Slay the Spire

Slay the Spire

129 ratings
The Falconer
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
45.750 MB
8 Sep, 2024 @ 10:25am
27 Sep, 2024 @ 5:28pm
36 Change Notes ( view )

Subscribe to download
The Falconer

Description
A complete custom character with combos, marks, traps and a pretty cool bird!


This mod aims to capture the feeling of the base characters by using simple or well established keywords.
  • Combo cards activate additional effects after you fulfill their trigger condition. Attack cards with Combo effects trigger if the last card played was a skill and vice versa. The archetype is aggressive and flowy.

  • Bond is a power that grants 1 Strength every 3 stacks. Every 6 stacks it resets and also grants 2 energy. In addition it empowers certain cards. You can either rely on its ramp, or try to go infinite by stacking large quantities.

  • Mark works like the original Watcher mechanic. By adding more support the numbers needed to shrink. It operates much like poison. Credit to torrentails.

  • Traps are attacks with additional effects on the start of the next turn. They are designed to support every archetype.

I'm fine with where the mod is powerlevel wise, there are no reworks planned at the moment. Thank you all for your support!

Popular Discussions View All (2)
17
25 Sep, 2024 @ 2:58pm
Early bug reports/feedback
Hydroclasm
1
8 Sep, 2024 @ 6:17pm
scout aheadの説明が間違っている?
mikasa_umf
89 Comments
marktholomew_lemon 5 Aug @ 4:33pm 
Some bugs I've noticed:

* Eternal Lotus doesn't seem to trigger the Bond gain if Teamwork is active, even though it's a Combo card.
* Trust+ seems to give 3 Bond when Comboed, even though the card only says 2? I didn't have Bonding Moment, so it wasn't due to that.

Some feedback:

* The Mark archetype is fun, but much weaker than the Combo/Bond or Trap engines. I feel that a few cards that synergize with Combo and Mark would be a nice addition, since there's cards that synergize with Mark/Traps and Combo/Bond.
Calcifer 30 Jul @ 2:45am 
Black Hawk Downs 100 selfdamage can be blocked by artefact charges or orange pellets. intended?
Sunlis 23 Apr @ 9:38pm 
When playing in multiplayer (via "Together in Spire") the trap that removes strength from an enemy triggers per player. So a "remove 1 strength next turn" will remove 4 strength if there are 4 players.
Avenging Angel 30 Mar @ 1:46pm 
I feel like "Unleash the Falcon" should mention that it removes all Bond.
"Draw 1 and heal 1 for every Bond" does not imply that... at all.
Dawn 16 Mar @ 5:05pm 
Fun!
Menty28 2 Jan @ 8:38am 
What is a trap card, never seen one
日与月之轮转 23 Dec, 2024 @ 4:28am 
很有操作感,好玩
Wuaschtsemme  [author] 3 Dec, 2024 @ 12:26pm 
Thanks for your feedback guys! I'm honestly fine where the mod is powerlevel wise and consider the character to be complete. I want to make another run of bugfixes when time allows for it.
Pizza With On Half Chicken On It 23 Nov, 2024 @ 9:15pm 
Have to agree that the bond deck is way better than the mark deck.

teamwork is OP (at least where I am on A5) I'm not quite sure how to balance it. maybe instead of a power it could be a skill that gives you the effect for a turn?

Overall enjoy the mod.

Also good job on the art. You did a good job matching the style of the base game
CarnifexRex 19 Nov, 2024 @ 8:35pm 
Oh, and a bug. Multiple Bonding Moments don't actually give additional Bond. I had 3 in play and would still only get +1. Lost a run because of it.