Slay the Spire

Slay the Spire

Slay-I
79 kommentarer
Ertymaxer 7. juni kl. 20:16 
now i can finally have a lore-accurate Defect
steem 22. juli 2024 kl. 10:46 
Good job nice
ellyvstheworld 8. okt. 2023 kl. 0:05 
I love this mod but it has so many mod conflicts, even when i only use QoL mods and not mods that add content :( Really this is my favourite mod but I can't use it half the time!
Wolfram Hart 22. feb. 2023 kl. 12:54 
This Mod seems to be broken atm as it crashes constantly.
Varrxion 31. dec. 2022 kl. 14:22 
Why does the AI love clash
𝕰𝖝𝖆𝖊𝖑𝖑𝖆 8. okt. 2022 kl. 2:52 
This mod crashed game...
wrotamelon 1. okt. 2022 kl. 16:55 
Game crashed.
Version Info:
- Java version (1.8.0_144)
- Slay the Spire (03-07-2022)
- ModTheSpire (3.29.0)
Mod list:
- basemod (5.44.1)
- ArchipelagoMW (0.1.2)
- block-reminder (1.2.0)
- coloredmap (2.4.1)
- GooglyMod (1.9.0)
- HighlightPath (0.0.3)
- intentgraph (0.2.1)
- mintyspire (2.5.5)
- relicsorter (2.0.0)
- FightPredictor (1.0.4)

Mods in stacktrace:
- FightPredictor (1.0.4)
Cause:
java.lang.NullPointerException
at FightPredictor.util.StatEvaluation.getWeightedAvg(StatEvaluation.java:88)
at FightPredictor.CardEvaluationData.createByFunction(CardEvaluationData.java:106)
at FightPredictor.CardEvaluationData.createByAdding(CardEvaluationData.java:58)
at FightPredictor.patches.com.megacrit.cardcrawl.screens.CombatRewardScreen.CombatRewardScreenPatches$EvaluateCardRewards.Postfix(CombatRewardScreenPatches.java:26)
at com.megacrit.cardcrawl.screens.CombatRewardScreen.setupItemReward(CombatRewardScreen.java:108)
wrotamelon 30. sep. 2022 kl. 17:09 
UI meaning isn't obvious when removing a card.

- Dualcast 3.6/3.2
- Zap 2.0/1.5
- Strike+ 1.9/1.7
- Strike 0.4/0.7
- Defend -1.1/-1.1
- Self Repair -5.9/-5.8

It seems to think removing a strike+ is a better idea than removing a strike. Or maybe that Dualcast is a amazing card in my deck, and drawing Self Repair is like punching myself for 6, and the idiot that I am should just remove it and favor my Defends.

Weird.
Hulana 19. maj 2022 kl. 18:18 
this mod is helping me learn good synergies thankyou
firewolf 1. apr. 2022 kl. 13:51 
i would use it but i use mods a lot and i want to use mods with this,
Richard 3. mar. 2022 kl. 6:42 
Is this mod working for people after the newest Slay the Spire update? This mod crashes the game due to an error caused by tensorflow for me.
sirlouie 28. feb. 2022 kl. 17:28 
I love seeing the Expected Damage during fights! Sometimes, I use this mod with Spire with Friends, and unfortunately, that mod places the players' name cards in a way that obscures Slay-I's expected damage. Is there any way to add a "vertical offset" setting that would allow me to change the positioning of the Slay-I text so I could see it when I use this mod?

