Slay the Spire

Slay the Spire

Minty Spire (QoL Compilation)
213 Comments
(Gk) Erasels  [author] 14 May @ 2:58am 
Click on the mods button in the main menu. From the list, select the mod in question and once you selected it, there should be a small config button next to the list. Click that.
donut2 9 May @ 9:29pm 
How do you open up the options menu for the mod/toggles?
Synthesis 21 Mar @ 2:25pm 
how do you turn off the frozen eye preview?
wj 15 Oct, 2023 @ 11:22pm 
:laughing_yeti:我不理解,为什么这个mod把“铁甲战士”名字改成了“铁甲战逝”
greenking13 9 May, 2023 @ 1:03pm 
Unfortunate, but understandable. I'm assuming you're using a word comparison that's ended by [Space] (Ascii D32) , hence why "Strength" and "Strength." are marked as the first difference? Also, as a slight idea, but a bit more resource intensive, was to run a secondary string comparison to the marked difference and any text prior to see if there's similarities and if so, to highlight the first instance rather than the second. There's other issues with this idea, but it might work if you attempt to go back X [Length of difference] words rather than the entire prior text.
(Gk) Erasels  [author] 9 May, 2023 @ 12:43pm 
That's just how the text change recognition works. It's technically correct and there aren't any easy ways to "fix" this to be more human-oriented.
greenking13 9 May, 2023 @ 12:29pm 
Yo, not a major bug report, but it would seem that the highlighted text of the Downfall mod card "Chrono-Boost" is highlighting the wrong segment of the text. Base card description is "Gain 2 strength for every 12th card you play." and the upgraded variant is "Gain 2 Strength. Gain 2 Strength for every 12th card you play." It should be " Gain 2 Strength. Gain 2 Strength for every 12th card you play."

If your mod works by latching onto changes made by the mod that creates the card rather than some sequential difference identification, then I'd greatly appreciate if you pointed this out on the DF discord for me.
-Green
jbcall 28 Feb, 2023 @ 5:50pm 
@Xvordan I believe there is an option in the settings to toggle this.
Xvordan 28 Feb, 2023 @ 2:50am 
LOL I really wish this mod didn't rename Ironclad to Ironchad. It really threw me off. I love the QOL changes, but why (silly) rename a character?
ProximaAce 19 Jan, 2023 @ 6:36am 
Can you make the frozen eye preview a toggle in the mod options so ppl can use the deck tracker mod with frozen eye?
Ctrekoz 24 Dec, 2022 @ 3:21am 
But I don't want to skip intro splash screen, it's fast and soothing, can it be an option? Otherwise an amazing mod!
wbfw109 13 Oct, 2022 @ 1:11pm 
When I use with "Ascension plus" mod, Ascension will be limited up to 20, not 25. (Bug).
Anatheo 10 Sep, 2022 @ 11:12am 
Is this the mod that makes the awakened one and the cultists dab sometime?
If it is, can it be turned into an option?
Mighty Mors 28 Aug, 2022 @ 5:24am 
Works with version from August 2022
i need french version too please
Dedrax 6 Jul, 2022 @ 1:09pm 
hello a FR version is possible?
부구 8 Jun, 2022 @ 10:53am 
good
幾度新涼 8 Jun, 2022 @ 3:20am 
such a good mod:steamhappy:thx
so飒 6 Jun, 2022 @ 8:45am 
simple but useful nice
Gavin Moore 4 Jun, 2022 @ 10:46pm 
ok WOW thank you for that tip , everything is good to go now , i really appreciate the help :torielsad:
jbcall 4 Jun, 2022 @ 10:37pm 
@Gavin Are you launching StS directly from the Steam Library page or from a shortcut? Usually shortcuts don't give you the option to use mods.
Gavin Moore 4 Jun, 2022 @ 10:25pm 
nothing different happens when i boot . any tips ? i cant get any mods to show
Riah!! 4 Jun, 2022 @ 6:15pm 
Check the box for all three when you boot the game.
Gavin Moore 4 Jun, 2022 @ 12:00am 
how do i turn this on ? i have mod the spire and basemod subscribed
Homura 22 May, 2022 @ 5:19am 
@The Wise Wolf Thanks! I didn't know there's a second page lol
The Wise Wolf 22 May, 2022 @ 3:02am 
@Homura
It's the last (fifth) option on the second page of options for this mod for me.
Though that's in English.
Homura 22 May, 2022 @ 2:50am 
Thanks for the prompt response. While I do see such an option in `UI-String.json`, but I couldn't find it in game (seems to be hidden by default?)
(Gk) Erasels  [author] 21 May, 2022 @ 11:44pm 
Hah, you can change it in the config options if you#re that against it
Homura 21 May, 2022 @ 8:52pm 
Why does the Simplified Chinese translation twist the name "铁甲战士" for Ironclad into "铁甲战逝"? This is not humorous at all. I will not subscribe until this issue is resolved. :steamfacepalm:
wbfw109 12 May, 2022 @ 3:34pm 
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(Gk) Erasels  [author] 10 May, 2022 @ 10:11pm 
Glad you're enjoying the mod :)
eternalreturn 10 May, 2022 @ 7:43pm 
OMG, yes yes yes! went ahead and d/l and there it is! The exact turn display thing I need! I coulda used this over the past 3 years, for true! Curse me and my "I don't want to play with mods" daft, pointless conservatism! <3 Thank you mod devs <3
eternalreturn 10 May, 2022 @ 7:30pm 
One thing I really need, very much so, is the turn number being constantly displayed: does this mod do that? I have some focus, attention, and short term memory problems, and especially in boss fights, and in some elite battles, forgetting which turn I'm in kills me too often. I have tried writing this info down, but that also means I have to be paying careful attention when the turn banner flashes for the microseconds it displays. I know some relics will count turns, which helps a bit, but I still would love a dedicated wee number, anywhere, any style, arabic or roman, I don't care, jsut some place where I can quickly look and see it's turn 3 or turn 9 or whatever. Thanks for reading, Massive gratitude for answers. :sts_ironclad:
Clef the Mouse 28 Apr, 2022 @ 4:15pm 
Aww, that's a shame. Thank you for the reply, though, and wonderful work on the mod!
(Gk) Erasels  [author] 28 Apr, 2022 @ 9:12am 
Pretty sure Downfall renders the intent tips themselves so there's not much I can do to actually get those values displayed.
Clef the Mouse 27 Apr, 2022 @ 10:52pm 
Any chance this could be updated to calculate incoming damage from the Downfall bosses' 'cards'? :)
Riah!! 12 Feb, 2022 @ 2:33pm 
Other people in the play testing team are now saying that the issues were fixed in the most recept update. Thanks for offering though!
(Gk) Erasels  [author] 12 Feb, 2022 @ 2:36am 
Bribe me with information on what's not working ;)
Riah!! 12 Feb, 2022 @ 1:18am 
What do I have to do to get you to make this compatible with Together in Spire? Do you take bribes?
Crocotak 10 Feb, 2022 @ 2:23am 
Thank you, it seems that did the trick.
(Gk) Erasels  [author] 6 Feb, 2022 @ 1:08pm 
Not much I can say too that other than it's very likely it's not enabled. You can check the start of your log/console it lists every enabled mod on there, if Minty's on there and nothing's happening you could unsubscribe from this mod and resubscribe.

