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Slay the Spire mod designed by Jorbs and Twitch Chat. Adds The Explorer, The Wanderer, and The Cull.

License: MIT License

Java 97.61% PowerShell 0.55% JavaScript 1.83%
slaythespire slaythespire-mod spire-mod mod-character

jorbs-spire-mod's Introduction

Jorbs's Wanderer Trilogy

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Jorbs's Wanderer Trilogy is a Slay the Spire mod that tells the story of The Wanderer by introducing 3 new playable characters: The Wanderer, The CULL, and The Explorers. It is a work in progress: today, The Wanderer is a complete playable character, with the others still to come!

Jorbs's Wanderer Trilogy is inspired and designed by Jorbs, co-developed by the community.

How to Install

For more detailed instructions with step-by-step screenshots, see https://mod.jorbs.tv

  1. Get Slay the Spire through Steam
  2. Subscribe to Jorb's Wanderer Trilogy in the Slay the Spire Steam Workshop
  3. Launch Slay the Spire and select Play With Mods
  4. Make sure "BaseMod", "StSLib", and "JorbsMod" are all checked, then play!

Features

  • Balanced for complex and rewarding play at high ascension
  • Play as The Wanderer, a wizard with with advancing and aggressive memory loss due to constant spire resurrection
  • New Lore: Discover the Wanderer's troubled past - and glimpse his twisted future - through lore written by a host of talented writers. Text for events and [b]Voice Lines[/b] at certain moments tell the story.
  • 75 new cards, plus 12 new "Material Component" cards, 5 new relics, 5 new potions, all complete with unique art
  • Designed, directed, and balanced by Jorbs
  • Voiceovers by acclaimed voice actor Ray Chase
  • Story contributions from a host of writers, including Charlene Putney (Divinity: Original Sin) and Sasha Chapin (All The Wrong Moves)
  • Over 80 contributors from across the community

Mechanics

For more detailed information, see http://mod.jorbs.tv/about

  • Memories: The Wanderer can gain buffs and debuffs by Remembering memories. But, memory is a fickle thing; old memories slip away as new ones are remembered.
  • Clarity: Prevent memories from slipping away by gaining Clarity of them.
  • Snap: The Spire is a maddening place; spend too long in a floor and watch your memories come tumbling down upon you.
  • Material Components: A grab bag of 0-cost cards with different minor effects. The Wanderer has several ways to acquire them in combat, including...
  • The Grimoire: Just before Snap overtakes you, The Grimoire will begin seeping its way into your hand, granting a seemingly endless supply of Material Components; but at what cost?
  • Burning: Deals damage at the start of each turn. Burning prevents healing, falls off by 33% each turn, and is affected by enemy Block.
  • Legendary: Certain cards (including The Grimoire) are Legendary; they have a special card frame, and can only be found once per run.
  • Entomb: Some cards begin each combat Entombed in your Exhaust pile, only to return to your hand when certain conditions are met.

Contributing

Jorbs's Wanderer Trilogy was created by a diverse group of almost 100 contributors. We welcome newcomers!

See CONTRIBUTING.md for information about how to contribute code, art, audio, writing, translations, or anything else.

jorbs-spire-mod's People

Contributors

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jorbs-spire-mod's Issues

It should be possible to gain the remember/forget effects of memories you have clarity of

The current implementation of RememberMemoryPower disallows remembering a memory you already have clarity of. Ideally, this would be allowed (for the purposes of gaining the on-remember/on-forget effects), but passive effects (ones that the clarity also applies; in some cases these effects are actually implemented in onRemember/onForget via applying/removing other powers) would not be applied twice.

It would be neat if Fractured Mind could change card type dynamically

Focused Mind acts like either an attack or a skill based on the memory you're remembering. It would be neat to explore whether we can make it morph between an attack and a skill depending on the memory, rather than the current behavior of being an attack that sometimes has more skill-like effects.

It's possible that it won't be realistic to make the game cooperate with this easily; it's not that big a deal to leave it in the current state (always an attack) if this is too difficult to implement.

