Slay the Spire

Slay the Spire

The Abyssal
58 Comments
Ithilian  [author] 13 hours ago 
@69 yes it is intended, the two powers are anti synergy (do you want to try to scale ink on the enemy, or give that up for an immediate effect). Typically I wouldn’t take both powers in the same run.
69 25 Sep @ 3:49pm 
The Volatile Ink effect makes it so that "Unstable Formula" becomes useless (all Ink is removed at the end of the turn, so no Ink can stack anymore). Is that intended? I'm guessing it is.
R妹迷路中 14 Apr @ 10:00am 
非常好玩的一个mod,碎心很轻松,埋藏和挖掘系统做的很有趣,就是有点割裂,非常依赖诱饵钓到的螃蟹来进行联动,在前期只有一张埋葬牌的时候这个太关键了,有螃蟹就可以通过埋藏螃蟹挖掘埋藏牌来埋藏两次,不然一次就直接断掉了,这是唯一挖掘和埋藏的联动了。到后面埋藏牌和被埋藏牌多了能循环上了很好玩,古代地图和破釜沉舟的配合很棒,感觉比较类似卡组弃牌的弃牌贼,由于没有其他爆费手段,除了锻造减费之外可能会比较依赖埋葬体系,这样导致朗姆酒和黑胡子幽灵有点意义不明。另外消耗金币的两张牌需要一张牌配合但是不成体系,太亏了,很可能完全不会拿,最后墨水体系我没太玩明白就算了,纯玩埋葬体系强度就很爆炸了
The Scrapinator 28 Feb @ 11:03am 
this is a great case of ai art being 100% fine most just dont have the talent nor money or some times time to make so many artworks for a game like this the card art being ai just makes sense and is not even distracting
UlyssesK402 31 Jan @ 9:22am 
Wound up killing the Heart with a deck that had a lot of those ink cannonballs. Area damage, area "block," and more area damage still. As long as I had more, they were all I needed.
Tafnir 31 Dec, 2024 @ 10:00pm 
One of the most user-friendly mods I've played, with some of the most unique mechanics I've ever seen. Great work!
The AI art is mostly okay. A lot of people are blowing it out of proportion on both ends. Personally, however, I got to hand it to your wife. Her art style in particular blows everything else out of the water.
Ithilian  [author] 28 Jun, 2024 @ 9:53pm 
@dumory glad to hear you are enjoying it! The card art can be found by converting the mod jar to zip (just rename it .zip) and then you can find the images in PirateMod.zip/thePirateResources/images/cards (although these are pretty low resolution and cropped to fit the cards). If you are looking for any particular ones I may have the originals somewhere. Ping me on discord and I'll see what I can find =)
dumory 28 Jun, 2024 @ 6:07pm 
hey, great character. where can i find card's art? i would like to save some xD
Team Siren 5 Jun, 2024 @ 6:47pm 
This is one of my favorite slay the spire mods! I saw it in a baalorlord stream a long time ago and thought it was awesome. I think the artwork is really cool regardless if its AI or not, and its a pretty cool example of how AI can be used to help people create things regardless of their art skill or budget

Awesome mod bro!
Ithilian  [author] 30 Apr, 2024 @ 2:14pm 
I appreciate the support and feedback, whether positive or constructive. I understand AI art is a controversial topic and I'm not trying to push an opinion on anyone one way or the other. I also think the ethics of AI art is really complicated, and I could easily write 20 pages of thoughts on it.

To be completely transparent, I am just some guy that made a mod, and I do not in any way profit from the hundreds of hours I put into this project. IMO, the art in Abyssal is significantly better than I had hoped, but yeah it's not amazing hand drawn art. I would love to have someone like Anailis Dorta do hand drawn art for all 80+ cards, but ¯_(ツ)_/¯
Richard 27 Apr, 2024 @ 6:45pm 
@Flapjaw, if it is an "eyesore" for you, how about you just don't play it?

