Slay the Spire

Slay the Spire

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Wandering Minibosses
   
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2.899 MB
20 Jan, 2020 @ 3:24am
20 Jul, 2023 @ 11:14pm
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Wandering Minibosses

Description
Introduction:
Hello and welcome to the second modding anniversary project! That's right, 18/01/2020 marked the second year of modding the spire, so a few members of the modding discord came together and made something.

Description:
Wandering minibosses is a content mod that adds, as the title may imply, minibosses to the spire that hound you throughout the run. They spawn during normal encounters and will do their best to inconvenience you before they run away.

Kill them for a custom relic based on the boss, or block and hope you'll survive the run!

There's a 40% chance for a miniboss to be assigned to a run. If you want every run to have an assigned miniboss, you can tick the option in the mod configuation menu.

This mod also adds consol commands with which you can change your nemesis, change its HP, etc. Just type nemesis in the console to see more.


If you find bugs or think something could use another balance pass, don't hesitate to let us know, this mod was made in 2 days so something could've easily slipped by us.

Credits:
Miniboss system: Erasels and Raz
The Staring Abyss: Raz
The Immortal Flame: Erasels
The Eternal Princess: Darkglade
The Ink Elemental: Dark Vexon (art made by Wordo and special relic made by Alchyre)
The Ninja Bandit: Dark vexon (art made by Wordo)
The Thief Of A Billion Guards: Levender
Timic: Dark Vexon (art made by Erasels)
The Gremlin Knight: Raz

PLEASE SUBMIT A CRASHLOG IF YOU REPORT A CRASH
You can find the crashlog in \Steam\steamapps\common\SlayTheSpire\sendToDevs\logs\SlayTheSpire.log if you haven't restarted the game 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 ...

Please give me everything from that point onward. Thank you!
Popular Discussions View All (2)
5
7 Aug, 2020 @ 12:46pm
Bug report
milkjug
0
29 Jan, 2020 @ 1:06pm
Suggestions
Peelz 4 Dead
97 Comments
Super Gamer 18 Jul @ 3:46am 
I'm having the exact same issue as the above commenter.
Bella 21 Apr @ 7:52am 
So this is a weird bug, but I've found that when fighting the Gremlin Knight if there are no other enemies left alive and I am facing towards him I'm completely unable to end my turn (the button turns red), and can only end it if my back is turned to him (if my last action was killing the last enemy aside from Gremlin Knight for example). This issue doesn't seem to occur as long as other enemies are alive, as I'm capable of ending my turn while facing him if something else is behind me.
Feline Pawtism 29 Oct, 2023 @ 6:05pm 
A bit spoilery but helpful FYI for people who are playing modded characters that have a heavy reliance on their class relic to function: disable Bandit King. Otherwise you have a decent chance of having to restart your run .
(Gk) Erasels  [author] 20 Jul, 2023 @ 11:19pm 
Update fixes the issue of Minibosses being able to spawn in Battle Towers.

Thanks for the feedback, as to not spam the comments I won't reply to every part, but part of the reason I'm not making changes quickly is that I have to wait and contact the original authors since I don't want change their contributions willy-nilly. Also, I don't agree with some of it. I'll likely make small changes to Gaze and the Thief's relic.
RanDomino 9 Jul, 2023 @ 4:29pm 
Reviews of all minibosses under spoilers, broken up into multiple posts due to 1000 character limit.
RanDomino 9 Jul, 2023 @ 4:28pm 
Princess - Blackblade - Whenever you play a card, gain 1 Strength this turn.
Working as advertised but very strong. Maybe make it 1 Strength per 3 cards?
Miniboss's attack/ability is unclear. It eats the other enemies and turns them into highly-killable shades?

Thief of a Billion Guards - Master Thief's Presence - At the start of each combat, apply 3 Vulnerable and 3 Weak to ALL enemies. Upon pickup, gain 800 Gold, for what that's worth at this point.
Miniboss is not threatening and is easy to kill. Reward is strong but unbalanced and only a little thematic. Could it be something like "Whenever you deal attack damage, gain 1 gold"?
RanDomino 9 Jul, 2023 @ 4:28pm 
Timic - Lock Locket - When you would die, if you have Gold, lose 100 Gold and heal to 1 HP.
Miniboss is extremely fat and hard to kill. For comparison, Giant Head has 10% more HP but usually takes 5-6 turns to kill. Transient has 999 and is generally unkillable in 5 turns, barring an infinite combo. And since Timic doesn't really pose a threat, it ends up feeling less like a miniboss and more like a pinata. Is there a way for it to have an attack that deals damage based on the amount of gold the player has?
Reward is rather niche, so I suspect the point was never for this miniboss to get killed efficiently.
Overall I rate this as "cute" but it doesn't inspire terror or get the brain-juice flowing like the other ones do.
RanDomino 9 Jul, 2023 @ 4:27pm 
Immortal Flame - Carrion Flame - Whenever an enemy dies, deal damage equal to 50% of its Max HP to ALL enemies.
Good miniboss, thematic reward, reward does nothing in some fights and is mediocre in others.

Gaze Monster - Abyss Pearl - Each turn, the first Attack you play lowers its targets' Strength by 2 this turn. The second Attack you play inflicts 1 Vulnerable. The third Attack you play gains you 5 Block for each target hit.
Miniboss presents a novel puzzle but is otherwise maybe too easy- 2nd power doesn't really matter, so maybe just make the first power "each card you play increases adjacent cards' costs by 1". Reward seems balanced and on-theme, maybe a little weak tbh

Ink Man - Inkheart - You can see and play the top card of your draw pile.
Extremely annoying miniboss, but balanced. Reward is OP. Maybe make it so you can play the top card, but it's obscured?
RanDomino 9 Jul, 2023 @ 4:27pm 
Gremlin Knight - The Other Gremlin Horn - The first time you apply Weak or Vulnerable each turn, gain [E] and draw 1 card.
Miniboss is very difficult due to high armor, seems balanced due to difficulty to acquire and once-per-turn effect.
Applying multiple Weak/Vulnerable effects simultaneously seems to apply [E]/draw effect multiple times (i.e. a card applying 2 Weak and 2 Vulnerable draws 4 cards and gains 4 [E]; also, this happened during the same turn as a Weak effect was already applied.). Might need more testing.
Seems to apply [E]/draw effect even if the Weak/Vulnerable gets blocked by artifact, not sure if that's intended.

Bandit King - Scarf of the Bandit Ninja - At the start of each combat, obtain 2 random Relics for that combat only
Good miniboss, fair reward, seems to be working fine, no notes.
(Gk) Erasels  [author] 5 Jul, 2023 @ 12:20pm 
Nerfed Finale of Promise to include 3 HP Loss and removed the kind of useless secondary effect.