Jump to content

[Mod] Slay the Spire - Claire Redfield


Recommended Posts

Posted
On 12/16/2024 at 4:20 PM, reesewowthree said:

I did hit what I think is a bugged interaction between Free Mind and shops.  I had used Free Mind on an encounter prior to a shop (probably immediately before, not 100% on that) and removed a Yellow Herb.  When entering the shop, the Yellow Herb I had removed flashed up on screen and did the shop removal animation/sound effect.  This caused the shop's removal option to show as sold out.  Don't think it took gold for this, but not sure.

 

 

I got this exact bug on a high corruption run. Also think it is Free Mind that is the culprit. It removed a card from my deck and charged me the cost once I met the shopkeeper

 

 

 

 

 

I found the Claire character pretty OP, though I haven't managed to fight Time Eater yet and I usually play on higher ascensions so piloting this was really easy. Some thoughts:

 

- A lot of the cards are highly energy efficient - a lot of high impact 1-2 cost cards. This makes Refreshing Breeze hard to justify playing.

- Playing nude/topless doesn't have strong gameplay effects, outside of Naked Fist. I think you should intensify the upsides and downsides. This would make all the Suit Up and Use Clothes cards way more interesting. Wondering if introducing some light stance dance strategies would be good, like with the Watcher. Also feels like thematically speaking, certain things like Proposition, Beg for Life, Ogled, should interact with the naked/topless relics.

- There's already benefits to staying fully suited up, so there should be benefits to staying fully nude, IMO. Outside of Naked Fist and Ogled. (the Ogled bonus isn't strong enough too.)

- I never run out of bullets after the first 3-6 fights of the game. This also made Final Shot pretty unappealing. Maybe being naked should lower your ammo capacity in some way, so that "reload" cards in lategame are still meaningful. (I mean... where do you put your ammo if you're naked?)

- Durability of clothes relics should also be tuned down I reckon...

- The deck bulks up quickly but there aren't many ways to cycle or sort through the deck (Ironclad exhaust cards, Scry, Seek, Retain etc.). Feels like it dilutes impact of player choice later down the line. Perhaps losing clothes should exhaust cards?

- I feel highly incentivized to stall out fights so I can item hunt for stuff that give me permanent buffs or stack corruption. I feel like there should be a cap on this, or certain  Theoretically with a card generating mechanisms like Counter Stance and Corruption, I can farm cards and items from a single enemy for a very long time. You might try banning certain items with permanent effects from the random generation pool (similar to how Bandage Up can't be randomly generated by potions or in-battle effects). Maybe limit corruption gain to a certain number per fight.

- A little surprised you didn't add a new curse for pregnancies, given all the tentacle porn? (Beg for Life should really end with the enemy putting a baby in you...) Or bloated belly/rape status cards that retain the same way that climax cards do. Maybe they screw up your hand but perhaps have synergies with other cards like Lewd Flurry.

- You were curious about ways to tie existing systems to this mod... maybe playing naked/topless should make it that you'll get Wound cards even if you've blocked an attack. After all you're being manhandled by monsters. This will make synergies like Lewd Flurry stronger but at the cost of filling your deck with useless Wounds. It would somewhat limit your ability to stall fights to look for items. And then have Herbs remove Wound cards. Maybe Wounds interact with Masochist.

- Maybe stronger Burning cards should come with the "downside" of burning your clothes off (and if you're naked, you get a Burn status instead). There's potential here to introduce new card art for burned and wounded Claire...

 

 

 

Specific card notes

- Counter Stance is maybe too good, but the upgrade is useless. Maybe set base cost at 3 and have the upgrade lower the cost.

- Lewd Flurry is a great card that combos really well tactically and thematically with the climax system. I would like more hand-size/climax synergies.

- I found Unload Clip pretty bad - it's a high cost card uses up all your bullets for a pretty meh result. I suppose it has a niche use in cleaning out your deck of gun cards after you fire everything, but it doesn't seem very good even then.

- Ink Ribbon is strong but really boring. Promotes tanky stally plays

- The Herbs I am finding rather low-impact. Stacking temp HP is so strong, and the attack cards are just better.

