Slay the Spire

Slay the Spire

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24.723 MB
29 Feb @ 6:00am
20 Apr @ 9:13am
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Description
The Aria character MOD for the S-level martial arts detective "Scarlet Bullet" adds 1 character, 51 cards, 2 exclusive relics, and 1 bottle of potion.

Aria is a character who makes crucial decisions about when to strike. Before she decides to strike, she often has more defense than offense, but after striking, she often has more offense than defense. Therefore, the timing of her strikes, assessing the situation, and how to protect herself become extremely important.

Aria starts with only about 30 health points. In the world of martial arts detectives, the detectives themselves are fragile, and even ordinary bullets can cause fatal injuries. Therefore, hiding oneself, protecting oneself, seizing the opportunity, and striking down enemies with a single blow are crucial.

As a British noble, having money is certain, so make good use of the first sum of money to strengthen your combat power.

As a descendant of the Holmes family, why would she be afraid of curses? Her sense of honor also prevents her from using other things that she looks down upon.

Author's Side Note:
After two months of work, it's finally done! I self-taught programming to complete Aria for the MOD, which is quite an accomplishment!

Many of the settings for this MOD came from ideas I had while playing as a player, such as the 10-cost (trying to solve the problem of not wanting to play without cost-increasing relics, as well as significantly reducing the strength of cost-increasing relics, indirectly increasing the probability of selecting other relics (I'm talking about you, Tiny House)).
For example, no infinity (so this character doesn't have cards that transform energy).
For example, too many weak cards at a glance (so this character doesn't have what I consider to be filler cards).
For example, high-level events basically completely ignore curses (so this character is basically not afraid of curses, but conversely, due to mechanism reasons, it also disables other professions and most colorless cards).

As a martial arts detective, one must persist until the very end. But what if... there's a miracle?(easter egg)

If there are any bugs, feedback is welcome!

Cover link: www.pixiv.net/artworks/78328729
Popular Discussions View All (2)
1
20 Apr @ 9:17am
遇到的问题,不知道为啥留言不了就只好这样说了。
Looq_Chen
1
1 Mar @ 7:57am
PINNED: 角色建议与意见作者将在此回复
elfcelia
19 Comments
无为荒芜 16 Apr @ 5:44am 
玩起来很像李火旺那个自残流的,但那个还有其他流派的,这个mod卡就全围绕遗物来构筑打两把就有些腻味了。
以机制来说就单纯加减力敏,再来就是眩晕这种跨回合的逆天玩意,诅咒转换没什么感觉,拿到干手后确实会有意识的多拿诅咒就是了,其他时候就没感觉有这个机制,商店卡机制改的感受就是好像每次进去就全是抽3金卡
一夜干烧青花鱼 18 Mar @ 8:19am 
这mod太容易崩端了,一打涉及金币变动的牌就崩
furinz 12 Mar @ 1:18am 
闪退
为何一声不吭 5 Mar @ 2:28am 
纯数值怪,伤害离谱,普通一刀都是十多二十伤害,但是很脆,像是一个永远在愤怒的观者。我认为只有两种流派,一种就凭借伤害硬灌,小怪随便秒,但打精英boss有点难度。第二种是小卡组循环,无限打眩晕,卡好8点力量,可以做到单人无限晕怪,打boss很轻松,但是打群怪就极为难受了。
Chaofan 2 Mar @ 9:15am 
进阶0可以初见碎心。基本思路是用能力把力量加到1以上,然后用初始牌加到8,就可以规避后期没防的问题了,但是启动很慢。
比较烦的是加费遗物和能量药没大用了,boss遗物的提升变小了。
大部分攻击牌减力量导致我着重抓那张不减力量的牌(0点铁斩波,不记得名字了)。
启动慢和血少导致容错变低,有点容易鬼抽而受伤。不过可以换力量来击晕,饮鸩止喝了属于是。
碎裂的希望 1 Mar @ 10:14pm 
个人建议是,既然人物机制上做了大胆的设计,那么人物所处的“环境”也配套大胆些说不定会更好,现有的人物设计不用大改,增加更多、更大量合适的遗物、药水、事件来覆盖原版的环境来改良体验,我认为是合适的思路。
另外更私人的一个建议是要不要加点打钱手段……武装弹用起来太难受了,和角色发育冲突,但是过了发育期,流派成型后武装弹又显得没什么用了;同时角色有钱感觉多点打钱手段会更好些
碎裂的希望 1 Mar @ 10:12pm 
这个角色问题主要集中在两个方面,抛开这两个方面不谈,平均强度还是足够的:
第一,和尖塔的原版设计过于割裂了,但是"隔离”又做得不够,譬如10能量、以及10敏捷和力量的转换设计让大量遗物层面上的决策(如开局换BOSS遗物)失去了意义,也削弱了玩家获得遗物奖励的正反馈。摸清楚MOD机制后角色本身的正反馈其实还可以,但是代价是尖塔的其他机制都相形见绌了——这既是胆创的特色,但代价也的确不小;
第二,方差过大。容错低不是角色强度低带来的,而是角色强度太不稳定,使得发育期和励志局打得极为难受,而天胡局又能靠机制一路薄纱过去。同时角色过于依赖机制也导致依赖启动;但从另一个意义上来说,方差过大也是角色设计的魅力之一,只是和尖塔本身的既有思路略有冲突。
elfcelia  [author] 1 Mar @ 8:51am 
感谢游玩,如果闪退请给一下报错信息。另外因为MOD禁用了一些卡牌并对某些事件进行了修改,因此在同时打开多个MOD时可能导致了冲突,如果只打开basemod与stslib应该是没有问题的
绯绯神化杀死最后一个敌人时不触发属于BUG,我会尽快修复
直接劝人重做多少是有点......
quercus 1 Mar @ 8:06am 
2.bug很多,经常闪退,以及一些卡牌实际效果与描述不符……比如神化的渴望效果在杀死最后一个敌人时不触发(说到这张牌我建议战争狂热牌改为“费用不受卡牌效果改变”)。
以下不是建议而是个人看法:说实在,作者您做了两个月mod确实不易,还是注入不少想法的,但就我来看这个角色的制作过于不成熟,比起缝缝补补或许直接重做比较好。
本评论针对1.0.0版本
quercus 1 Mar @ 8:06am 
本人专打猎人,最多连胜22把,不过她与该mod角色的机制差别过大,以下意见或有不当:
1.容错低得离谱。前面有位老哥说的血量是其一,这方面我建议篝火生命恢复提高以及禁用个别遗物来提高生存类遗获得概率,或者干脆新加一些遗物。卡组构建是其二,就算是无进阶这个角色打一层boss都挺困难,而原版角色在少能力和过牌的情况下也偶尔能靠数值硬打二层boss,mod角色本身数值不高而成长过于依靠稀有牌机制,同时流派较少,因此我建议:将一些带消耗词条的罕见牌改为消耗性(打出多次后才消耗);攻击牌惩罚降低,比如只降低攻击段数的一半的力量;增加新卡,比如比较稳定的力量源以及敏捷相关的卡牌(敏捷流派容错高一点,但key牌太少,有幸打了一把枪斗术+巴顿术+燃烧弹的爽局)