Slay the Spire

Slay the Spire

The Board Game
Sagil 11 Apr, 2024 @ 7:02pm
Bug Reports
Wanna kick of this thread with Slime Boss (or possibly its spawned minions). After the boss died and summoned smaller slimes, additional smaller slimes appeared over the course of subsequent rounds, animated in the same places as existing slimes. Not just a visual artifact (in fact the presence of additional slimes was only showing up visually during animations), but actually contributing to combat.
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Showing 1-15 of 57 comments
Sagil 12 Apr, 2024 @ 2:17am 
Crash due to possession of relic from another mod:

09:14:31.740 INFO EventUtil> Failed to instantiate event BoardGame.events.BGWeMeetAgain

java.lang.reflect.InvocationTargetException
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:62)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:45)
at java.lang.reflect.Constructor.newInstance(Constructor.java:423)
at basemod.eventUtil.util.ConditionalEvent.getEvent(ConditionalEvent.java:44)
at basemod.eventUtil.EventUtils.getEvent(EventUtils.java:169)
at {LINK REMOVED}
at com.megacrit.cardcrawl.helpers.EventHelper.getEvent(EventHelper.java)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.getEvent(AbstractDungeon.java:2495)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.generateEvent(AbstractDungeon.java:2369)
at com.megacrit.cardcrawl.rooms.EventRoom.onPlayerEntry(EventRoom.java:22)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.nextRoomTransition(AbstractDungeon.java:2282)
at BoardGame.dungeons.AbstractBGDungeon.nextRoomTransition(AbstractBGDungeon.java:668)
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)
Caused by: java.lang.ClassCastException: evolution.Axolotl cannot be cast to BoardGame.relics.AbstractBGRelic
at BoardGame.relics.AbstractBGRelic.getAllPayableRelics(AbstractBGRelic.java:46)
at BoardGame.events.BGWeMeetAgain.<init>(BGWeMeetAgain.java:66)
Lua Viper  [developer] 12 Apr, 2024 @ 12:16pm 
I'm not entirely sure why Slime Boss was able to keep acting while in both the "dead" and "half dead' states, but it should at least consistently Do Nothing on subsequent turns from now on.

We Meet Again, Face Trader, Joust, and Moai Head should be compatible with non-Board Game relics now. Though, giving a non-BG relic to Moai Head might break the game in ... other ways. ¬_¬
Ailbe 20 Apr, 2024 @ 7:51am 
Hey, thank you so much for creating this mod :D

The new character select screen seems to have broken custom runs as they bypass the second choosing your character screen
Custom runs also now only give you the choice of ironclad cards

Couple of notes:
Mods being used include:
- BaseMod
- StSlib
- Googly Eyes
- Smile Girya
- Bossy Relics
- Pride the Spire
- Rare Cards Sparkle
- Slay the Spire: The Board Game

This is using a steam workshop subscription

Imgur link highlighting the issues [imgur.com]
Lua Viper  [developer] 23 Apr, 2024 @ 10:41pm 
Good news, I finally found the "subscribe to discussion" button.

...Daily / Custom should be working again. It's still using vanilla modifiers, but you should at least be able to fight back now before something oneshots you.
Crazypenquin 22 May, 2024 @ 8:19pm 
Game crashed.
Version Info:
- Java version (1.8.0_144)
- Slay the Spire (12-18-2022)
- ModTheSpire (3.30.3)
Mod list:
- basemod (5.54.1)
- coloredpowertips (2.3.0)
- DeckTracker (0.1.13)
- stslib (2.11.0)
- superfastmode (1.0.8)
- test447_keycuts (1.0)
- RelicStats (1.2.2)
- KorKeywordFix (1.1.2)
- BoardGame (0.3.0)
- Better_Animation (0.2.0)
- block-reminder (1.2.0)
- mintyspire (2.5.7)
- quickrestart (2.1.0)
- RandomCharacterButton (1.1.0)
- UnceasingTurnReminder (1.0)
- backflip (0.0.1)