- IMO Careful Aim sucks for the same reason Flex sucks on Ironclad. Even more so because Claire has less exciting Strength synergies than Ironclad. Maybe it should be something that incentivizes gun cards specifically.

- Distracting Shot is too good. It's extremely powerful for a common.

- More knife interactions outside of that single one would be good. And more ways to get the knife! Maybe it could be something that lets you get out of more lewd events

- Magnum is strong but boring - it doesn't synergize with anything. A bunch of other cards I've noticed are just kind of not very interesting: Execution, Ink ribbon, Rocket Launcher. Double Head Shot.

- Flamethrower is pretty awesome though.

 

Posted
10 hours ago, nosedigger said:

- I feel highly incentivized to stall out fights so I can item hunt for stuff that give me permanent buffs or stack corruption. I feel like there should be a cap on this, or certain  Theoretically with a card generating mechanisms like Counter Stance and Corruption, I can farm cards and items from a single enemy for a very long time. You might try banning certain items with permanent effects from the random generation pool (similar to how Bandage Up can't be randomly generated by potions or in-battle effects). Maybe limit corruption gain to a certain number per fight.

That's one thing I also noticed. My runs with Claire end up a good while longer than with other characters, since she promotes stalling that much. While I normally take around 45 minutes to an hour per run, with Claire I always hover around 1.5 hours.

 

Imho the worst offenders are "Search the Room" and the infestation cards, both can give permanent upgrades. There are also a lot of ways you can get some healing out of the deck, so stalling ends up the best option.

 

I remember a fight against the shapes, where I defeated all of them except for one Spiker and ended up at low HP. Due to the Horny debuff, the Spiker couldn't damage me anymore, but I also couldn't attack it, as the thorns would kill me. The fight turned into a real drag where I slowly regenerated my HP via climaxes and such until I could counteratack without dying. The infestation cards stacked up so much, I got 41 Max HP after the fight.

 

Also I think "Escape Room" is bugged, I never seem to get any Block from that card?

Posted
45 minutes ago, lord_of_theding said:

 

Also I think "Escape Room" is bugged, I never seem to get any Block from that card?

 

can confirm. no block was applied.

 

 

Posted (edited)
14 hours ago, lord_of_theding said:

That's one thing I also noticed. My runs with Claire end up a good while longer than with other characters, since she promotes stalling that much. While I normally take around 45 minutes to an hour per run, with Claire I always hover around 1.5 hours.

 

Imho the worst offenders are "Search the Room" and the infestation cards, both can give permanent upgrades. There are also a lot of ways you can get some healing out of the deck, so stalling ends up the best option.

 

I remember a fight against the shapes, where I defeated all of them except for one Spiker and ended up at low HP. Due to the Horny debuff, the Spiker couldn't damage me anymore, but I also couldn't attack it, as the thorns would kill me. The fight turned into a real drag where I slowly regenerated my HP via climaxes and such until I could counteratack without dying. The infestation cards stacked up so much, I got 41 Max HP after the fight.

 

 

I think I'd also enjoy some adjustments to discourage excessive stalling. 

 

Suggestion - adjusting the "Infested Growth" effect might be an option to help with this.

 

Right now when in full stall mode, infestation cards can essentially be ignored.  If the enemy is already doing less damage than you are getting from regen, they actively help by giving arousal stacks to fuel more regen.  Then at the end of combat they offset the "punishment" of losing max HP due to stacking excessive corruption.

 

I think it could be interesting if infestation cards instead gave a minor debuff during combat that scales off of how many of them you have, and they did not grant max HP at the end of combat.  The idea being that having a few in your deck wouldn't be a big issue, but if you ignore them completely they will start actively hurting you and even cause you to lose if you let them get completely out of control. 

 

Thematically I think it makes sense if Claire getting more and more eggs would cause more and more issues until she was defeated, unless she actively worked to remove them.  It may also also indirectly make green herbs more desirable if you are more likely to want to remove some infestations.

 

Couple ideas for a new Infested Growth effect:

  • Take x additional damage from enemy attacks per every x infestation cards in your deck.
  • Receive a stack of "Infested" for each infested card in your hand at the end of your turn.  Something bad happens at X stacks (bad curse, event etc). 

