Slay the Spire

Slay the Spire

Spire Twists
55 Comments
reswaut  [author] 8 Jun @ 9:41am 
Yes, I plan to completely overhaul this mod in the future, so it's now available as a public archive.
Gokudera ElPsyCongroo 8 Jun @ 6:48am 
Impressive and cool mod! Seems it doesn't appear in the workshop search though, not sure if intended
reswaut  [author] 28 Nov, 2024 @ 11:24pm 
@25fan Maybe you can try increasing difficulty cap? The Outnumbered twist has a high internal difficulty.
reswaut  [author] 28 Nov, 2024 @ 11:21pm 
@AgentPhil Yes. Combat-related twists doesn't affect event rooms, and this includes combats through events. I can definitely see it being counterintuitive, so I might change it in the future.
wbfw109 23 Nov, 2024 @ 2:29am 
In english version after some update, I can not find page for disable specific Twist no longer.
25fan 9 Oct, 2024 @ 3:37pm 
I've tried to force Outnumbered (as a run twist) via. disabling all other run twists and setting their roll probability to 100%, yet it still doesn't appear. I am not using any of the mods listed in the description...
AgentPhil 28 Sep, 2024 @ 4:39pm 
When I enter combat through an event, run and act twists aren't applied. Is this normal even without a lot of mods?
Zz被盗号,好友没了 23 Sep, 2024 @ 7:34am 
跟你的奇美拉mod兼容吗
洛秋叶之枫 28 Aug, 2024 @ 9:49pm 
具体原因就不确定了,不过应该就是mod打的太多了导致的问题吧
reswaut  [author] 28 Aug, 2024 @ 8:28pm 
@别海 抱歉我不打算兼容 Spire Locations。想要略微更平衡的“正负捆绑机制”,可以尝试在设置里减小难度上限?“全局成长的修正相比畸变数量太少”是事实,所以我很希望能听到新的畸变想法。
reswaut  [author] 28 Aug, 2024 @ 8:16pm 
@洛秋叶之枫 我测试群系 mod 并没有产生畸变发生变化的问题?
人群是那么像杨坤 28 Aug, 2024 @ 6:23am 
有一个小建议,spire location 和 spire biomes 都会使用一些收益来激励玩家选取相应路线, 比如 spire locations 的正负面事件基本都是“固定”搭配出现的,比如“宝箱会给诅咒”,但开启时“升级你牌组的两张牌”,这个mod现在大多数情况在房间内是单向的升级或削弱,玩家基本不会选择有害的修正,而且全局成长的修正相比畸变数量太少了,有些畸变的房间基本不会去,如果添加相应的正负捆绑机制,可能会好很多
洛秋叶之枫 28 Aug, 2024 @ 5:51am 
确实用了spire biomes
人群是那么像杨坤 28 Aug, 2024 @ 5:33am 
同时,如果开启了spire locations, 一个地点会同时生成本mod和spire locations的地形,但是在地图说明的文本框内会只显示某个mod的信息,谁的排序在上方就显示谁。
人群是那么像杨坤 28 Aug, 2024 @ 5:16am 
有可能是 spire biomes
reswaut  [author] 27 Aug, 2024 @ 9:22pm 
@洛秋叶之枫 应该是mod兼容性问题。另外还启用了什么能够改变地图生成的 mod?
人群是那么像杨坤 27 Aug, 2024 @ 5:56pm 
上面说的房间畸变SL之后变化,这个bug在spire locations里也存在,有地标的问号格,在退出重进后很大概率会改变事件, https://www.bilibili.com/video/BV1RT421r7f3?t=137.5&p=53
洛秋叶之枫 26 Aug, 2024 @ 9:30pm 
会同时变化,不知道是不是mod打多了的原因
reswaut  [author] 26 Aug, 2024 @ 7:59pm 
@洛秋叶之枫 大量测试后我并没有发现这种情况。我需要确认一下,房间畸变变化时阶段畸变是否会一同发生变化?
洛秋叶之枫 25 Aug, 2024 @ 1:30am 
退出重进很容易让房间的畸变发生变化
洛秋叶之枫 21 Aug, 2024 @ 5:24pm 
好像不是bug,锋利外壳就是这样的特性
洛秋叶之枫 21 Aug, 2024 @ 5:21pm 
发现一个应该是bug,如果有个阶段畸变是对面一个敌人会有荆棘或者锋利外壳,图标也确实只在一个敌人身上出现,但是打其他敌人也会出现反伤的情况
wbfw109 21 Aug, 2024 @ 9:07am 
I couldn't confirm the exact situation because when the bug occurred, the game would freeze and only a black screen was shown. (Upon restarting, the black screen would appear first.) I will report if the same error occurs again.
Sorry for the inconvenience, and thank you! :)
洛秋叶之枫 21 Aug, 2024 @ 2:17am 
@reswaut 好滴谢谢啦
reswaut  [author] 21 Aug, 2024 @ 12:11am 
@洛秋叶之枫 感谢反馈,新版本应该修复了这个问题。
洛秋叶之枫 20 Aug, 2024 @ 4:18pm 
spiretwists.patches.ApplyNodeModifierPatch$PostGenerateMapPatch.Postfix(ApplyNodeModifierPatch.java:35)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.generateMap(AbstractDungeon.java:662)
at com.megacrit.cardcrawl.dungeons.TheCity.<init>(TheCity.java:84)
at com.megacrit.cardcrawl.core.CardCrawlGame.getDungeon(CardCrawlGame.java:1364)
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:860)
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:423)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)
洛秋叶之枫 20 Aug, 2024 @ 4:18pm 
之前一直正常,突然这个档一进久闪退
Mods in stacktrace:
- spiretwists (0.0.2)
Cause:
java.lang.NullPointerException
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.getCurrRoom(AbstractDungeon.java:809)
at com.megacrit.cardcrawl.core.AbstractCreature.loadAnimation(AbstractCreature.java:407)
at com.megacrit.cardcrawl.monsters.exordium.Cultist.<init>(Cultist.java:68)
at com.megacrit.cardcrawl.helpers.MonsterHelper.getEncounter(MonsterHelper.java:449)
at spiretwists.nodemods.common.ScoutedMod.onInitialApplication(ScoutedMod.java:84)
at spiretwists.nodemods.NodeModifierManager.addNodeModifier(NodeModifierManager.java:99)
at spiretwists.nodemods.NodeModifierManager.addNodeModifiers(NodeModifierManager.java:106)
at
洛秋叶之枫 20 Aug, 2024 @ 2:06am 
十分好的一个mod,非常感谢
reswaut  [author] 18 Aug, 2024 @ 7:07am 
@wbfw109 I can't replicate the bug. I tested Shiny and/or Upgraded on Shop rooms in Candy Land and it seemed to work just fine?
AgentPhil 18 Aug, 2024 @ 7:04am 
@reswaut That's understandable, maybe for a future update, then.
reswaut  [author] 18 Aug, 2024 @ 6:51am 
@AgentPhil For now, you can disable all other twists if you want to force certain combinations. Sorry this might be a bit tedious, but I prioritize implementing other things over console commands.
wbfw109 17 Aug, 2024 @ 6:39am 
===== Bug Report =====
When I enter the Shop room with
- Spire Biome mod's "Edible" biome (All card, relics are edible. (Pear, strawberry, Fleeting cards (If it used, removed in deck.))
- with Spire Twists's Shiny(?), Upgraded(?)

