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slimeboundmod's Issues

memory leak in combat

time spent in combat makes sts consume more ram continuously that is never released until the program terminates.

Steam update?

michaelmayhemdev, I notice you're at least somewhat active here....any chance that you'll be publishing the updates that gamrguy and I have provided to Steam? Or should one of us republish the mod?

--Arek75

Soul Sicken Crash

Attempting to upgrade or view the upgraded version of "Soul Sicken" crashes my game every time.

Gluttony

Multiple instances of Gluttony do not currently stack. The counter increases but you will only get 1 Lick card each turn. Is this intended?

Licking Slime have no slimed number

In the tooltip you can still see the number, but the violet "apply Slimed" number is not shown since 0.11.4. Picture says it all. (I only saw this for the Licking one.)
issueslimebound

compatibility with other mods

I have been enjoying this mod yet it seems that running it with replay the spire causes it to crash whenever you use a card that gains potency

skip you turn lasts forever

I got the card Prepare: crush which gives you slime crush, whenever I would use slime crush, the effect that makes you lose your turn never goes away and I end up dying

'new' and 'release' branches are confusing

'release' branch is 1 commit ahead, 2 commits behind 'new' branch... seems that they both contain some part of newer codes... that is confusing. so maybe if you have time... we could just delete master branch and recreate it with the latest codes...

Living Wall/Heart interaction (balance problem?)

Just thought I'd point out a potential balance issue (not sure if this is the right place for it; if not, please tell me where I should direct this sort of thing): Living Wall, similarly to the old Necromancer mod's block/poison when hit card, can singlehandedly take down slightly less than 1/10 of the heart's health if drawn on a x12 turn, what with 6x12=72 slimed, more if slime-boosting powers/skills/potions have been used. While this is only a one-time damage boost as long as none of the poison-on-slimed powers have been played, the combination of being able to do so much damage and being able to potentially heal for more than the Heart damaged you for all with only one non-rare card (and, with rare but cheap powers, set up a large chunk of persistent damage) might make this OP, even more so than the similarly very good against the heart Stray Goop.

At any rate, thank you for letting me Slime the Spire. This is a very fun, very high-quality mod from what I've played of it.

EDIT: Having just seen Acid Gelatin for the first time, yeah, that's 1 cost uncommon for 36 poison on the heart every time it multiattacks. Same issue. Still, only against the heart, and otherwise it's basically Noxious Fumes but better or worse depending on which enemies you face (although, considering how powerful many consider Caltrops, which is outright worse than this but is also a 1 cost uncommon power, to be, it's still a bit strong); it's only a problem right now because unlike every other act, there's only one final act 4 boss, against which many decks may struggle, and for which these sorts of cards are a guaranteed massive boost in damage for almost all decks, making picking these up when available not even a question. Hopefully enough mods will start to add Act 4 bosses for this to not be as much of a problem soon.

Error compiling SlimeboundMod

I am trying to build your newest version of Slimebound (with the Donu/Deca card fixes). I am encountering the following issue:

Error:(36, 8) java: slimebound.characters.SlimeboundCharacter is not abstract and does not override abstract method getPortraitImageName() in com.megacrit.cardcrawl.characters.AbstractPlayer

I suspect this has to do with the STS base source code adding a new abstract method getPortraitImageName(), which must be implemented in your SlimeboundCharacter class. It should be an easy fix.

Please feel free to ignore this if you are already aware of the issue :)

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