Slay the Spire

Slay the Spire

47 ratings
Clawfect
   
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1.745 MB
Jan 7, 2019 @ 6:29pm
Jan 26, 2019 @ 5:01pm
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Clawfect

Description
Note 2021-05-26: As of this writing, the mod has not been updated in 3+ years and currently I do not have any intent of updating it. Possibility at some point in the future but the probability is low. Thanks to everyone that had a chance to enjoy it :).

Introductions:

The first full 'proper' mod I wrote for a friend(s) who enjoys playing claws.
This mod 'clawitizes' the defect with more claw related options. Best to just play the mod so nothing is spoiled :).

F.A.Q:
Q: Is this meant to be balanced?
A: It was mainly a fun mod for a friend(s) so there was some balance but nothing substantial.

Q: Why does my starting relic (Dr Claw) provide -1 energy?
A: Honestly I think it should be -2 but for now it is -1. Mainly due to balancing reasons. Starting with 3 energy and a bunch of low cost cards seems a bit strong. Especially if those cards are claws. In a future state I would probably add a configuration item to allow the user to adjust their starting energy of the relic. This would help account for people who want less/more energy at the start based on how they have fun.

Q: Why do all my claws start with dealing negative damage?
A: Balancing reasons. Also due to laziness. For all the claw version of each card, I just made the number(s) negative.

Q: Was this built/tested with any ascensions in mind?
A: This mod was not written with any specific ascension in mind.

Q: I have suggestions/ideas for this mod. How can I reach out to you? A: Feel free to reach out to me at pandatron76{(at)}gmail{(dot)}com or make a fork and submit a pull request back to the main branch.

Q: I found a (potential) bug. How do I report it? A: First, make sure it can be reproduced only using this mod enabled. After which, feel free to reach out to me at pandatron76{(at)}gmail{(dot)}com or submit an issue and I will see if i can reproduce it. I will also look at the comments here periodically for feedback.

ToDo:
  • Look into Clawzard and its overall functionality (reverted it back to Blizzard for now)
  • Resolve load conflict between Clawfect and Gremlin's Dice.

GitHub:
https://github.com/Pandatron76/StsMod_Clawfect
Popular Discussions View All (3)
4
Jan 17, 2019 @ 10:01am
Seperate Clawfect Character Ideas
djprime76
1
Feb 22, 2019 @ 1:56pm
Feedback
djprime76
0
Feb 19, 2021 @ 1:31pm
Bug with scraping claw
Pyerre
40 Comments
jcwhite.nc Feb 11, 2022 @ 12:40pm 
I tried it, tried to get the 1hp enemies start, first turn claws did 0 damage so I took a bunch of damage, I think it's bugged.
yomuru72 May 30, 2021 @ 9:03am 
it'll be good if we can chose to activate or not the starter-relic :/
nicrossi Jun 14, 2020 @ 2:11pm 
Does not work anymore or may clash with other mods.
|ÅΩ| Mayu Feb 12, 2020 @ 3:43pm 
Fun Mod - was a fun run. but it can become op quite fast :)
Midnight Milk Man Aug 12, 2019 @ 4:47pm 
super fun mod and much better balancing than i expected, I love it!
DrJonathan Apr 12, 2019 @ 9:29am 
its a really fun mod to plat around with
djprime76  [author] Jan 26, 2019 @ 5:09pm 
MechaTails - Glad to hear you enjoyed the mod :). Speaking of Ascension levels, do you recall what Ascension levels you were playing on when you were using the mod? It'll help to have this piece of information in my sample set.

In regards to the bug I think it is safe to assume that it is. Most energy relics have a funciton called 'onEquip' and 'onUnEquip'. The relic was missing the 'onUnEquip' call. I have added it now and once steam updates it should be in the latest version.

Thanks for leaving some feedback and wish you the best in your future slaying.
MechaTails Jan 26, 2019 @ 2:17pm 
Never underestimate claws' and pun-cards' abilities to make a game more entertaining haha

What an awkward sentence.

Played it for the first time just now, it felt surprisingly balanced for cards you "lazily" threw together. The -1 Energy and negative damage def needs to be there to "ramp up" as you go along. I like it, though not sure how it'll work at high A-levels. Might have to try and ramp up damage as fast as possible because 2 Energy doesn't leave much room to defend yourself.

And a bug maybe:
If you let Neow replace the Starting Relic (Dr. Claw), you still have the -1 Energy penalty. Maybe it should go away if you replace it?
djprime76  [author] Jan 22, 2019 @ 9:33pm 
christoph1010 - To begin, I am incredible sorry about the delayed response. Usually I rely on steam interface to notify me when I get new comments so it is possible I may have missed this. Sorry about that :/.

Yeah the mod did not have balancing in mind as it was more so a joke for a friend. What I am imagining in a future state, is that this mode would persist and be known as 'The Clawfect' and the character mod would probably be 'Character Mod: The Clawfect'. The character mod version would have a solid distinction and multiple character archtypes to compliment it.

In regards to balancing the current mod, if you have suggestion as to what specific numbers should be changed, I am completely open to feedback in this regards. I think future adaptation of this mod will revolve around basic balancing of numbers. As to what that looks like, I can't say for sure.

Thanks for the feedback and sorry again for the delay. Certainly wish you the best in your future spire slaying.
christoph1010 Jan 15, 2019 @ 11:09am 
Very excited to play this mod as I too am a lover of claws. Glad to see you did more than just replace starting strikes with claws but like has been said in many different ways I think the whole mod needs to be rebalanced.

I disagree with some and think you hould keep it as a defect mod than an entire new class. Rebalancing the damages of the cards is likely what needs to be done on top of a different negative than starting with 2 energy.The cards doing negative damge on top of losing an energy just makes gameplay boring, linear and un-fun.

Great idea though and I'd love to see how you're going to adapt this mod in the future.

Good luck!