Slay the Spire

Slay the Spire

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Evolution
   
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28 Dec, 2020 @ 12:49pm
29 Sep, 2024 @ 12:14am
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Evolution

Description
Collect evolutions over multiple runs, replacing strike/defend cards.

Grants a persistent evolution when you defeat a boss. At the start of a new run, one strike or defend is replaced for each evolution. Remaining evolutions upgrade cards or increase max HP.

Evolutions collected are specific to each class, and only affect the ascension level at which they were collected (or lower). Replacement cards will be random each run, picked amongst common attacks/skills that deal damage/grant block, cost 1, and don't exhaust. Works for all characters (though characters without strike/defend cards or suitable replacements will only receive bonus HP).

The idea is to allow failed runs to still provide some degree of progress towards the next ascension.
Popular Discussions View All (1)
15
7 Sep, 2021 @ 5:02am
Bug reports
Sagil
38 Comments
BlueZombieBlood 9 Jun, 2024 @ 5:44pm 
Please add a way to reset the count. I love this mod so much but it feels silly to have it at like 30 plus and no way to reset it
idiot5k 21 Jan, 2024 @ 4:44am 
instead of giving a random card, why not allow players to choose a card to replace a strike/defend from the rank 1 non exausting attack/skill cards?
Mirakulas 28 Sep, 2023 @ 7:26am 
Disregard my last comment, I'm an idiot lmao.
Mirakulas 27 Sep, 2023 @ 11:42am 
Unlikely to get a response but love this mod and figured I could ask. Is it at all possible to have a config or something that would let us control how many cards get replaced? Reasoning being, if I wanted to try a deck that needs basic cards this kind of makes that not possible (Perfect Strike being a vanilla example). It would be neat to be able to choose how the evolutions get applied.

Again this mod is awesome and it really does spice things up!
Sneaky Thing 6 Aug, 2023 @ 4:09pm 
Hey, I know this hasn't been updated or commented on in almost a year, but I was wondering if you could add a way to select which card the basics get replaced with or some way to deselect certain possibilities. Starting an Ironclad run with 5 Reckless Charges is cool if you also start with Fire Breathing, but less fun otherwise.
bearhiderug 11 Dec, 2022 @ 3:21pm 
thankkyou
Sagil  [author] 11 Dec, 2022 @ 2:22pm 
Looks like an issue with mutation mod always placing its own relic in position two, which causes conflicts whenever a character has more than one relic. Needs to be fixed on their end. Until then, manually spawning Axolotl may be your best option.
bearhiderug 11 Dec, 2022 @ 10:19am 
Stopped by to say this conflicts with
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2847960336&searchtext=mutations

Would love an update or work around for eather.
Both mods are functional if enabled together if you SPAWN in the relic Axolotl
bearhiderug 6 Sep, 2022 @ 9:20am 
Thankyou very much for the explanation!
Sagil  [author] 5 Sep, 2022 @ 9:55pm 
However, this workaround was put in a long time ago, before I added config options for disabling strike/defend replacement. With those options present the tags requirement config is no longer needed, and I have removed it, in favour of requiring tags whenever tags are present. The case where no tags are present but should be used can simply be handled by disabling strike/defend replacement.