Slay the Spire

Slay the Spire

RNG Fix
25 kommentarer
trottaclovis 23. juli kl. 5:32 
Hello, I recently downloaded this and in my first run, the first shop I opened had bo shop relic but a rare relic (ginger) instead. The only other mods I'm playing with are QOL (map marks, minty spire, relic stats, block reminder). Is this a bug or can it happen in the normal game ? Could this be because of RNG fix ? Thank you and good day y'all
Phoenix_Rising 25. mar. 2024 kl. 17:38 
This is a fabulous mod. I have no idea how to give it star ratings, but I would give it five stars.:Bless_Gloomhaven:
『Sora』 16. dec. 2023 kl. 10:58 
After testing, I can confirm this mod does indeed conflict with that one. Note to anyone if they have this issue in future.
『Sora』 15. dec. 2023 kl. 8:44 
I know this is probably quite old to be posting on, but I installed this mod alongside friendly seed fix for Spire With Friends, and while I can't be certain the cause (given I don't have other people available enough to test) Friendly Seed Fix seems to no longer be working, and given the rest of the mods are all just characters and relics, I'm curious if you'd know whether this would be the result of this mod conflicting with it?
TNoName 4. mar. 2023 kl. 10:10 
bad news:they still not fix.
I guess it is to prevent changes from causing incompatibility of old seeds...Or just lazy
Serp 17. maj 2022 kl. 17:41 
talking about rng and seeds:
Just had a complete run with mods to deactive ~25 red cards (so only 50 red cards where active) and with ability to choose between 5 cards each time. Still I never got the normal red cards "seeing red" or "inflame" (they are not deactivated). So without looking at the code, I'm quite sure that the initial seed determines how rare each card in this whole run will be and if it puts 0% or very small chance there, I will not see this card in the entire run.

So I wonder:
1) Is it possible to improve this RNG so I have the same chance for every card of same rarity everytime I can choose cards?
2) If not, is it at least possible to visualize the chances after generating the seed, so I don't need to start a run if the chance for a card I want to play is super low?!
m_a_h_a_r_a_k_u 21. okt. 2021 kl. 2:08 
Love this! Thanks <3 gave it a thumbs up
Nichilas  [ophavsmand] 11. aug. 2021 kl. 15:29 
Hi, thank you for your support! Just to answer your question, the star system on steam is just a popularity measurement. If there were more ratings, it'd have more stars, it's got 95% positive ratings, there just aren't enough. Some of my other mods were similar where they have 98% positive ratings, but only 3 or 4 stars because there are certain breakpoints where you just need a certain total number of ratings, regardless of positive or negative, to be given the stars.

I hope that explanation made sense.
裂开logy 11. aug. 2021 kl. 7:28 
Why no stars?! This is definitely needed. pseudo-random shxt, meaning each game is determined in the beginning (restart won't change encounters, start deck and even every draw in every battle!). One cannot even realize the full potential of the deck in a battle that can be won (but is slain because of bad draw).
As a result, some people just make a copy of the save and explore, and roll back to make another series of choices when things go wrong. Also, some may notice minimal real randomness in the game (cards, relics) and use it to produce different ends by trial-and-error... These above doesn't look right to me. Make the game random all the way through so that one don't need to roll back.
beeyee2010 20. juni 2021 kl. 21:19 
I accepted the friend request, ping me whenever. Thanks!
Nichilas  [ophavsmand] 19. juni 2021 kl. 22:40 
Hi, I would be willing to share the repository, but would rather not post it publicly. I have sent you a friend request, if you accept I can share you the link.
beeyee2010 19. juni 2021 kl. 21:16 
Hey, wondering if this is open sourced at all? Apparently a mod I'm working on doesn't play nicely with it. There's no exception, it just affects the RNG that we're trying to filter on. Hoping I can make them work together
do i exist 1. apr. 2021 kl. 18:15 
Love it!

While I'm not experienced enough to know the randomization forumlas the base game uses, I'm a person who loves having maximum rng/actual rng; not psuedo-methods.