Here's an example of the obscuring:
https://i.imgur.com/RjvfNdt.jpg
BambooMouse 15. jan. 2022 kl. 7:27 
This is really cool
killer_bug 6. sep. 2021 kl. 23:21 
why does this crash
エメ 28. aug. 2021 kl. 19:36 
Please add an option to disable each elements. I want to view the expected dmg take but not the card stats
Varrxion 27. aug. 2021 kl. 22:36 
It told me to take a 2nd clash +4.8 96th percentile
Varrxion 27. aug. 2021 kl. 22:33 
It told me that clash is 95th percentile (really really good) I'm gonna take it and see what happens.
Shadowlurker4897 25. aug. 2021 kl. 7:47 
found a bug: the next 3 combats will have 1 hp choice will break the algorithm and show that all card reward choices are bad.
Shadowlurker4897 24. aug. 2021 kl. 1:54 
Seems like Concentrate is really underrated by the tool for some reason. Maybe its just a player thing it helped me quite alot, but damn I would never have thought that bouncing flask can be this impactful.
dead mans cry 2. aug. 2021 kl. 23:57 
should add stats to relic when possible. Maybe explain what numbers in shop remove mean and event choices as well.
Bonfire Fodder 18. juni 2021 kl. 5:13 
So what's the purpose of the mod, though? You say all this stuff about how it evaluates and everything but...is that it? Is it just a glorified number tracker, that just tells you a predicted outcome as you play? Or does it play for you? Or does it give you suggested actions to achieve the best possible outcome? Like, you don't ever state the actual PURPOSE of the mod, you just tell us what it evaluates. Is that ALL it does, is evaluate?
TotoTakeo 26. maj 2021 kl. 12:19 
so.... what exactly does this do?
Killerwhimsy 8. apr. 2021 kl. 19:28 
FYI, crashes on M1 Macs with no other workshop add-ons (except the base one)
Casper Colorlight 25. feb. 2021 kl. 16:54 
Upon launching the game with this mod enabled, I can get into a run perfectly fine, loading in a character, etc. But as soon as I select an encounter, the game crashes and hard-locks the run.
repose 16. jan. 2021 kl. 4:56 
how to toggle it?
旅渚Lastcel 15. dec. 2020 kl. 3:56 
Upgrading at the campfire sometimes crashes the game
shakey2 24. okt. 2020 kl. 22:03 
neat idea, unfortunately it keeps crashing my game.
Nyddy 15. okt. 2020 kl. 16:29 
Keeps crashing my game
Spartan 櫻花♡ 30. sep. 2020 kl. 15:42 
useful :D:8bitheart:
curse is lifted 30. sep. 2020 kl. 10:43 
expected damga: 1
real damage: 40.
i feel like a dissapointment
Business Goose 10. sep. 2020 kl. 19:45 
Me, downloading this mod for the first time: I do as the crystal guides.
Me, after doing one run: The crystal is bad at guiding.

I mean, it got me most of the way through the second act, so I guess I can't complain. But I think it may overestimate defensive capabilities. It expected me to take 6 damage on Lagavulin. LAGAVULIN! Who takes 6 damage on Lagavulin?! Especially with a 17 card deck and no clear archetype.
ꟽericanMeal 10. aug. 2020 kl. 18:57 
it doesn't show the evaluations when offered cards off of dream catcher
aldriedger  [ophavsmand] 21. juli 2020 kl. 22:41 
@TerrenceM Thanks for reporting that bug. Just pushed a release that should fix that crash!
aldriedger  [ophavsmand] 21. juli 2020 kl. 22:18 
@Zu I would love to incorporate turn 1 draw into the model, but the data is not available to train on for that. I'm using run history files, which don't include card draw data
TerrenceM 21. juli 2020 kl. 7:48 
Had some crashes with the sensory stone event yesterday that were resolved after disabling Slay-I
Zu 20. juli 2020 kl. 11:45 
This is an interesting case study in how the average spirelogs player seems to operate. I'm not sure whether I should find some of the numbers funny or concerning, or whether it's simply a coding limitation in the sense that the ai can only consider this many factors. Either way, I'd try to incorporate your turn 1 draw into the damage prediction. It's wildly off at times because of this.
GeeX86 19. juli 2020 kl. 4:57 
Same as @L Ψ Kongroo on Reckless Charge but the difference is huge.
https://imgur.com/Kldn7U4
I had also a score of 3+ for buying Reckless Charge+ on Act 1, which is quite strange.
aldriedger  [ophavsmand] 18. juli 2020 kl. 17:34 
@kidcharlemagne Usually the predicted damage is pretty close (+/- 7HP). There may be some corner cases where you have cards in your deck that don't have a lot of data on them (eg. Panic Button). This can cause the model to make obviously inaccurate predictions
aldriedger  [ophavsmand] 18. juli 2020 kl. 17:32 
@L Ψ Kongroo The model treats upgraded cards as entirely different cards. Check out the medium article for more explanation as to why they are treated as entirely different cards!
Ghost 18. juli 2020 kl. 13:13 
https://steamcommunity.com/sharedfiles/filedetails/?id=2170515543

