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it doesn't describe it
https://github.com/erasels/Aspiration-StS
Also the ability of Sea Salt Ice Cream to store boss relics is too powerful in my opinion.
Beyond that there's no easy way to filter them, you could open the console (need to enable if first in the basemod mod config menu) and use relic remove champ:ChampionCrown to remove the relic. If you don't want to get empty handed you could do relic add BurningBlood after.
Just a quick question. While using Downfall, the nostalgia relic (upon pickup, obtain a random starter relic that you don't have yet) will give relics from said downfall characters. Most of these starter relics work fine, but some do not. For example, the guardian's starting relic applies brace which is a mechanic that, when used on any other character, soft crashes the game as it does not know how to apply brace when there is no countdown. So, is there any way to prevent this relic from dipping into specific character pools? I tried clicking the option within the Downfall config to prevent global Downfall relics from appearing in standard runs, but I've found that this does not preclude the nostalgia relic from using starting relics. Thank you in advance and great work on this mod. I really want to use both this and Downfall because they are both so well made. Cheers!
Separate buffs fill up the space for all other (more important) buffs.
Please fix this.
Implementing relic filtering on a per-mod basis would be tedious to the extreme for both me and the players.
its sort of like a Tin Flute but for relics :)
at com.megacrit.cardcrawl.cards.AbstractCard.renderInLibrary(AbstractCard.java:1246)
at ContingencyContract.UI.SelectScreen.render(SelectScreen.java:194)
at ContingencyContract.Patches.Patches$RenderOperatorsPatch.Postfix(Patches.java:114)
at com.megacrit.cardcrawl.screens.charSelect.CharacterSelectScreen.render(CharacterSelectScreen.java:477)
at com.megacrit.cardcrawl.screens.mainMenu.MainMenuScreen.render(MainMenuScreen.java:535)
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:431)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)
是这些
Cause:
java.lang.NullPointerException
at aspiration.relics.boss.RunicSpoon$1.test(RunicSpoon.java:30)
at basemod.helpers.CardBorderGlowManager.hasCustomGlows(CardBorderGlowManager.java:71)
at basemod.helpers.CardBorderGlowManager$RenderGlowPatch.Prefix(CardBorderGlowManager.java:139)
You can find the crashlog in \Steam\steamapps\common\SlayTheSpire\sendToDevs\logs\SlayTheSpire.log if you haven't restarted the game after the crash or just in the console window if it's not closed after the crash.
The most important bit is most likely going to be at the very end, it'll look something like this
20:43:36.118 ERROR core.CardCrawlGame> Exception caught
java.lang.NullPointerException: null
...
@Servant of Selemene no but you can easily add it yourself by opening the basemod console and typing "relic add cultist_headpiece", you'll need to enable the console in basemod's mod config menu though.
hehe, i have seen 1 relic which can replace all of the relics we have so far, (but im always to scared to try it) :)
im not sure if maybe you can add support for it, or if it is an actual bug? but when i was playing as a Human character, i encountered this bug:
the "Dead Battery" relic (from energized spire) does not actually fully remove (when selecting it using your Sea Salt Ice Cream from Aspiration mod), even though we do get the stored ice cream's relic, which was a 'Medical manual'? which prevents the first 2 status cards each turn)
(im not sure if this is a bug for the Human mod or that is just a coincidence as i was playing with that as my main character, or form this mod or from energized spire? :)
"[WARNING] No image at aspirationAssets/img/largeRelics/KaomsHeart.png"
Other than this tested your mod with 130 mods with no issues. Great work by the way!