#Codex Arcanum - Alchemical Cards and abilities
1 messages · Page 4 of 1
2 vouchers, joker rebalancing, a new API, a new tag
Thanks for covering everything
there might be more, the version is not fully sealed
wait a minute
I see what did there
ok ok
it seems like it would be about the same length as manganese
and that fit
what's magnet's effect?
(which suffers from lack of space)
look how some letters were changed
yeah
but that happens with the tarots too
and lodestone has less letters than manganese
sure but it's better to avoid it
idk how it would look like honestly
Im just assuming
it'd probably work
seems very reasonable
while aero draws you twice as many cards, those cards are completely random
but magnet gives less cards in exchange for a targeted draw
exactly
does it draw them from your deck, or does it create 2 new ones?
draw from deck
with all cards revealed I think Soap by far has the most questionable effect
what's soap's effect again
^
yeah
it seems like a pretty bad effect
aero is better in every way since you get 4 new cards and you keep the cards you had in your hand in the first place
and even if u implement this change, it would overlap with Magnet
which is quite bad
yeah
Remember the effect Clay suggested for Lead?
no
I think it would fit soap
• Your cards can't be destroyed or debuffed and always score for one blind.
yes
@fossil grail What do you think about giving soap this effect instead?
probably the can't be debuffed thing would be best
and lead could get the cards can't be destroyed thing
I'd say with all that was mentioned in the effect it'd still be on a weaker side
No debuffs is niche
No destruction is niche
And splash effect is the only consistent thing
eh
i think that there could be some better secondary effects than the splash and destruction prevention
I'm listening
oh uh
Alchemy card idea: Acid: Pick 3 cards, the right two will have the same rank as the leftmost for a blind
@verbal quiver
oh wait that's just magnet
Acid: x2 mult for next hand (3 uses left)
idk if you're also trying to make this mod compatible with 1.0.1c, but i found a bug on that if ur interested in fixing it
the perishable and rental info tabs don't appear on alchemy jokers when they have any of those stickers
cant wait for cement
ohhhh cement could possibly be sick
for the rest of the blind, all hands played that don't have 5 cards have the rest of their slots filled with stone cards
rubber,,,
'The first and last card scored in the next Poker hand are retriggered', maybe, referencing how rubber tends to bounce?
idk man I overcooked again
I have no idea but I feel like something is off
mb it's the colors
damn that's so flavorful
ahaha
I love that
but I feel like it's quite op
oh yeah, my favorite source of inspiration
You don't say
It could be easily abused in early Antes by playing high card
for free wins
I don't like that personally
but the concept is funny
• When your next poker hand scores, all held in hand cards also score.
It's fine. Remember, these are single use cards that don't provide permanent scaling or deck manipulation
• After your next poker hand scores, add copies of all scored cards to your hand for one blind.
cards can't be debuffed or flipped during this blind (jokers included)
cards cannot be destroyed by jokers or enhancements (cards can still be destroyed by consumables)
maybe have it just affect the next played hand
or only give 2 stone cards max
still just play a high card to get free 200 chips
hmmmm
Cement
• Whenever you play a poker hand with 4 or less cards this blind, add a Stone card to it.
Rubber
• After your next poker hand scores, return all scored cards back to your hand.
Glue
• When your next poker hand scores, all held in hand cards also score.
what do you think of this
for soap
dude you do realize that there's like one Boss in the whole game that can flip cards?
Also, did you suggest a single effect or they are two separate ones?
it's very convoluted
It sounds like: «Make your cards immune to these 4 specific effects that you barely come across during your run».

where are you getting those from
What do some Alchemical Symbols look like? Glossary of symbols used in Alchemical Symbols organised alphabetically on Symbols.com
but also i think itay and lyman are making their own
oh cool
like bismuth (as far i could tell) is just neptune
i mean
pretty sure that in alchemy the symbols referred to planets and materials
like with mercury
yeah but not in this case unless i didnt do enough research
i mean
hmm
wait yeah
when i look it up it says bismuth is like OC but rotated 90 degrees counterclockwise
i dont remember where i got bismuth from
ah now i remember
yeah no its a real symbol
whered you find it
no cobalt is that symbol but rotated 180 degrees
@obtuse rune I've noticed that in the font you use the letter "S" is very weirdly shaped
Is there a better way to do it?
thats just how tarots do it
understood
between soap, lead, and tin, there's been several different suggestions of elements to be 'prevent debuffs'
i still lean towards tin
soap cleansing debuffs fits best, no?
