Slay the Spire

Slay the Spire

Evolution
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.
Sagil  [author] 5 Sep, 2022 @ 9:08pm 
There are tags that identify cards as basic strike/defend cards. These are used by the core characters but unfortunately not all modded characters. To make the card-replacement mechanic work for mods that don't use these tags, Evolution uses a heuristic to identify which cards should be counted as basic strike/defend cards. Most of the time this works fine, but in some rare cases you may find that the heuristic is too generous and causes other starting cards to be replaced as well. To deal with such cases, you can disable the heuristic in the config, in which case only cards with the appropriate tags will be replaced.
bearhiderug 5 Sep, 2022 @ 7:45pm 
hi
could you please explain the mod option
require tags forbasic strike/defend

thankyou
pgames-food 1 Nov, 2021 @ 7:31pm 
(thanks sagil, sorry i missed the answer before)
Sagil  [author] 31 Oct, 2021 @ 9:19pm 
Are you testing for the same character and the same ascension level? Evolution points are designed to make repetitions of failed runs easier, and thus tracked by both character and ascension level. So when you succeed at a run and move on to the next ascension level (or to a new character), evolution points will start at zero again.
monkeymichael117 31 Oct, 2021 @ 9:14pm 
Hi. I'm not sure why, but it seems like my evolution points are stuck at zero, I've completed multiple runs with multiple characters but they don't stick around? any idea why?
Sagil  [author] 7 Sep, 2021 @ 9:36pm 
You can easily add duplicate relics via console command, spawning rules just prevent them from occurring naturally. The duplicate Axolotl issue was something mentioned in the Bug reports thread, probably due to some conflict with some other mod.
pgames-food 7 Sep, 2021 @ 8:24pm 
hi sagil, i just saw your recent change log saying this:
"Added safety net against duplicate Axolotl creation"

does this mean that there might actually be a way to allow duplicate relics in a game?
(i always felt it could be fun to get a 2nd relic in the same game, like another DuctTape or something could be useful) :)
drlibrary 4 Sep, 2021 @ 5:58pm 
Wow, fast response. Thanks so much.
Sagil  [author] 4 Sep, 2021 @ 3:45pm 
Replacement of basic strikes & defends can now be toggled off in the config menu.
drlibrary 4 Sep, 2021 @ 1:05pm 
Love the idea, but do you think you could make a config for only increasing health and not replacing cards? Some mods play off the basic cards, and it would be fun to be able to still use your mod with them.
[W.I.R.E.]casino.doug 11 May, 2021 @ 11:39am 
any chance we could get a mod menu toggle for the mod working for particular characters or just turning off? when used on the cultist it replaces all your attacks with a card that does [draw one if attack deal 5] and i would love to be able to play with your mod without dealing with that.
Crimson 24 Feb, 2021 @ 11:20pm 
magic numbers is useful for other character or card mod
Ironclad's Demon Form Card effect is At the start of each turn, gain 2(3) Strength. magic numbers is 2 or 3
google translate
Crimson 24 Feb, 2021 @ 11:02pm 
how about make evolution points can increase players strength dexterity fcous magic numbers not just hp
let player choose how many evolution points use on hp str dex fcous magic numbers or replacing card
also make a limit don't let player become too powerful
google translate
Crimson 23 Feb, 2021 @ 9:30am 
please make a config Option let player can choose how much ep will take effect
such as 1 to 30
if there is no limit then player will have too much hp
google translate
Sagil  [author] 7 Feb, 2021 @ 5:09pm 
It now shows the number of evolution points accumulated in the character select screen.
jbcall 20 Jan, 2021 @ 1:21am 
Cool mod! I'd like something in the Character select screen that tells me how many evolutions each character has acquired, & what that will do for them (e.g. how many Strikes replaced, how many Defends replaced, how much more max HP).
Sagil  [author] 10 Jan, 2021 @ 9:33pm 
Added a new config option for matching basic strike/defend cards. If you're having trouble with the evolution card-replacement not working for some character mod (e.g. Artist), try deselecting the "require tags" option.
Geeves 3 Jan, 2021 @ 5:49am 
After restarting a few times it fixed itself. I am going to blame steam workshop on this one.
Sagil  [author] 2 Jan, 2021 @ 3:33pm 
Hmm - no idea what could be causing this. If it installed it should be under workshop/content/646570/2339471027/Evolution.jar
If it's there but doesn't show up, you could try copy-pasting the Evolution.jar file into your mods folder.
Geeves 2 Jan, 2021 @ 3:21pm 
Installed, uninstalled and reinstalled and nothing shows up in mod manager. Tried restarting steam as well, nothing
Sagil  [author] 2 Jan, 2021 @ 2:25pm 
I've added a config option which allows you to select the replacement variety you like.
1 = all replacements are the same
2 = alternating replacements (2 different cards)
3 = all replacements are different (if sufficient candidates exist)
Crimson 2 Jan, 2021 @ 12:08am 
please make replacing card random
some card is not good for have multiple
like watcher's Conclude card
google translate
Sagil  [author] 1 Jan, 2021 @ 8:28pm 
What other mods are you using it with? What's the crash message?
Fizz 1 Jan, 2021 @ 6:25pm 
This doesn't work, it appears to crash after I select the character I am playing as. I removed this mod only and it suddenly worked again, which is why I think it's broken
RyoKami 1 Jan, 2021 @ 2:24pm 
I like the idea to this mod, getting stronger between runs with roguelites is pretty cool (cough cough hades)

But I think the upgrades you get should be more than a direct upgrade, and harder to achieve, since after 3-4 runs my deck was 5 Backflips and 5 Banes, at which point i just try to find poison to add to my deck so my run is decided even before i start the run.

What could be more interesting to me would be like, if you beat slime boss-hexaghost-guardian with one class you get let's say one rare card to add to your deck permanently which you choose at the start of your run

Just some ideas, i really appreciate this mod, good job c:
Sagil  [author] 28 Dec, 2020 @ 11:17pm 
Sorry, fixed now. Seems symbolic links are no good for uploading.
Cookiesnm1lk 28 Dec, 2020 @ 11:05pm 
nothing shows up in my mod loader when i download this.
Cro 28 Dec, 2020 @ 10:33pm 
There is no file