game is stop.
AgentPhil 16 Aug, 2024 @ 6:03pm 
I'd appreciate if there was a console command to select twists for the act or run. Makes it easier to try out certain combinations of twists without relying on RNG.
AgentPhil 13 Aug, 2024 @ 8:19am 
@Psiell I've noticed that with spire locations as well, though which mod's text gets overwritten depends on which comes first in the loader.
Psiell 13 Aug, 2024 @ 6:48am 
ah i think its likely spire locations overiding your mods showing of the text and taking priority so it only shows stuff from that mod if both are installed.

perhaps that is something that can be fixed to improve compatability between the two.
reswaut  [author] 13 Aug, 2024 @ 5:19am 
@AgentPhil I figured out where it went wrong. I believe it is fixed in the latest update.
reswaut  [author] 13 Aug, 2024 @ 4:19am 
@Psiell It should and I believe it does. What other mods are you running with?
AgentPhil 13 Aug, 2024 @ 12:51am 
Wait, I MAY have left corrupt the spire on accidentally. I don't know if that's the cause, but it's something.
AgentPhil 13 Aug, 2024 @ 12:36am 
It just happened again. Same mod, last event node of the grass biome. It had no modifiers.
Psiell 13 Aug, 2024 @ 12:20am 
would you be able to make it so when i hover over a map node it tells me what modifiers are on it. for some reason the mod doesnt do that.
AgentPhil 12 Aug, 2024 @ 11:52pm 
@reswaut Well I wasn't in the base game either. This was pokemon regions acts. Just in case that means anything. I also have 100+ mods installed so it could be a lot of things.
reswaut  [author] 12 Aug, 2024 @ 11:37pm 
@Koishukaze Not yet compatible, but I'm working on it.
Koishukaze 12 Aug, 2024 @ 11:01pm 
how well does this work with Together in Spire?
reswaut  [author] 12 Aug, 2024 @ 10:24pm 
@AgentPhil I can't replicate the crash and need some more details. Were you playing with only this mod and Spire Biomes? Did the event room have the Scouted modifier?
reswaut  [author] 12 Aug, 2024 @ 10:04pm 
@Blooest Thanks for the advice! It will be in the next update.
Psiell 12 Aug, 2024 @ 9:25pm 
yes those places would be better. i shall chenge them to there now. thanks so much.
AgentPhil 12 Aug, 2024 @ 6:15pm 
Don't know what causes this when I enter some event rooms other than I had spire biomes on.
java.lang.NullPointerException: null
at com.megacrit.cardcrawl.rooms.EventRoom.onPlayerEntry(EventRoom.java:23) ~[?:?]
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.nextRoomTransition(AbstractDungeon.java:2282) ~[?:?]
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.nextRoomTransition(AbstractDungeon.java:2119) ~[?:?]
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.updateFading(AbstractDungeon.java:2848) ~[?:?]
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2517) ~[?:?]
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:876) ~[?:?]
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:423) [?:?]
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225) [?:?]
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126) [?:?]
Blooest 12 Aug, 2024 @ 5:39pm 
Just register a TopPanelItem through BaseMod. It's BaseMod itself you're currently conflicting with, after all.
reswaut  [author] 12 Aug, 2024 @ 3:31am 
@Psiell I have already updated the mod so that you can choose to show them below your relics/blights. Would those places be better?
Psiell 12 Aug, 2024 @ 1:44am 
please move all the modifiers somewhere else they cover over the ui and arrows that many other mods use to put their menu buttons in runs. more to the left or in some other place would be great.