Slay the Spire

Slay the Spire

Chimera Cards+
145 Comments
reswaut  [author] 22 Sep @ 7:50pm 
This should already be fixed. Please update the mod and see if the game still crashes.
LS_Naix 22 Sep @ 6:32pm 
毁灭 makes game crashes.
reswaut  [author] 13 Sep @ 7:54pm 
@LS_Naix Fixed.
LS_Naix 13 Sep @ 12:35pm 
Game crashes when you have velvet debuff,after you played the 6th cards and force end turn (such as Vault or Time Eater).
paradoxica 13 Sep @ 12:46am 
Locking Bullseye missing from merge
paradoxica 12 Sep @ 7:53pm 
could just be Strength and Block then
reswaut  [author] 12 Sep @ 7:35pm 
I won't add it because buffs on enemies may not work correctly on players... for sure there are some weird modded enemy-only buffs.
paradoxica 12 Sep @ 5:42am 
Thieving: Costs [E] more. Steal all Buffs the enemy gains this turn. Adds Exhaust.
reswaut  [author] 6 Sep @ 1:32am 
It's random, though calculated gamble, irregular only has a chance to make it cost more.
paradoxica 5 Sep @ 10:34pm 
found an irregular calculated gamble (does nothing, doesn't change costs on preview)
reswaut  [author] 3 Sep @ 8:30pm 
@LS_Naix 感谢,已经修复了。
Thanks & fixed.
LS_Naix 3 Sep @ 4:42pm 
未觉醒 and 威吓 dosent work properly.
paradoxica 3 Sep @ 8:58am 
I have the British English mod enabled. Sad.
reswaut  [author] 3 Sep @ 8:42am 
No Alchemise², only Alchemize² because america.
Judgement Explosion is an interesting card working as described. You might have missed that you can play it on a target with more HP than the judgement threshold.
Fixed Cleansing + cards that apply debuffs to self.
paradoxica 3 Sep @ 2:33am 
Cleansing Bullet Time does not work favourably
paradoxica 2 Sep @ 2:42am 
Judgement Explosion is unfortunate and doesn't work in the favourable way. Can you please make it favourable?
paradoxica 31 Aug @ 2:11am 
hmmm no Alchemise² ?
Marlene Carson 27 Aug @ 10:33pm 
@reswaut i have started discussion:FLi_CelestiaGift:
reswaut  [author] 27 Aug @ 9:01pm 
@Marlene Carson Thanks for reporting! To better locate the issue, I need to know your mod list and the full crash report (Everything starting from the line "Patch Class: [...]", if you're unsure you can just post the full game log). You can start a new discussion if the report is too long.
Marlene Carson 27 Aug @ 8:45pm 
upgradede version break my game
Caused by: compile error: ) is missing
at javassist.compiler.Parser.parseArgumentList(Parser.java:1340)
at javassist.compiler.Parser.parseMethodCall(Parser.java:1180)
at javassist.compiler.Parser.parsePostfix(Parser.java:1036)
at javassist.compiler.Parser.parseUnaryExpr(Parser.java:888)
at javassist.compiler.Parser.parseBinaryExpr(Parser.java:775)
at javassist.compiler.Parser.parseConditionalExpr(Parser.java:719)
at javassist.compiler.Parser.parseExpression(Parser.java:699)
at javassist.compiler.Parser.parseDeclarationOrExpression(Parser.java:591)
at javassist.compiler.Parser.parseStatement(Parser.java:277)
at javassist.compiler.Javac.compileStmnt(Javac.java:565)
at javassist.CtBehavior.insertAfterAdvice(CtBehavior.java:892)
at javassist.CtBehavior.insertAfter(CtBehavior.java:851)
... 13 more
Berzerkinblaze 27 Aug @ 4:54pm 
Will do, thanks
reswaut  [author] 27 Aug @ 10:51am 
@Berzerkinblaze Thanks for reporting! Please make sure you're on the latest version, as a similar bug existed on a past version. If the issue persists, you can provide more details on the mods you are running and the modifiers that are disappearing.
Berzerkinblaze 26 Aug @ 11:28pm 
Would anyone have any idea as to why my non-pickup effect card modifiers disappear after adding the modified card to my deck? It's been happening quite often lately, and it's pretty bothersome.
pgames-food 24 Aug @ 7:35pm 
hi did you mean these?

cubic: "Loses #b1 HP. NL Draws #b1 card."
brutal: "TEXT": ["Brutal ", "", "Increases damage by #b33%. NL Adds #yEthereal."],

"paradoxica 1 hour ago :I still think Cubic Brutality should merge"
paradoxica 24 Aug @ 6:28pm 
I still think Cubic Brutality should merge
reswaut  [author] 24 Aug @ 5:08pm 
I think Cubic is fine referencing Runic Cube.

Fixed Golden.
paradoxica 24 Aug @ 2:41am 
Golden Dead or Alive (Hermit Card) displays the Exhaust keyword twice in the card reward.
paradoxica 23 Aug @ 8:05pm 
You could use Vicious, Ferocious, or Barbaric. Brutal modifier I think comes from Carnage.

If you don't intend to merge, then I would suggest changing "... and Cast" to "Evocative ..."
reswaut  [author] 23 Aug @ 6:35am 
I changed how most of the on-obtain modifiers work so now they're automatically removed once they hit your deck. Normally (and rarely) you can see Alchemical Alchemize in a card reward. When you pick it up, you gain a random potion and it just becomes a normal Alchemize.

