One Step From Eden

One Step From Eden

Artificial Artifacts
17 Comments
Ryou  [author] 19 Apr, 2020 @ 2:35am 
Frost Fire by itself was actually so broken that I reduced the chance to 20%. I found that on average, you get about 1 Frost explosion per Flame that hits. I'm actually not sure how Snow Boots interacts with casting Flame on an existing Flame tile, does it refresh duration?

I see your point, though, regarding balance. My goal is to have a selection of artifacts that make the game more interesting without making the game easier, so I'll always be listening to feedback and try to get as much tested as possible myself.
Danmit 19 Apr, 2020 @ 12:14am 
What's the percent chance on Frost Fire and flame damage tickrate btw? Wondering if Frost Fire + Freezer Burn + Snow Boots (+ Double Mint) could potentially cause a long-lasting loop. Could be gamebreaking if so.
Danmit 19 Apr, 2020 @ 12:01am 
Thanks for your work! I'd love to see the game's run variety and build variety/balance improve without reducing overall difficulty.

If you do get SuperCharged Battery working, it's going to need a big balancing pass - I know those numbers are probably pretty placeholder since you haven't gotten to play with it. Just a bit worried that you might be underestimating how strong that'd be, but I'm sure you'll tinker with it once it's working.
Ryou  [author] 15 Apr, 2020 @ 2:17pm 
Nope, tried to play around with Echo, unfortunately Echo does nothing else than cast LastSpellCast, which is not the same as DoubleCast. It means that it casts the spell that was cast before usage of this spell, even if used on the OnSpellcast trigger of a new spell. Not to mention that we don't have access to cooldowns unless the trigger is While or WhileBattle. (Not that they're needed, considering Echo wouldn't loop, it would just cast itself once.)

DoubleCast is an existing effect, it's just not properly programmed. We have the ability to fix such things with harmony, but I'm not good at harmony whatsoever so it'll be a while until I get around to trying new things, but I appreciate the help!
TheTrueFinalBoss 15 Apr, 2020 @ 3:52am 
I think I know how to enable your doublecasting effect. Just have the artifact trigger OnSpellcast, CastSpell Echo with a cooldown of let's say 3 seconds. (Because it triggers on every spellcast, casting a spell would also make you cast another Echo making an endless loop so you need a minimum amount of time to wait to break the cycle)
Ryou  [author] 15 Apr, 2020 @ 3:46am 
Ah, yeah, my bad, I suppose I should remove the non-functioning artifacts! That's on me. Yeah, I can fix that real quick.
Spike Berd 14 Apr, 2020 @ 5:09pm 
Hey! Any fix to the debug spells showing up in rotation?
Ryou  [author] 13 Apr, 2020 @ 4:01am 
Loving those ideas! Unfortunately I just realized that DoubleCast doesn't quite work as intended anyway, and there's also no way to check for ManaCost in our current modding tools, so it's gonna be a bit until I get to fix that!

The Life Steal I'm on board with, too, I fixed that and will be uploading a new version shortly.
TheTrueFinalBoss 13 Apr, 2020 @ 1:06am 
I don't know what you could do to make Doublecast all more balanced. +1 mana cost might not be that big a deal to someone doublecasting all their mana gaining spells, but it would make the artifact bad for Kunai or Virus spell decks.

I kinda think this artifact is just overly broad. What if it only doublecasted spells that cost 3 or more? Or only doublecasted spells that Consumed themselves.This would make it a lot more niche, but still potentially overpowered like other high quality artifacts. You could probably take out the penalty too.
TheTrueFinalBoss 13 Apr, 2020 @ 1:00am 
Its all good, just trying to help :P. If you want overpowered artifacts, there is certainly a place in the modding list for things like that.

Might I recommend a couple alternatives? For instance, keep the health thing where its at but you should be able to make it only trigger when Health is less than 25% of max hp and only heal 1. This is probably still a little overpowered for late game, but it leaves you vulnerable to being bursted down. Something similiar could be done for your money gains but only when your cash is less than 150.
Ryou  [author] 12 Apr, 2020 @ 6:32pm 
Alright, these are very fair points I didn't take into consideration at all, thanks for the feedback! I'll see to it that there's a good balance to strike in the future, looks like setting things to chance instead of flat increase is the way to go.
TheTrueFinalBoss 12 Apr, 2020 @ 5:35pm 
The same with money only worse. Gain 1 money per hit? I'd take one minigun and Shiso, drop everything else, and spam minigun. In two levels, i've gained at least 1000 money and now my basic attack does 1000 more damage. That's just two levels.

Shopkeep? Same thing but she gained 1000 max hp in those two levels. Shopkeep will have more max hp than the wall if she has that artifact for 2, maybe 1 world.

On the opposite hand, I'd buff Armor Plating and Gunpowder up to 15 each as purple quality artifacts. Summons are already pretty meh late game, something like this would help you at least make a summon deck that can beat the wall. Red Sneakers and Coil Spring if you can figure it out, would just be white quality. Not a bad thing, just not terribly good.
TheTrueFinalBoss 12 Apr, 2020 @ 5:34pm 
The problem with doublecast is that there is no real downside. 0.2 Mana regen? That is just a downside of 2 uncommon artifacts. While you get to triple or quadruple your damage by casting everything twice. Yes, triple or quadruple, because your Consume spells aren't meant to be doublecast so easily. Doublecast is universally good, there is no bad situation to have it. You don't even double all the mana costs or at least +2 according to this description.


Health? You are basically immortal now. Get to mid or late game with a halfway decent deck and you are gaining half your life total per second in spell hits. This is no exaggeration, 90% of decks are trying to reach the point of spamming their spells with impunity.


TheTrueFinalBoss 12 Apr, 2020 @ 5:34pm 
Flow isn't the same as Doublecast. Flow is barely good, mildly useful at best for a small selection of spells. Very, very few spells actually have Flow Cast. Gaining Flow for every spell played let's you build something like waterfall up in a flow deck to hit a lot of things. You know what is pretty overpowered right now? Frost. Once you are setup you can already permanently slow the field, now its even worse with even more damage. You are gaining back 50% of your mana now because of mint tea and that all of your spells apply their frost twice.

Or you could just get Ninjutsu and one Kunai and throw Kunai indefiniately.



Ryou  [author] 12 Apr, 2020 @ 5:02pm 
Doublecast is actually balanced around the fact that there's an artifact that gives you Flow on cast with the same downside. They're both upgrades, so therefore their power level should be about the same, though maybe I can also increase mana costs of spells to offset it.

The money gain is minor and I'd have to see how it plays out, I'm always willing to change the effects to chance rather than guarantee, that should sort them out a bit. Rarity factors in quite a bit, some of the more powerful artifacts you wouldn't see most playthroughs.
TheTrueFinalBoss 12 Apr, 2020 @ 4:54pm 
Not a bad idea but some of these are useless or waaaaay overpowered.

Healing or Money Gain on Spellhit basically makes you immortal. Especially with both, as Shopkeeper or Shiso, or anyone.

Doublecast is especially ridiculous as well but actually weaker than health or money gain on hit.

While anything from idleing for 1 second is kinda useless and if its not useless its probably too powerful.
Haite 12 Apr, 2020 @ 4:41pm 
It seems some effects don't work with duration, I'm also having trouble trying to make atk power to increase just for a short period of time, it only works per cast. You're probably having similar issue with the Coil Spring.
If you figure out something about it, let me know!