 

 

Unrelated, but also +1 to the idea of Beg for Life also adding a parasite/pregnancy themed unremovable curse or relic.  That sounds like a fun additional punishment for getting saved.

 

 

Edited by reesewowthree
Posted (edited)

Thanks for the feedback guys, I never intended it to be a full "stall" play style, I'll put some limits.

I am thinking of nerfing the Horny strength debuff to max (min?) of -4, cant go lower.

 

Unload Clip was too strong, but I guess I over nerfed it a bit, I'll buff it slightly.

 

I'll put max of 4 HP per fight for HP Infestation Growth.

 

I'll check the escape room Block.

 

I see many playing on high corruption, I don't want to limit it, but I might think of increasing the max HP penalty, it doesn't look noticeable.

On 12/28/2024 at 3:10 AM, nosedigger said:

You might try banning certain items with permanent effects from the random generation pool (similar to how Bandage Up can't be randomly generated by potions or in-battle effects). Maybe limit corruption gain to a certain number per fight.

 

Dead Branch is out of the pool, it was absurdly OP when I got it, I don't want to limit the pool much, I like the idea of finding a magnum or an upgrade randomly, even if it is a very low chance, maybe the other nerfs would make it more reasonable.

 

  

On 12/20/2024 at 6:28 AM, icehaku said:

One thing I'd like to ask is if there are any vaginal penetration cards in Claire or Echidna. I noticed that neither had any.

🤫😶‍🌫️

 

 

Edited by Atmey
Posted
7 hours ago, Atmey said:

Thanks for the feedback guys, I never intended it to be a full "stall" play style, I'll put some limits.

I am thinking of nerfing the Horny strength debuff to max (min?) of -4, cant go lower.

 

Unload Clip was too strong, but I guess I over nerfed it a bit, I'll buff it slightly.

 

I'll put max of 4 HP per fight for HP Infestation Growth.

 

I'll check the escape room Block.

 

I see many playing on high corruption, I don't want to limit it, but I might think of increasing the max HP penalty, it doesn't look noticeable.

 

Dead Branch is out of the pool, it was absurdly OP when I got it, I don't want to limit the pool much, I like the idea of finding a magnum or an upgrade randomly, even if it is a very low chance, maybe the other nerfs would make it more reasonable.

 

Sounds like a reasonable set of changes - thanks. 

 

I think being able to intentionally stall out a slow-scaling enemy for a full heal and a chance at some upgrades at the cost of max HP is a fun mechanic.  Then it is a option that you can't rely on indefinitely. 

Posted

i tried the last build, it's getting funnier. I can make a real use of outfits, throwung them and having them back.

 

Nota : the rare golden card that takes away cards from the deck for 20 gold each can remove curses, even those that are never supposed to be removed (like the one from the bell's relic). I don't know if it's a bug or a feature but i like it.

  • 5 weeks later...
Posted
On 2/3/2025 at 8:15 AM, LukadHJA123 said:

I loved this mod, please make more. 

 

Very much seconded.  On a similar note, if you'd be okay with someone using your mod as a blueprint to create similar characters, I might be interested in having a go at it.

  • 2 weeks later...
Posted (edited)

My game crashes when I use "Lace up boots" I still have to understand if its with all cards that share the trait "suit up" or just this one. (Currently naked and trying to regain clothes just to add up)

 

 

Think I found the cause. In a nutshell anything that gives the 4 relic layers of clothes back crashes the game

Edited by oifhs
Posted (edited)
2 hours ago, oifhs said:

My game crashes when I use "Lace up boots" I still have to understand if its with all cards that share the trait "suit up" or just this one. (Currently naked and trying to regain clothes just to add up)

 

 

Think I found the cause. In a nutshell anything that gives the 4 relic layers of clothes back crashes the game

 

If you have other mods running that change base game mechanics I'd recommend disabling them to test.  Getting back layers of clothing is a basic mechanic of the character so it is probably a conflict of some type.

 

On page 1 of the thread it was mentioned there is a mod with a setting that causes crashing on some cards.