Agile/Attentive aren't specifically based on Footwork/Defragment, they're the Dexterity/Focus counterparts of Flexed.

Established Establishment is missed.
Brutal is already used in base Chimera Cards, so Cubic is second best option I could think of.
I don't know if Dualcast and Cast / Multicast and Cast should merge. I just took "cast = evoke" from their names but the effects feel like a different trigger instance to me... idk.
paradoxica 23 Aug @ 4:46am 
more missing merges:

Established Establishment
Dualcast and Cast / Multicast and Cast (If either)
Cubic Brutality? (Not what the effect is named after, but it is the same effect so just putting it forward)
paradoxica 23 Aug @ 4:19am 
Should Agile Footwork merge? (I presume that is where the effect comes from, but I am not sure.)

Likewise, Attentive Defragment / Biased Cognition (whichever one it is based on, if it is)
paradoxica 23 Aug @ 4:17am 
btw when i update while still in a run, any new mergers you may have added don't show up until i start a new run. for example, i just tried adding an Alchemical Alchemize to my deck and it got added with no modifier. I think this is the same as back when you had just added the system, and I "reported" the failure of Superluminal FTL to show up.
reswaut  [author] 21 Aug @ 6:40pm 
Thanks! It's fixed in the update I just pushed.
paradoxica 21 Aug @ 2:45am 
the Prayer's Modifier has a kerning issue where it doesn't put a space after itself, resulting in "Prayer'sSignature Move" as the name of the card etc.
reswaut  [author] 20 Aug @ 11:29am 
@paradoxica Sorry for missing your original Solar idea. There were so many things floating around, and Solar clearly got lost... But yes, I do like the new version a lot. It'll be in the mod very soon, probably the next update if there aren't any emergency bug fixes.
reswaut  [author] 20 Aug @ 11:07am 
@龍行雲天 感谢!我刚刚推送了一个修复这个问题的更新。
Thank you! I just pushed an update that contains a fix for it.
龍行雲天 20 Aug @ 8:52am 
After updating the mod, continued a saved run. Crashed in a boss fight against Donu and Deca , immediately after playing a modded Wallop card with Piercing Wail and Purity keywords.
The English translation was provided by DeepSeek and may contain potential translation inaccuracies.
在模组更新后,继续之前的存档进行游戏。在一场与 甜圈(Donu)八体(Deca) 的BOSS战中,打出了一张带有 尖啸(Piercing Wail)净化(Purity) 词条的MOD版 当头棒喝(Wallop) ,游戏随后崩溃。

报错信息 / Error Details:


java.lang.IndexOutOfBoundsException: Index: 2, Size: 2
at java.util.ArrayList.rangeCheck(ArrayList.java:653)
at java.util.ArrayList.get(ArrayList.java:429)
at chimeracardsplus.actions.ShriekAction.update(ShriekAction.java:24)
paradoxica 20 Aug @ 5:25am 
a different version of my long-ago Solar suggestion, based on your recent additions of Chrono, Energized, and Iterative:

You can keep the Solar name, or rename it to Tallying (to reference The Abacus instead of Sundial)

Reduces damage and Block by X%. Plays once for each time you shuffled your draw pile this combat.
reswaut  [author] 16 Aug @ 4:23pm 
Reducing the cost of Nightmare won't affect the cost of the generated cards.
Iterative modifier not working with duplication is an oversight and will be patched in the next update.
paradoxica 16 Aug @ 6:15am 
Iterative doesn't play nicely with duplication effects (Burst, DT, Echo, Dupe Pot)
paradoxica 16 Aug @ 5:23am 
it's not the same, because the card doesn't carry any cost changes...
reswaut  [author] 16 Aug @ 2:04am 
Good and bad chimera cards both should be expected. Compare Blasphemous Ragnarok with Janky Hyperbeam...
reswaut  [author] 16 Aug @ 2:01am 
I like the Nightmare modifier as it is right now, the effect is simply as if you played an unupgraded Nightmare on the card. + I'll add the missing merges in the next update.
paradoxica 16 Aug @ 12:53am 
residual seeing red is not very useful, since it kind of clashes with its base effect. has an edge case with zero costing skills but otherwise... idk
paradoxica 16 Aug @ 12:51am 
missing merges:

Determined Power Through

Corpse Explosion Explosion

Forethought Forethought

Hyper Hyperbeam (maybe not this)

Inescapable Necronomicurse
paradoxica 16 Aug @ 12:00am 
suggestion: Nightmare Mod doesn't change the cost, instead it loses you energy / adds a number of voids / loses energy next turn equal to the difference in energy, and Setup / Snecko / Madness / Emlightenment / Establishment change the cost of the generated cards accordingly.
reswaut  [author] 15 Aug @ 2:32pm 
It's based on Bronze Automaton's Hyper Beam - same name as the Defect card.
paradoxica 15 Aug @ 5:42am 
what is the new hyper modifier based on? not hyperbeam... and yet
reswaut  [author] 14 Aug @ 7:35pm 
Well in fact Loopy Loop and Painless Feel No Pain should merge. The modifiers do come from the powers. I just forgot and they're now added in.
paradoxica 14 Aug @ 7:07pm 
(same comment for Painless Feel No Pain, even though they have conflicting effects)