Why does the mod give a higher value for removing Strike+ over Strike?
kidcharlemagne 16. juli 2020 kl. 15:47 
Can anyone confirm the accuracy of the predicted damage? I was getting 1 damage on Gremlin leader and also The Champ. Either I reallllllly suck or that number is way the hell off.
pirate walter white 14. juli 2020 kl. 11:56 
@aldriedger here’s the link https://imgur.com/gallery/1ib9TSP
이즈 14. juli 2020 kl. 7:58 
Unable to load jnitensorflow.dll due to my CPU doesn't support AVX.
Please update a option that using downgraded tensorflow(<1.5).
aldriedger  [ophavsmand] 13. juli 2020 kl. 23:00 
Update is live! Added scores in more screens (shop, library, and transform). Also the weighting has been updated to use a new weighted average that favours cards that do better in fights that you currently take a lot of damage in
aldriedger  [ophavsmand] 13. juli 2020 kl. 22:58 
@PrimeSonic I'll see what I can do about conveying more information about a cards upgrade value. I agree that it's an area where it would be interesting to know what the model thinks about it
Aphid 13. juli 2020 kl. 14:04 
Consider that you can see how many fires are remaining. Given the map information, you can estimate the 'number of upgrades still expected', and even when they are expected to hit.

Example: 2.5 more upgrades remaining in the act (from events and fires). Weakest provides est +1.2 hp according to slayAI.

Adding 'uppercut' would be a -1 (just considering the raw deck), while upgrading that would be a +3. So the upgrade over upgrading the other cards in the deck is an increase in value of +1.8. That leads me to believe the correct value (factoring in the increased value of upgrades in the future) is +0.8.

The constant to calculate/estimate is "what's the value of the remaining upgrades in the act?"
Ideally, consider skip: taking many cards necessarily means not upgrading everything. Value upgrades 'in the future'. Machine learning can help again?
PrimeSonic 13. juli 2020 kl. 5:08 
I must also agree with @Karthas after trying out a run with The Defect and seeing so many recommendations to remove cards that I know are great when upgraded.

I think simply providing more information would be the key.
Show one line of numbers with the label "Remove" and another line of numbers with the label "Upgrade".
The same could be shown when adding non-upgraded cards, simply show what the value would be when upgraded.

When there's inevitably a conflict, the player can make sense of things with better long term planning than the numbers (currently) suggest.
aldriedger  [ophavsmand] 13. juli 2020 kl. 2:14 
@Karthas I've definitely thought about the behavior when a card is flagged as a good removal and a good upgrade. I like where you are going with the idea of incorporating the upgrade value into the score of the card and score of the removal. If you come up a good formula for how to do it, I would be interested!
aldriedger  [ophavsmand] 13. juli 2020 kl. 2:10 
@Boomer @Karthas I'm currently working on a model that should (hopefully) deal a little bit with the problems related to the model treating upgrades as different cards. It's called an Embedding layer, which essentially maps a card to vector. The model learns how to map a card to a vector but should theoretically map similar cards to similar vectors.
LetterShapedGlyphs 13. juli 2020 kl. 0:59 
I feel like there's a fundamental problem with treating upgraded and un-upgraded cards as separate.

If you have a card that is a common sense "always upgrade this card" there will be very few runs/fights that make use of the un-upgraded variant, and any comparison would find that players who have that card in their deck (they didn't upgrade it), are taking more damage.

The reason this is a problem is that Eruption is both flagged as a highly desirable card to remove (around +3), and a highly desirable card to upgrade (also around +3).

I feel like a naive solution (one that doesn't require a major rework) is to offset the removal weight by the inverse of the upgrade weight. (Ideally there would also be some sort of adjustment for the evaluation of ADDING a card based on how good upgrading it would be)