Edited by reesewowthree
Posted
44 minutes ago, reesewowthree said:

 

If you have other mods running that change base game mechanics I'd recommend disabling them to test.  Getting back layers of clothing is a basic mechanic of the character so it is probably a conflict of some type.

 

On page 1 of the thread it was mentioned there is a mod with a setting that causes crashing on some cards.

Menaged to fix the bug thanks to your help :3, apparently skip animation of super fast mode was the problem 

Posted

hey, was working on my own mod and mechanics, and was just wondering what AI tool did you use to make the art?
I've tried a few myself and havent really found one im super happy with, so i decided to ask what u had used, since i really like the mod/art used for the cards

  • 1 month later...
Posted (edited)
On 2/7/2025 at 8:44 PM, Imperfectable said:

 

Very much seconded.  On a similar note, if you'd be okay with someone using your mod as a blueprint to create similar characters, I might be interested in having a go at it.

 

Sure go ahead, I wouldn't mind credit also, IntelliJ decomplies automatically if you import project, I think.

 

On 2/19/2025 at 8:42 AM, Sanzuro said:

hey, was working on my own mod and mechanics, and was just wondering what AI tool did you use to make the art?
I've tried a few myself and havent really found one im super happy with, so i decided to ask what u had used, since i really like the mod/art used for the cards

 

I don't remember the exact model, both are my own mixes, but for Echida I think I:

https://civitai.com/models/1009774/mixed-mana

 

And for Claire, maybe a version of this or slight more modified, didnt upload it

https://civitai.com/models/679814/salted-pony-anime

 

For Echidna I trained my own Lora for SDXL, but I think a better one for Pony was made.

 

PM/DM me if you want exact prompt for a specifc image

 

On 2/25/2025 at 1:09 AM, oifhs said:

While I was testing I found out that flamethrower is not affected by "chemical X" 

 

On 2/1/2025 at 9:14 AM, cheesysnow said:

any chance you will add ? mark events like your other mod

 

On 2/3/2025 at 8:15 PM, LukadHJA123 said:

I loved this mod, please make more. 

 

I got a new PC, I'll try to find my old files, also there are problems with my work, having 0 motivation to anything at all. Sorry, but will try to find the time.

 

There is also STS2, it was announced few months back, not sure what game engine it will be on, but I like the simplicity of Java, no extra tools needed like Creation Kit, I dont know if would support mods as well.

Edited by Atmey
  • 3 weeks later...
Posted

Awesome mod so far, just started a run with it.

Bug report: I used counter stance and got trash bin. Trash bin's mechanics overrode the zero cost put on it by counter stance. Sadge. Would be nice to have it stat at zero cost but also get the extra damage if cards in discard pile allow it.

 

Also Counter stance is no where to be found in discard pile or exhausted cards.

 

Thanks

  • 2 weeks later...
  • 2 weeks later...
Posted

Thanks for the mods! They are incredible!

 

The funniest thing happened. I was playing the Echinda mod and drank a white potion and later used the clothes potion. Suddenly I tuned into Clair and continued a hybrid game where I had cards from both mods. I died 2 fights after thou.

  • 2 weeks later...
Posted

You can get the clothing potion on other characters and using it turns your character into Claire and adds other effects from her mod. Can this get changed so that you only get the potion when on the proper character?

Posted
On 12/13/2024 at 9:52 PM, Imperfectable said:

Found a minor bug: if you gain one of Claire's Suit Up cards while playing a non-Claire character, using it will crash the game.  (Amusingly, it did seem to give copies of her clothing relics before crashing, so I'm guessing it crashed when it tried to apply the graphical change to the character model, probably because it was calling for an image that isn't present.)

This didn't crash my game in the current version, but it did make it super weird, bringing a lot of the aspects of Claire to the other character (echidna in this case). I think potions can be made character-specific, and that's what I'd suggest here.

  • 2 weeks later...
Posted

Hi Author,This is my Chinese localization file for the mod. To test the localization changes, I played several rounds with this character. During gameplay, I noticed that the character often gets into a tight spot when out of bullets and surrounded by too many enemies. I found this a bit strange—why aren't there more ways to replenish bullets or more AoE attacks early on when luck isn’t on your side? For instance, maybe adding one or two more such cards to the starter deck? As a new player, I wasn’t very familiar with the mechanics at first, and by the time I reached the first boss, I only had one bullet-adding card. Though maybe I was just unlucky! :) I hope you might consider optimizing this aspect of the mod when you have time.