Creator of this fantastic mod, please pay no mind to that troll, this character is awesome
Vaartok 24 Apr, 2024 @ 4:53pm 
The AI generated assets make this an eyesore to playthrough. There seem to be a handful of custom cartoony assets your wife actually made and everything else either she or you spat out from an art theft diffusion program. From a design standpoint, the character's basic cards are too strong. Using the bury mechanics are unnecessary, because "shots in the dark" just kills everything when you have 3 copies.
Popski 12 Feb, 2024 @ 6:39am 
@Ithilian Thanks for the reply! I missed that the upgraded version removed the Unplayable keyword. Now I need to put more dig cards in my deck...
Ithilian  [author] 9 Feb, 2024 @ 2:43pm 
@Popski glad you are enjoying the mod!

Dark Plans has the Mysterious keyword, which means it can only be upgraded during combat, and the upgrade is that it removes the unplayable keyword. The most straight forward interaction is that you have to bury it 1 or more times (b/c it applies ink once for each time it was buried) and also dig it (b/c that upgrades it and removes the unplayable keyword). So, for instance, if up buried and dug it with Attend to Cache you would immediately be able to play it.

Dark Plans is a bit of a combo card since it has to be buried and dug before it gets played, but because of the scaling with the multiple burying it is really strong in the late game!
Popski 8 Feb, 2024 @ 6:34am 
Great mod, love the thematic mechanics and the complexity matches the base game pretty well, in my opinion.

I do have one question though: how/when is Dark Plans supposed to proc? It's unplayable and has no "on draw" or "on bury" action, so I haven't been able to figure it out.
Ithilian  [author] 18 Nov, 2023 @ 10:11am 
Thank you! And if you do reproduce the issues under specific conditions let me know and I will look into it!
ccxkrish1921 18 Nov, 2023 @ 3:15am 
Yeah, I test again and fail to recur the issues mentioned before. Both happened in a single fight and never occurred again, might be some weird bugs involving stream which have existed in the original game. Thx for replying and such a high quality mod!
Ithilian  [author] 17 Nov, 2023 @ 5:09pm 
Hi @ccxkrish1921, I have tested both of these and cannot find an issue:

Head to Shore: in the scenario you laid out, the intended behavior is that at the start of your next turn (before drawing, and therefore before shuffling) you may dig one card. after you dig the card (which is optional), you will draw your hand. Even in cases where your draw is empty, this is working properly for me.

Pirate Bay: the intended behavior is that a copy is created, that copy is buried, and then because it is buried another copy gets created and buried. the end result is that you have the original sea turtles in your draw, two copies in your discard, and two cards buried (for Sandblast, for instance)
ccxkrish1921 13 Nov, 2023 @ 1:39am 
When using "Head to Shore" (and "Scout Ahead" maybe) and the draw pile is about to shuffle next turn, then at the start of next turn the interface of digging appears ( showing the card in the discard pile at that time ), while nothing happens since the pile shuffles after the 5-card draw. Additionally, "Pirate Bay" may fail to work on "Sea Turtles" that neither copy nor bury action triggers, this happened in the case where the discard pile is empty when "Pirate Bay: is played (not sure whether that's the reason or not).
ccxkrish1921 13 Nov, 2023 @ 12:18am 
使用前往海岸时,如果下回合牌堆将要洗牌,那么会出现挖掘的选择界面,但抽5张后牌堆洗牌导致挖掘失效(侦查可能也有类似问题)。此外,海盗湾选择海龟可能会失效(复制和埋藏都没有触发),多次sl后确定不是动画表现问题,可能是因为打出海盗湾前弃牌堆没有牌导致的?最后,未替换的初始遗物下总是有白框,不确定是什么原因。
Ithilian  [author] 26 Oct, 2023 @ 5:37am 
@John Wick, thanks for playing the class and glad to hear you had fun!

I tried to make the class on par with base character strength. IMO Abyssal is a little stronger than the base characters, but harder to pilot with a steeper learning curve.