another good one could be "make X amount of cards Wild suit (for X time?)"
that's a better Borax
Gotcha
oh yeah that's crazy with seance
Idk thought it'd make wild useful lol
seance??
draw a straight, you get a straight flush
i see i see
Acid (3rd rework): Rettrigger all cards for the next hand
already a card coming out
too similar to Philosopher's stone sadly
what are the alchemical cards in rn
- Soap, Manganese, Wax, Borax, Glass, Magnet
https://gyazo.com/7dd73a667b1ebba01165ab7c5c6ffec3.mp4
new pack stuff!
cool
how did you do this
using @outer pike's awesome help
by cheating
oh i see
(buttons aren't all that complicated to mess with, as it happens)
(basically just override the function call the button uses with a different, similar function)
shoutouts to Usable Jokers for being the progenitor of the code at work here tbh
(fusion jokers did it first but i made usable jokers before fusions came out :))) )
(one day usable jokers will be usable, trust)
XD
ok but can i get a quick easy and free way of doing this please and thank you i cannot read
the functions
G.UIDEF.use_and_sell_buttonsG.FUNCS.can_select_oddityG.FUNCS.select_oddity
in oddityapi
the first one has some stuff for non-consumable oddities as well, so you'll probably want to skip over the first code block therein
oh wait i can see
what is going on
mood
oh well i will do this tomorrow
feder can you send your implementation of this because i have no idea what's going on in the oddity one
it's the same probably
it is
but it'd probably be simpler
oh
um can you see what print(not not MoreFluff.Booster) returns in your init function
seeing as i dont have MoreFluff installed, it will probably return a stacktrace
oh maybe
love to see this, many thanks to everyone who made this possible
🫡
Also, alternate idea for Soap, since I've seen discussion about it being a "cleansing" effect but that preventing debuffs might be too niche/better suited for a different element:
Soap: reshuffle all discarded cards and redraw your entire hand. The idea being that rather than just increasing hand size or giving you extra hand size, it completely wipes your current situation for effectively a fresh start
So the tradeoff is less control/consistency, but more escaping a completely fucked situation, especially synergizing with bigger hand size
but also, if you have either played/discarded good cards already (like purple seals!), you have the chance to see them again
Sounds like a better phosphorus then?
remind me what phosphorous does
Return 4 discarded cards to the deck
i think the fact it can drop steel cards from your hand (and also just give you a dud hand) makes it more of a sidegrade
the simplicity of phosphorus being in its favor here
oh right, well in fairness I think phosphor needs a rework anyway imo
though i do have to say, phosphorus feels INCREDIBLY weak, but maybe i just dont play the game in a way that it works well
I feel that way too and my suggested change was to return cards to the top of the deck, so it has potential use early on in a blind
And actually it would synergize quite well with the suggested soap change because you'd effectively be cleansing your discards to have a second fresh draw, and thus be able to control your phosphorous topdecking even more
Still not that strong, but serviceable and niche enough to matter
phosphorus is probably good if you get a good hand immediately
Another thing worth exploring might be building phosphorous to do something for straights specifically. There's a lot of things that reward rank/suit homogeneity but straights are antithetical to that
And getting a good hand immediately is usually a situation where you don't need help, since you already got lucky
if it were say
put the 4 most recent discards on top of your deck
we'd be talking
I can make it like that
Mmm, I understand that change making it more usable more of the time but also now it's starting to feel like Aero
since if you discard 4, then redraw the same 4
or if you know they're coming after 4 new cards, you basically just drew 4 new cards
which is what using a discard already does lol
The main difference would be getting to play the same cards and then draw those played cards again
So what if it just returned the next played hand back to your hand?
cut out all the deck manip shenanigans
The cost would be you can't draw new cards because they'd fill up your hand all over again
but you'd effectively get to play any hand you draw 2 times
which actually feels way simpler and like the design idea I've been zeroing in on
Phosphorous: Return next played poker hand back to your hand
Relevant interactions include gold seals, glass cards potentially breaking, extra rolls for lucky cards, and also potentially letting it still discard non-scored cards, so if you play a high card you can score your high card but still get a 4 card discard at the same time
I don't think that's necessary though since that's basically how high card works anyway
the main issue with phosphorus right now is 4 cards is practically nothing in a 52 card deck
I'd say that there's no situation where it's worth the consumable slot it occupies, because the benefit of reshuffling a bunch of discards into your deck, which you won't draw most of the time, is virtually nonexistant. The cards selected are random, the place in the deck is random, and so even if you do draw them, it's not notably beneficial, short of some incredibly meticulous probability manipulation to try to optimize your chance of drawing some hand by like 0.1%
So yeah 4 cards being so small compared to a 52 card deck just means the already random cards are very often never even drawn again
but I'd say the problem is more than just that
We will see how we can rebalance the cards
I made Phosphorus return the four most recently discarded cards back to your hand and I've found much more use for it.