 

I also encountered an issue during localization. I’m not sure if it’s due to my translation or something else, but when I kept the "[E]" text in the localization file, it appeared like this in-game. I’m not sure what "[E]" is supposed to represent:

image.png.f070442389fa082170715ed6eddeb3ca.png

 

Original English localization:
"claire:StatusEggInfestationCure": {
    "NAME": "Cure",
    "DESCRIPTION": "Heal 3. NL Gain [E]. NL (Requires Green Herb but doesn't consume it)"
},

 

My Chinese localization:
"claire:StatusEggInfestationCure": {
    "NAME": "治愈",
    "DESCRIPTION": "回复 3 点生命。 NL 获得 [E]。 NL (需要绿色草药但不消耗)"
},

 

This is my first time localizing a Slay the Spire mod, and I’m still learning the ropes. I did use AI for assistance, but I’d appreciate your insight on the "[E]" placeholder.

Thanks for taking the time to read my feedback! Best of luck with the mod!

zhs.rar

Posted
12 hours ago, Dark_Crow said:

Hi Author,This is my Chinese localization file for the mod. To test the localization changes, I played several rounds with this character. During gameplay, I noticed that the character often gets into a tight spot when out of bullets and surrounded by too many enemies. I found this a bit strange—why aren't there more ways to replenish bullets or more AoE attacks early on when luck isn’t on your side? For instance, maybe adding one or two more such cards to the starter deck? As a new player, I wasn’t very familiar with the mechanics at first, and by the time I reached the first boss, I only had one bullet-adding card. Though maybe I was just unlucky! :) I hope you might consider optimizing this aspect of the mod when you have time.

 

I also encountered an issue during localization. I’m not sure if it’s due to my translation or something else, but when I kept the "[E]" text in the localization file, it appeared like this in-game. I’m not sure what "[E]" is supposed to represent:

image.png.f070442389fa082170715ed6eddeb3ca.png

 

Original English localization:
"claire:StatusEggInfestationCure": {
    "NAME": "Cure",
    "DESCRIPTION": "Heal 3. NL Gain [E]. NL (Requires Green Herb but doesn't consume it)"
},

 

My Chinese localization:
"claire:StatusEggInfestationCure": {
    "NAME": "治愈",
    "DESCRIPTION": "回复 3 点生命。 NL 获得 [E]。 NL (需要绿色草药但不消耗)"
},

 

This is my first time localizing a Slay the Spire mod, and I’m still learning the ropes. I did use AI for assistance, but I’d appreciate your insight on the "[E]" placeholder.

Thanks for taking the time to read my feedback! Best of luck with the mod!

zhs.rar 11.64 kB · 0 downloads

Now I take back what I said earlier. After playing five full rounds, I finally managed to defeat all three bosses. Turns out Body cards and Burn cards are surprisingly effective! However, beating the bosses without unlocking new progress feels like it's missing that essential hook for replayability. Attached is the latest revised Chinese localization file.

zhs.zip

Posted
41 minutes ago, Dark_Crow said:

Now I take back what I said earlier. After playing five full rounds, I finally managed to defeat all three bosses. Turns out Body cards and Burn cards are surprisingly effective! However, beating the bosses without unlocking new progress feels like it's missing that essential hook for replayability. Attached is the latest revised Chinese localization file.

zhs.zip 12.76 kB · 0 downloads

"Then during my later runs, I encountered my first CTD (Crash to Desktop). The error log looked like this—I'm not sure if it was triggered by other mods. Here's the crash report:"

Cause:
java.util.ConcurrentModificationException
    at java.util.ArrayList$Itr.checkForComodification(ArrayList.java:901)
    at java.util.ArrayList$Itr.next(ArrayList.java:851)
    at com.megacrit.cardcrawl.core.OverlayMenu.update(OverlayMenu.java:69)
    at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2649)
    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)

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...