2 tips: on A20 you usually have to take the cannon right away for extra act 1 damage. In elite and boss fights with the cannon, round shot usually does 24 damage and blocks for 12 for 2 energy and 3 card draws (always reload the cannon before round shot unless you can play round shot that turn).

Second, abyssal strength comes from card interactions, so density of non-starter cards is really important, as well as knowing the interactions (like str + down with the ship, or sorcerer attack + chain shot, for example). Card removal is really important in this class, as well as prioritizing taking cards. I often find myself going to stores and then just buying 2-3 cards instead of buying a relic.
old snake 25 Oct, 2023 @ 3:42am 
The mod was really fun to explore and custom ending was a welcome surprise
I did beat A20 & the heart with him eventually but abyssal seems to be the weakest class I've played so far
Mostly just base values on normal cards and his base relic feel kinda underwhelming
Round shot should deal like 14 dmg cuz its just 2 strikes for 2 mana
Lures are better than his rare cards
And he also has too many of them
Maybe if retaliation and down with the ship were removed that would increase the chances of finding the right card for the build, because they don't do much on their own
grensojin 25 Aug, 2023 @ 9:50pm 
777 lucky mod!
Ithilian  [author] 2 Aug, 2023 @ 6:21pm 
Here is a link to the wiki that explains rare chance in card rewards, for reference: https://slay-the-spire.fandom.com/wiki/Card_Rewards
Ithilian  [author] 2 Aug, 2023 @ 6:21pm 
@Cattle Baron yes there are definitely some interesting strategies with the lures! As Bento Baker has mentioned, predator cards only show up with a non-boss rare card. A couple of other things to note:

1: in StS, the chance of seeing a rare is 0% at the start of the act, and increases each time you don't see a rare. Elite fights have an increased chance to give rare cards as rewards as well. So if you are offered a lure midway through an act and you haven't seen a rare yet, your chances to see the predator are higher. Also, if you are offered a lure at the end of the act, you will not see a predator from the boss reward, and then your probability gets reset to 0% next act.

2: lures are not very punishing against act 1 elites. so if you are offered a lure on like floor 5 with no rare, and you're about to go elite campfire elite, that might be the ideal time to take a lure. Conversely, Bathe in Blood can be very punishing vs Act 2 elites, so be careful there!
Bento Baker Praymordis 1 Aug, 2023 @ 4:21pm 
if a non boss combat card reward contains a rare card while you have a lure card in your deck. one of the non rare cards will be replaced with the predator card corresponding to the lure card. obtaining said predator card will remove the lure card from your deck. so from my personal experience it's best to only take 1 lure card for your run if you find one in act 1.

hope this helps you in your future runs.
Cattle Baron 1 Aug, 2023 @ 3:57pm 
Is there a trick to the lures? I have never gotten a predator card when I have them in my deck.
Ocean 6 Jun, 2023 @ 10:24am 
your purge keyword clashes with stslib - it has the exact of stslib's "fleeting" keyword while stslib has another keyword also called purge which does a completely different thing. please rename your uses of purge to fleeting
Arch 29 Apr, 2023 @ 6:48pm 
Ok. So this is the best unofficial char mod I have ever encountered. Built for A20. 10 out of 10
Ithilian  [author] 16 Apr, 2023 @ 10:54am 
@Doodleblah (continued)...
IMO the bury/dig mechanics are really strong because they turn on every other strategy, and they have their own benefits with the on-bury and mysterious cards. But overall, there are a lot of very viable strategies, including strength down with Sorcerer Attack, energy spend, strength scaling with grapeshot or shots in the dark, bury infinites, etc.

Overall, though, I agree that there is some balancing that is still needed, which I am continuing to work on.
Ithilian  [author] 16 Apr, 2023 @ 10:54am 
@Doodleblah I agree Volatile Ink probably needs a redesign. My thinking for a while was that there are some niche powers in base game that get skipped all the time (like Master of Reality or Nirvana, which I never take). But now I basically never take it because Tropomyosin is a thing.

