Slay the Spire

Slay the Spire

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Eldritch Tears [WIP]
   
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33.518 MB
4 Aug, 2019 @ 3:52pm
28 Nov, 2019 @ 6:29pm
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Eldritch Tears [WIP]

Description
This mod is a postponed work in progress. It may or may not be completed in the future.

This mod adds the DKB members from Eldritch Academy to Slay the Spire. The character appearances are based on earlier designs of the characters, while their card themes are based on their final personality and fighting styles.

Version History:
- v1: Demo of Akomi's gameplay using placeholder assets.
- v2: Internal refactoring of card class names and power class names. Should have no effect on gameplay.

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Each of the characters is based on a fairly strict theme (~35 cards) based on their fighting style and personality:

Akomi, the Flamepetal: Momentum. Many of Akomi's attacks rely on "Heat", which builds up over time but is lost if she forgets to attack. She starts with weak attacks, but can become powerful as the fight goes on if she keeps up her Heat. To offset her need to attack, she has a few cards that let her gain block without using skill cards.

Cho, the Voltpetal: High risk, high reward. She is planned to have high damage output, but cause debuffs on herself for her best attacks.

Kagami, the Galepetal: Nimble Evasion. She is planned to work similarly to the Silent (Shiv build), with good block and numerous weak attacks. There is also a plan to allow her to reflect some damage before block is checked.

Yue, the Frostpetal: Caution. The antithesis of Cho's playstyle, Yue is about building up and maintaining block while she buffs herself. She should only need to do one or two major attacks to win, though she is planned to have some small damage output from the cards that give her block as well.
12 Comments
WoolyNelson 9 Dec, 2019 @ 6:45am 
Once you unlock it, Fume is the centerpiece of any good build. Whether you are just slinging damage, exhausting for effects, or gaining Block - the ability to double your current Heat is just that good.
WoolyNelson 2 Dec, 2019 @ 8:02am 
I have noticed that most of the highest-tier cards do not change when upgraded.

Also, the card "Nightshade's Flame" is not increasing Heat.
Dungeon Explorer Levender 28 Nov, 2019 @ 8:12pm 
About the base game code changing, when I played it, I did it in the current stable version, called v1.1. Don't know if others are using it with the current beta version (which has Watcher, more relics, code improvements, rebalancing, etc)
Jackkel Dragon  [author] 28 Nov, 2019 @ 6:38pm 
Okay, I think the refactored version is now up. And here's what I understand about the potential bugs:

- Non-conformity in capitalization of Block? (Need to check base game cards.)
- Sublimated Flame may not always heal properly.
- Flame Wall is not removing Heat.
- Single Out is not giving the correct stack of Vulnerable.

And the other feedback so far:

- Lack of access to block makes Act 2 difficult, may need to make it easier to get the U/R block cards or buff healing cards.

Let me know if there is anything else, and I'll take a look. I don't know how much more of this mod I'll make in the near future, but bug fixes and balance tweaks shouldn't be too difficult for me to handle.
Jackkel Dragon  [author] 28 Nov, 2019 @ 6:24pm 
I may have to do some testing, because some of the bugs shouldn't be happening if the code is doing what it says its doing. Perhaps some of the base game functions have changed since when I wrote the mod? The only thing that "should" happen is Sublimated Flame potentially not healing if Heat is at 1, since HP is an integer and 1/2 = 0.5 points of healing, which I believe rounds down to 0.

At any rate, I've refactored the card names to be the actual names of the cards. If I can remember how to upload an update, I'll try to get that version up so that bug tracking is easier.
Dungeon Explorer Levender 26 Nov, 2019 @ 2:57pm 
Hm, Flame Barrier hadn't show up for me, thanks for the tip, Graves!
Jackkel Dragon  [author] 26 Nov, 2019 @ 2:20pm 
Thanks for the feedback; I wasn't sure anyone else was using this mod aside from me. I'll take a look at some of these comments and see what I can do.

(As for the card IDs, I had originally put them as numbers because the names were in flux and I didn't think it would be easy to rename the files. But as long as IntelliJ's refactoring works well for card classes, I suppose I can rename the classes to something easier to read.)
WoolyNelson 26 Nov, 2019 @ 12:45pm 
I have reached the final boss a few times, mainly through powers: Generating 10+ Heat per turn (Heart of Fire; Revenge), gaining Heat/2 as Block (Flame Barrier+), and attack cards like Kindle and Naginata's Reach.
Act 2 is very rough, however, if you cannot get enough Block quick enough.
Dungeon Explorer Levender 26 Nov, 2019 @ 7:01am 
And another bug, Single Out is giving -1 Vulnerable, instead of 3 Vulnerable.
Dungeon Explorer Levender 26 Nov, 2019 @ 7:00am 
Also, if it isn't too much, could you change your cards ID? Testing specific bugs is hard if they are named as EAMod:AkomiU14 instead of EAMod:AkomiGlutton or something similar.