If it's not entirely random, then it's not random at all.

Thanks for the great mod!
Riah!! 11. feb. 2021 kl. 16:59 
Light magician just don't install the mod.
TB 5. jan. 2021 kl. 13:54 
Ah my bad then. Good that people can check the code. I'd be really interested in how it works if there is a blog post anywhere?

"Once you've seen them once" Ah. That's my error, I'll notice tiny little things like that, but without lots of plays, won't see it normalise again. XD

Though, I still suspect the game might be set to give you nothing but troll drops on you the entire time something drops. But that's by design of the stats, with big negatives, not the drop correlation?
Nichilas  [ophavsmand] 4. jan. 2021 kl. 23:17 
I'm not sure what you're trying to say in the first paragraph, but to use your analogy of rolling a die, the game effectively simulates that if you roll a 6 on your first monster, you know your first roll on an event will also be a 6. This is not by design, and the devs were surprised and interested to find this out when it was discussed on the server.

The second part of your statement is just you noticing patterns that don't exist. I just looked at the code to be sure, and the boss you see is fully random once you've seen them all once. Similarly for the robbery event.
TB 3. jan. 2021 kl. 11:43 
Nice mod, but little note...It's not a fix, because it's not a "bug". It's by design.
An RNG generator for 2 numbers between 1-6 would give you occasionally two sixes. By design, StS is like a dice, where 2 is opposite 5, and 1 opposite six, and 3 opposite 4. So the "after a enemy, you get a card loss encounter" etc is by design.

As an example, runs that give you lots of gold, have pirates as the first encounter after the boss (so you have a risk of losing gold before getting to the shop). Runs that give you lots of shiv cards, will correlate with the time keeper/hand exhaust boss.
Butterbox 23. dec. 2020 kl. 16:31 
If you remove these little things then the best players will not have anything to think about. This is coming from someone who sucks.
lightmagician 22. aug. 2020 kl. 11:55 
Randomness takes away from accomplishments. yeah i won, but how much of that was my choices. or the game allowing me to take the right choices. you can still have varience in choices but when the "Right" choice isn't there. {you have 5+ energy a turn but have not seen any draw cards} when you have 10 possible choices but are given Choices 1,3, 4 and 7 you think "well i'll take 7 since it's the best" sure you had a choice but when 3/4 of those where "Bad Choices" did you really?
angelar 3. aug. 2020 kl. 18:35 
I think to some extent, strange niche behaviors like this are left in the game due to speedrunning and other similar activities. While I don't think this in particular would be very useful to speedrunners, it's the sort of thing where it's like "technically the player could exploit if it they paid extraordinary attention to it" but a vast majority of the time would not, at which point it becomes a question of if it's worth it to bother fixing it. There's obviously much more egregious examples of this, such as the Pandora's Box glitch.
Star Baker 30. juli 2020 kl. 14:09 
Woah, interesting.
Nichilas  [ophavsmand] 29. juli 2020 kl. 12:32 
Hi! Yes, you can't do anything by reading the seed. The issue stems from things such as knowing that if you get a shrine your next '?' space will be a monster fight with 90% probability or the like due to the game reusing the same seed rolls.
verserixic 29. juli 2020 kl. 9:24 
Ah I see after re-reading. The same random sequence runs in parallel so you just memorize a ton of equivalent results between monsters, potions, fights and chests.
verserixic 29. juli 2020 kl. 9:17 
I'm fine that this exists. But I do have to ask, are you memorizing the sequence of a 64-bit random seed? Because I'd imagine you have to look up the details for this "foreknowledge" to ever come into play. Which makes this less of a bug fix and more of a player fix akin to locking out a cheat mode. Again that's cool. I was just curious if you had really played this enough that you're recognizing 64bit patterns unaided.
Forgotten Arbiter 28. juli 2020 kl. 22:00 
I am the person who wrote the linked essay, and I believe this mod properly fixes the RNG bug. Hopefully the devs can patch the base game soon, but until that point, I'll be using this mod.