Destroy should be highlighted

When the word "Destroy" appears as a keyword, it should be highlighted, similar to uses of "Exhaust" or "Discard"

For example: Dimension Door

Crash: Using GainBlockPerPoisonAction on an enemy with Artifact

Found this when using Enervation in the Sentries fight

java.lang.NullPointerException: null
    at stsjorbsmod.actions.GainBlockPerPoisonAction.update(GainBlockPerPoisonAction.java:20) ~[JorbsMod.jar:?]
    at com.megacrit.cardcrawl.actions.GameActionManager.update(GameActionManager.java:176) ~[?:?]

Artifact should not block SnappedPower

Probably best to add a new power type (maybe SPECIAL) as an alternative to BUFF/DEBUFF, since we'll want SnappedPower to be immune to both debuff-affecting things like artifact but also buff-affecting things like Amnesia

Crash: Playing Find Familiar

Looks like a language/localization issue.

java.lang.ArrayIndexOutOfBoundsException: 1
	at stsjorbsmod.powers.FindFamiliarPower.updateDescription(FindFamiliarPower.java:50) ~[JorbsMod.jar:?]
	at stsjorbsmod.powers.FindFamiliarPower.<init>(FindFamiliarPower.java:38) ~[JorbsMod.jar:?]
	at stsjorbsmod.cards.FindFamiliar.use(FindFamiliar.java:30) ~[JorbsMod.jar:?]
	at com.megacrit.cardcrawl.characters.AbstractPlayer.useCard(AbstractPlayer.java:1676) ~[?:?]
	at com.megacrit.cardcrawl.actions.GameActionManager.getNextAction(GameActionManager.java:347) ~[?:?]

Crash: Using AOE attacks while remembering Wrath

Used Color Spray while remembering Wrath:

15:54:27.300 ERROR core.CardCrawlGame> Exception caught
java.lang.NullPointerException: null
    at stsjorbsmod.memories.WrathMemory.onPlayCard(WrathMemory.java:32) ~[JorbsMod.jar:?]
    at com.megacrit.cardcrawl.actions.GameActionManager.getNextAction(GameActionManager.java:265) ~[?:?]
    at com.megacrit.cardcrawl.actions.GameActionManager.update(GameActionManager.java:172) ~[?:?]

True Strike damage doesn't work as intended

(converging several bugs into one place, subsuming #165 and #53)

The desired behavior is for it to:

  • Act like normal damage for the purposes of triggering on-hit effects, including
    • Malleable
    • Thorns
    • Lust's burning-on-hit
    • Transient's shackled effect
  • Respect buffs/damage modifiers which increase damage, including
    • player positive Strength
    • enemy Vulnerable
  • Ignore effects/debuffs/damage modifiers which decrease damage, including
    • player negative Strength
    • player Weakened
    • enemy Block (should pass through it, not consume it)
    • enemy Intangible
    • heart's damage-per-turn cap
    • Banish's ImmuneToDamagePower

New Status: Burning

Burning N: Deals N damage. Reduce N to floor(N/2). While Burning, reduce healing by 50%
Fireball+ and Firebolt+ apply burning.

Card titles should indicate Wrath metaupgrades

It would be nice to have some sort of indicator in the card title when Wrath causes a damage increase to a card. Current proposal would be to update the card render() to look for the presence of wrath upgrades and, if present, render an overlay image that adds a wrath icon to the top-right corner and render the increase count on top of that, similar to how rendering energy cost works.

wrath_card_title_concept

Note that Wrath can upgrade base game colorless cards! So this will need to be implemented with SpirePatches on AbstractCard, not with overrides in CustomJorbsModCard.

"Gain clarity of current memory" effects crash when there is no current memory

See log. Fighting elite sentries in act 1, went to turn 7 with Find Familiar active, and at the end of the turn the game crashes when I snap. Replaying the fight from the save, it happened again; not playing Find Familiar the third time allowed me to win without crashing after snapping.

Running on a Mac; the log looks like it has all the relevant config info.

Memories that use other powers are not properly immune to artifact

Humility, Kindness, Sloth should probably not allow Artifact to mess with the application/removal of their passive effects.

(Temperance, as well as on-remember effects that aren't implementation details of passive effects, are intentionally affectable by artifact)

Ivory Tower interaction with Necronomicurse

Currently "Ivory Tower" exhausts a Necronomicurse card and a new one pops back into your hand. The old one is in the exhaust pile. This should change, but I'm not sure which way to go with it.

Should the behavior be not to exhaust it in the first place, or to actually escape the Necronomicurse for this fight and not have a new one return to your hand?

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