上午 12:49 
I find this area to be quite difficult
modargo  [作者] 2021 年 12 月 21 日 上午 7:55 
For those who have enjoyed my act mods, check out my new mod, Corrupt the Spire . It adds corrupted rooms throughout the Spire that provide variety, challenge, and new rewards -- but those rewards come at the cost of adding to Corruption, a global value which increases the difficulty of enemies. I've been working on it for a while and am excited to release it.

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!
Trashzone 2021 年 7 月 15 日 下午 1:45 
These are really great themewise and make for a really fun alternate route. I also really like the art you used. It's all very pretty but mostly feels cohesive. It's also kinda fun when you recognize some of it (nice use of HK and GBF btw). I think I prefer this to the actual game really.
kvnoob(Pepper) 2021 年 5 月 29 日 下午 11:07 
The getting powerful spells in library event is so exciting !
modargo  [作者] 2021 年 5 月 21 日 上午 10:42 
For those who have enjoyed the Menagerie and the Elementarium, check out my newest mod, the Abyss . It contains an act 3 and 4 that complete a full alternate 4 act playthrough!

I hope everyone enjoys it and finds everything (particularly the bosses) to be as challenging as the base game.
some (momi) 2021 年 4 月 1 日 下午 6:16 
Great mod!
modargo  [作者] 2021 年 2 月 12 日 上午 5:49 
@oriko_mikuni Sorry it took a while to respond to your crash report. That's a strange one, since it looks like the crash happened when retrieving a shrine or special event, and the Menagerie doesn't have any shrines or special events, so it crashed. I think I see how this could have happened based on interactions with other mods, and will see if I can reproduce and fix it. Thanks for reporting!
oriko_mikuni 2021 年 1 月 18 日 上午 12:30 
a crash entering an event room in menagerie
oriko_mikuni 2021 年 1 月 18 日 上午 12:30 
modargo  [作者] 2021 年 1 月 8 日 下午 2:32 
Thanks, great catch. You're completely right, the quick test I ran was at A20. I'll get that fixed.
Darkglade 2021 年 1 月 8 日 下午 2:28 
I dug around in the code a little and I think I found the issue.

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.
modargo  [作者] 2021 年 1 月 8 日 下午 2:08 
Thanks for the feedback, Darkglade. I tested it out just now, so I'm pretty sure that the Sulfuric Vortex debuff does damage... there'd have to be something pretty strange with atEndOfTurn powers for it not to. And the intent of Mind Blast is just to add Dazes to the top of the draw pile. Hopefully that's what you're seeing the move do.

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 :).
Darkglade 2021 年 1 月 7 日 下午 6:14 
The Grand Magus event enemy seems a bit weak - the Sulfuric Vortex debuff he applies seems to do 0 damage and his attacking intents are all really low, like 2-3 damage. Also his Mind Twist move seems to do nothing? Love the MtG references in his spells though :P
modargo  [作者] 2021 年 1 月 1 日 上午 10:14 
@SavageDeathMark I tried things out with the Necromancer and wasn't able to reproduce the crash. If you can reproduce this and post the crash logs and the full list of mods you're running, I might be able to figure it out.

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.
SavageDeathMark 2021 年 1 月 1 日 上午 12:35 
Any card from https://sp.zhabite.com/sharedfiles/filedetails/?id=1632272814 that kills one of the caterpillars crashes the game instantly making it impossible to finish
modargo  [作者] 2020 年 12 月 17 日 下午 4:38 
Thank you for the bug report! I've made a fix for the crash on the Mossy Path event. Hope you keep enjoying the mod!
*:・°ж junemofu 2020 年 12 月 15 日 上午 10:01 
Having a lot of this mod, it's incredibly well done!

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
modargo  [作者] 2020 年 12 月 10 日 下午 6:52 
@256 Thank you for the kind words! Glad you're enjoying my mods.

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!
256 2020 年 12 月 10 日 下午 4:52 
Any chance you'll make a 3rd act? I absolutely love the two you've made so far! I would love to see what kinds of end bosses you come up with. Everything in both mods is a wonderful combination of the standard slay the spire experience and a touch more strategy. Really fun! :sts_ironclad:
Frugi Lentesco 2020 年 8 月 19 日 上午 4:00 
Awesome, thanks for the quick fix :) That should make the event a lot better!
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.
modargo  [作者] 2020 年 8 月 18 日 下午 4:45 
@Frugi Lentesco Thanks for reporting that! I never noticed when playtesting because the little gold gain number still flashes above your head. Didn't watch the gold number closely enough since when the last enemy dies I immediately refocus on the fight rewards. Should be fixed now -- switched the gold gain to not use the action queue.

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.
Frugi Lentesco 2020 年 8 月 18 日 上午 11:58 
Pretty awesome act mod yet again, Modargo! You've really found some good MtG equivalents there :)
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).
modargo  [作者] 2020 年 8 月 17 日 上午 1:43 
@Alcolm Thanks! I was able to reproduce this by running Relic Filter like you said, and I've made a fix that should prevent the crashes. Hope you enjoy the mod!
Alcolm 2020 年 8 月 16 日 下午 4:47 
Exception in thread "LWJGL Application" java.lang.NullPointerException
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)
Alcolm 2020 年 8 月 16 日 下午 4:47 
Alright, so here is the crash log, but I don't think this matters. I was running menagerie and elementarium together, and when they were not directly adjacent in the load order, it crashed. when they were, it didn't crash. I don't know what would cause this seeing as I put the relic filter mod in the middle, and relic filter has never caused issues for me no matter where I put it in the load order. At least there is a solution to the issue.
Going to put the crash log in a second comment because steam doesn't allow more than 1000 characters.
modargo  [作者] 2020 年 8 月 16 日 下午 4:08 
@Alcolm If you post the crash log I can take a look (you can post it to a pastebin). It's probably something different than a relic image problem, though -- those warnings get shown for any mod with custom relics. The cause of any crash will be what shows up at the end, with a stack trace.

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.
Alcolm 2020 年 8 月 16 日 下午 2:32 
it seems like one of the relics is missing an image, seeing as this crashed every time and the last line before the crash text is "No image at image/relic" and "No image at image/relic/outline".