Unstable Formula is pretty controversial, but I kind of feel like the 999 ink is a little misleading. Honestly, if you can generate 60 block with frost orbs against phase 1 Awakened One with Defect, that is strictly better than 999 ink (because both outscale the enemy, and the former has already solved the second half of the fight). But in both cases, there are a bunch of things that have to line up to get to that point. Still, it does feel a little too frequent to me, and I'm trying to figure out a solution for that.
Ithilian  [author] 16 Apr, 2023 @ 7:46am 
@RedeemerBlood Sorry to hear you didn't like it. First and foremost my advice is that if you are dying in act 1, take the cannon immediately on floor 1. Your going to probably take 15 damage in the first 3 floors if you don't take it, so you should never be doing that unless you have a good reason to (like an easy, low value act 1, or you are offered something really strong immediately).

This class is challenging in Act 1 because it plays very differently than other classes, but I had a play tester go 8-0 on A20. The strength comes mostly from card interactions which take time to learn, but after that I feel pretty confident that Abyssal is over-tuned in comparison to the base characters.

All that being said, there are some basic attacks that I am looking into doing some minor buffs.
Doodleblah 15 Apr, 2023 @ 6:37am 
volatile ink seems way too underpowered (most of the time just purely detrimental) and the card that doubles ink every turn is ridiculously broken, not hard to get 999 ink on even the hardest hitting enemies.

its basically barricade+entrench every turn for free.

at the same time most other strategies seem way too weak, burying doesn't do enough to be hugely useful unless you have dig in the same card (cache).

good mod though, and some fun and unique mechanics :) balance is just a bit off.
RedeemerBlood 13 Apr, 2023 @ 7:37pm 
Ya, have to agree with those saying on A1 being a MF'er with this character. Can never seem to get enough damage. Died to slime boss for the first time in as long as I can remember.

Thumbs down from me for now.
Ithilian  [author] 8 Apr, 2023 @ 5:47am 
@ksodva thanks for playing the mod, and awesome to hear you are playing it on A20!

It's true Abyssal doesn't have much access to weak (just two cards), but that's comparable to Watcher which only has Wave of the Hand and Sash Whip. In general, Abyssal's mitigation packages are quite a bit different than the other classes. Here's a few end game examples that are viable at A20:
- Ink scaling
- Cephalopod Form + Storm (or + card card plays in general)
- Hardened Brine + energy spend sub theme
- Chain Shot (very strong defensive card, as you can retain with cannon and return to hand with reload)
- Sorcerer Attack (can block strength scaling of enemies, and can turn tmp strength down into permanent strength down)
- Genetic Splice for dexterity scaling

Also, in terms of block cards in general, I think Abyssal has 13 cards that block, but they have another 10 cards that apply Ink, which has a similar blocking mechanic.

I hope that helps!
ksodva 7 Apr, 2023 @ 4:35pm 
not enough card that give weak, no good defend option for level 20
Ithilian  [author] 4 Apr, 2023 @ 4:25am 
Awesome! If you like it, it helps a lot if you give it a thumbs up in workshop :) as steam doesn’t allow 5 star ratings until you have like 200 ratings
1996 Toyota Corolla 3 Apr, 2023 @ 4:00pm 
Giving this a try because of the feature on Jorbs' stream! Looks fun!
Ejdan 21 Mar, 2023 @ 5:04pm 
Ai generated cover art :O I love it
Ithilian  [author] 10 Mar, 2023 @ 2:14pm 
@QuestLion Thanks for letting me know about the discord link, it is fixed now so you should be able to join. @ me on discord and I can work with you to provide the text files for translation. Thanks for offering to help!
QuestLion 10 Mar, 2023 @ 2:15am 
discord link is not working
I could try to translate it into russian, but would you drop rough text for translation or some java experience/tools are needed?
ミ★ Sucrelune ★彡 18 Feb, 2023 @ 3:45pm 
Seems like a good work ! thx and cheers from France :starvanguard:
Ithilian  [author] 17 Feb, 2023 @ 8:30am 
Balance Changes:
Thanks so much to everyone for your support and feedback on this mod! Over the coming weeks I will be making some balance changes and I wanted to put down some of my thoughts on that (across multiple comments due to character limit).