Sorry, I know that's not very helpful but not much I can say otherwise.
Crocotak 6 Feb, 2022 @ 12:57pm 
Recently Minty Spire stopped showing anything, it's like it's not even installed, although it is and is active. Any tips how to solve it?
The Wise Wolf 5 Jan, 2022 @ 1:37pm 
Now that I got back to playing some more Ruina, the incoming damage usually displays correctly, though notably it stops displaying correctly after you already end your turn (while the animations are playing it displays the total for all enemies above you, regardless of targeting).
The Wise Wolf 3 Jan, 2022 @ 5:26am 
Shame he is done, Ruina is a masterpiece (especially from perspective of someone who actually played Library or Ruina). On the other hand I can imagine how after putting that amount of work into it he would want to do something else.
(Gk) Erasels  [author] 3 Jan, 2022 @ 4:04am 
Gensokyo is definitely kinda jank. The mod authors that do custom stuff like that sadly have to fix it in their mod and Dark is kind of done with modding sts for now.

Perfected strike count had a bug that sometimes made the counter repeat and in general I felt like it was useless. The damage increase on the card already lets you know in a roundabout way.
The Wise Wolf 3 Jan, 2022 @ 3:20am 
Also, looking at changelog, what was the issue with the perfected strike count?
The Wise Wolf 3 Jan, 2022 @ 3:16am 
I might be misremembering, but I doubt it. I was watching my friend play it yesterday and remembered that I also had that problem when I played it.
I might try to check it again later, though the ally fights aren't that common (some of Act 1 bosses at the earliest I think?).
Similar problem in Gensokyo (in this case Reimu's orbs, but those look like hell to get working because of the whole lane dodging system, and it's more readily apparent that some of them aren't going to hit you anyway)
(Gk) Erasels  [author] 3 Jan, 2022 @ 3:06am 
The latter but I'm surprised Ruina suffers from that problem because I sat down with Darkglade to make it compatible.
The Wise Wolf 3 Jan, 2022 @ 2:46am 
Speaking of incoming damage and mods, there are mods that include attacks not targeting you (see for example Ruina, with some fights containing allied monsters, and enemy monsters targeting you with some intents and them with others). Currently as far as I can see all enemy intents are counted in your incoming damage, even if they are "targeting" something else.
Are there any plans to take that into account, or would you need to special-case each mod that does something like that (thus making it unfeasible)?
(Gk) Erasels  [author] 2 Jan, 2022 @ 9:16am 
Update fixes the custom monsters being exempt from the runic dome incoming damage rendering override, thanks for the heads up BeetS.

Also, fixed the keyword transofmration issue with chinese keywords thanks to Chaofan!