Mods in stacktrace:
- BoardGame (0.3.0)
- test447_keycuts (1.0)
Cause:
java.lang.ArrayIndexOutOfBoundsException: -1
at test447.keycuts.patches.rewards.RewardItemPatches$Render.Postfix(RewardItemPatches.java:153)
at com.megacrit.cardcrawl.rewards.RewardItem.render(RewardItem.java:611)
at BoardGame.patches.bossrewards.BossCardReward$RenderCard.Foo(BossCardReward.java:111)
at com.megacrit.cardcrawl.screens.select.BossRelicSelectScreen.render(BossRelicSelectScreen.java:340)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.render(AbstractDungeon.java:2739)
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:441)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)

Was playing with Defect and defeated the first boss. Crashes when trying to open up the chest.
Mavelovent 24 May, 2024 @ 7:48am 
Just realized this Thread exists. Don't want to duplicate the reports, I've sent a couple of issues in the comments.
Btw, just wanted to say that despite the bugs, the mod is still amazing :)
Mavelovent 27 May, 2024 @ 6:11am 
In the "Ominous Forge" event, I chose to upgrade a card, but just before finalizing my decision (to upgrade Noxious Fumes) I checked the map and closed it. That disabled the "back" arrow on the right, making it so I was forced to agree to upgrade the Fumes
Mavelovent 27 May, 2024 @ 7:02am 
Using Doppelganger to copy upgraded Catalyst seems to result in wrong poison numbers (I believe I had Reptomancer at 4 poison, used upgraded catalyst to increase it to 12, then Doppelganger on Catalyst increased it to.... 28? Somehow? It's in no way dividable by 3)

Edit: the doppelganger effects seem way off, tried it again with same numbers, this time the poison ended up at 30 after tripling it from 12
Last edited by Mavelovent; 27 May, 2024 @ 7:08am
Mavelovent 28 May, 2024 @ 2:29pm 
Upgraded Wreath of Flames exhausts after use, even though it clearly shouldn't
Mavelovent 28 May, 2024 @ 2:31pm 
There seems to be no warning for excess miracles, like there is for excess shivs. If you generate too much, they simply disappear
Mavelovent 30 May, 2024 @ 3:01am 
Taskmaster intent seems to be displayed incorrectly. He always deals 1 damage less than what it shows as intent.
Lua Viper  [developer] 5 Jun, 2024 @ 8:54pm 
Everything reported up through June 5 has been assigned a ticket. Highlights from the "resolved" pile:
- Dark Embrace end-of-turn draw should finally be working again.
- Bullet Time making unplayable cards playable should be fixed.
- Wreath of Flames+ now properly sets exhaust to false.
- Added a warning for excess miracles and poison, why not. (They still disappear.)
- A1 Taskmaster damage updated to match intent.
Mavelovent 6 Jun, 2024 @ 7:38am 
Originally posted by Lua Viper:
- Added a warning for excess miracles and poison, why not. (They still disappear.)
That's a decent feature, but IMO it would work much better if it worked in the same way as shivs do currently (which I love btw), instead of automatically discarding excess miracles, convert them into energy (up to the maximum of 6 ofc). I very often find myself just playing the miracle gaining cards without paying attention to how many I have currently. You could say it's a "skill issue", but in physical board game you often would retract last move the moment you saw what you are doing is a terrible idea :p

Since you have the shivs programmed in such way, I can't imagine this is much harder than that?

side note: thank you for those updates, it's really fun to play what you've cooked :)
Lua Viper  [developer] 6 Jun, 2024 @ 6:33pm 
I can have a go at converting extra miracles to energy *before* you play a card, but there are a couple edge cases where this shouldn't be possible

(e.g. if you had 5 energy and played Skill Potion into Worship, you should end up with 0 energy and 5 miracles rather than 5 energy and 5 miracles)
Last edited by Lua Viper; 6 Jun, 2024 @ 6:35pm
Mavelovent 16 Jun, 2024 @ 5:35am 
Originally posted by Lua Viper:
I can have a go at converting extra miracles to energy *before* you play a card, but there are a couple edge cases where this shouldn't be possible

(e.g. if you had 5 energy and played Skill Potion into Worship, you should end up with 0 energy and 5 miracles rather than 5 energy and 5 miracles)

Is this actually how it would work? How developers said this interaction should work? Because I imagine in every normal scenario players would convert their miracles into normal energy between the first and second card play
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