Slay the Spire

Slay the Spire

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Monster B Gone
   
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56.262 KB
27.1.2021 klo 9.57
23.10.2022 klo 2.14
2 muutosilmoitusta ( näytä )

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Monster B Gone

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Adds a main menu section that allows you to remove modded random encounters in the Exordium, City, Beyond and Ending.

(No, you cannot remove the ♥♥♥♥♥♥♥ plant from the city.)

If the preview doesn't work, that means that fight cannot render properly in this game state. I tried compensating a little bit, but making edgecases for every single modded encounter that is out there is not feasable.

https://github.com/a-personal-account/Monster-B-Gone for those interested.
Suositut keskustelut Näytä kaikki (1)
6
5.9.2023 klo 21.21
TÄRKEÄ: Bug Reports
Raz
18 kommenttia
Bedge 22.7.2023 klo 6.21 
thanks so much
Temenat 23.10.2022 klo 11.06 
@de.raza Thank you for the fix!
Raz  [tekijä] 23.10.2022 klo 2.15 
So the modding discord found out that it was an issue with the order of mods that were loaded. I think I fixed it now.
wbfw109 21.7.2022 klo 8.16 
@Vengyr
me too. I checked file in "%LocalAppData%\ModTheSpire\monsterbgone\config.properties".
However, this does not work as a filtering list in the file.
If I set the settings in Game, file changes.

I am using Hubris, Replay The Spire mod.
Swifty Magee 10.4.2022 klo 2.25 
This mod is great! Practically necessary if you use the Hubris mod, as the two monster bosses that mod adds are pretty bad.
Vengyr 3.3.2022 klo 7.37 
Anyone else has this issue that settings have to be re-applied every time you restart the game?
Orange Peel Assassin 23.7.2021 klo 15.30 
Would it be possible to extend this to vanilla monsters as well?
wbfw109 13.6.2021 klo 6.43 
I love this !!!!!
This is the last key piece for personal mod collection.:) :steamthumbsup:
some (momi) 27.4.2021 klo 21.11 
Either way, great stuff! I can take out the couple of fights I found annoying or tedious here/there, and keep the rest of that mods content! <3
some (momi) 27.4.2021 klo 21.11 
Fantastic mod - love it! <3

Any possibility that you can create functionality [or potentially a new mod] where the enemies from each of the various Act 1/2/3's can cross-pollinate and show up in other different acts of the same tier/#? (ie: Base Act1 mobs in alternate Act1's, or vice-versa). Ideally, events from any equally numbered act would be available in the other acts as well.

One of my biggest disappointments, though make no mistake - I'm not ungrateful at all - is that each of the alternative Act1/2/3's are so self-contained; in terms of monsters, events, and otherwise. I'd love to be able to mish-mash all of the same numbered act's into more singular monster/event pools, so that the game is just as crazy as it could be.

I shouldn't say this, but, I'd probably be willing to pay...? Not sure if it's even possible to code such a mod, and/or how much time and difficulty it would entail to do so.