TL;DR: I will be focusing on Buffs and QoL balance changes before I make any significant Nerfs
Ithilian  [author] 17 Feb, 2023 @ 8:29am 
Thoughts on feedback:
In general, the most feedback I am receiving is that the class is pretty big brain challenge, which can make it difficult to just pick up and survive act 1. Part of that is just because of the nature of the class, and some of it is just the unintuitive nature of some interactions (like you might not read Shots in the Dark and immediately think "oh, with a little strength and some relics this can one-shot turn-2 Reptomancer on A20"). So given this, I want to focus on areas that are weak first (nothing too crazy, but I'm focusing on these first)

Buffs:
The buffs I intend to make will not be game changing, but just looking at cases where cards are weak under certain conditions and trying to make it a little better. An example of this might be the cost of Death Knell. Totally justifiable at 2-cost when you are hitting something like a Fossilized Helix or something, but clicking on Blood Vial for two mana feels bad.
Ithilian  [author] 17 Feb, 2023 @ 8:28am 
QoL fixes:
This is looking at cards that make the class less fun to play. The first example is Bolster Crew, which previously was delaying boss fights many, many turns for people trying to save 20 gold. Hopefully the change to Mysterious makes it easier to use for scaling when you are ahead.

Nerfs:
There are some very strong cards that probably need nerfs. Some examples are Unstable Formula, Sorcerer's Attack, Dark Experiment, Bolster Crew, Genetic Splice, Kraken. However, since the mod is new and people are still getting used to how it's played, I'm going to leave these things over-tuned for a little while, and will revisit them after I'm done with buffs/qol fixes.
Mojo's Jojo 16 Feb, 2023 @ 3:28pm 
Thank you for this mod! It took a little learning to get used to since it plays so differently than many of the base classes, but once I figured out how to play act one to the character's strengths, I fell in love with it!

This is easily my favorite content mod in Slay the Spire. It's very challenging, but you feel like you have smol brain instead of have weak character.

It's also incredibly high quality, and feels like it is literally an extension of the base game. Not only does it play well and introduce fun and creative content, but it also feels like one of the original devs could have worked on it.

My only realy complaint is that for a myriad of reasons, the 1 hp fights starting bonus feels like it is obviously better than every other bonus, but like... weigh that complaint against all that ^^^? Hands down the best Slay the Spire mod I've ever touched.

Much love from a player who lost a week of his life getting completely sucked into your mod.
<3
Ithilian  [author] 14 Feb, 2023 @ 5:48pm 
@AvangionQ - Thanks for letting me know!

The act 4 easy mode thing might be a good idea. I'll consider this.

Also, Death Knell was bugged in this run, and is fixed in the latest patch. The first time he clicks captains wheel and it gives block, it is supposed to set the counter to 1 (which is what happens at the start of combat). the utility of this is that you can reset your captains wheel after it's used (obviously this is stronger for horned cleat because you get the block next turn, and anchor because you get the block this turn).

The way it is supposed to work with energy relics, is that it gives you 1 energy (which is not intended to be very useful, it's just a side effect of the "start of turn" effect of an energy relic). That being said, I am making some balance changes and I may change this to +1 energy per turn.
wikihowitzer 14 Feb, 2023 @ 10:33am 
I saw this on Frost's channel and gave it a try - I had a lot of fun! Nicely done!
AvangionQ 14 Feb, 2023 @ 10:23am 
Frost Prime streamed your mod: https://www.youtube.com/watch?v=4Uch8Rw4MvQ

Please create an option where the starting relic gives you the Act 4 Cannon right away
Call it easy mode, I don't care ... the way it is now isn't something I'd play otherwise

49:11 Please fix Death Knell with boat relics to get the block immediately, no turn change
54:25 Please fix Death Knell with boss relics so they give +1 energy on all future turns
Fletch 5 Feb, 2023 @ 7:16pm 
Well constructed.. great fun factor!