I've already suggested a phos. QoL buff in an easy and reasonable manner: return 5 cards (prioritizing modified cards)
So, you won't get random junk that you've discarded during this round
That's like a busted version of Aero
No?
but even with this change the general idea of the card still kinda sucks
it's an indirect, slow effect that requires additional setup
Maybe. depends how many cards I made my Aero draw. But if you want to know what's busted let me ask a question for ya, do you know if "played" cards are "discarded" 
Oh, sry. Missed that part.
But this kind of effect is as niche as the current one
That's only useful for abusing Purple seals and mb burned joker ig?
Played cards are considered discarded after scoring.
So, we are back to this huh
You can score a hand and return the four rightmost cards back to your hand
but it doesn't have to be four
You score 4 powerful cards, use phos. and get that same 4 powerful cards back to build the same poker hand with those 4 cards
that's gotta be better than Aero
look at what wax does
pretty much the same thing value-wise
It seems like virtually the same as this
yes
Pretty much. I modded this change like a week ago
I don't think that's particularly overpowered, and I think the "draw 4 cards" from aero is distinct because of its interactions with hand size effects, held in hand effects
The effect is fine. Don't get hung up on the value of four. it can be two
or three, or one.
make it 2 cards and then compare it to Wax
Wax is like 1 blind Cryptid no?
I don't understand how "play the same hand twice" is comparable to "duplicate this card twice"
podder wants to limit returned cards to 2
Oh oh I see
from played hand
yeah I think it's fine for it to return 5 frankly
how's that lol
I mean I don't want anything. I'm just saying what I do to my game and what I feel is balenced from how I play. My Alch packs all cost a dollar more.
even if it makes phosphorous very meta, I don't think it's bad for it to be good
It's like Aero but you get 5 cards that you always need
???
Mmmmm
what am I missing here
damn inflation

do you have the jumbos and megas costing more? because i'm pretty sure them all having the same price is a bug
should be 4/6/8 to match the others
yes, you are right
there's currently a bug
They are powerful effects but I don't think they're better than being able to upgrade hands with Planet or change your deck with Tarots.
I told devs the same but they answered me that they value Alc. cards just as much as Tarots
so packs cost would be the same
which I personally don't agree with
but we'll have to wait and see how's the new patch will go
i cant speak for feder but im pretty sure the pack cost thing is just a bug
I already have a list of changes I want to make
it gotta be since mega and regular cost the same
it is. I've already posted here twice where it is in the code. the value is 4 all the way down in the booster pack table thing.
Use the doc. if you don't mind :D!
https://docs.google.com/document/d/1-3UX_5q1N0Uh6P6QVmzDLU9jr4UWafAi8YSJcBti4PI/edit?usp=drivesdk
It's open for everyone
just type in your stuff and sing it with your name
it's not necessary but still will be better if we all could organize our thoughts
messages could get missed in the chat
what the lithium
one way of framing the two is a bit like card reward screens vs potions in slay the spire, obviously they can both sort of be potions (like using The World to make a spade flush in a pinch or smth), but if the idea is that alc cards are meant to hold you over through a tough threshold but without leaving you in better shape afterwards, i could see the value of alc cards being more variable than the reliable value of tarots that set your deck or your econ up for longer term, but with less reliable short term benefit
I was doing some thinking about this point and I think the approach to a lot of these cards is sort of "what would be an interesting effect" and maybe not quite as much "what role does this card play in the broader ecosystem of the game". Maybe the role that phosphorous plays can overlap somewhat with aero, in a way like how temperance serves a comparable purpose to the hermit, but the two are distinct so that their desired effect is produced under potentially different circumstances
That's not to say phosphorous should just be "better aero" but idk, I think there are reasons to draw for more cards that aren't simply to play the strongest possible hand right now. Quicksilver (I think) expanding your hand size by 2 could produce more potential value than aero but there's a distinguishing identity to each, and I think getting to play a hand twice doesn't have as much versatility as aero's drawing 4 cards, even if it may be more valuable more of the time. It can play your gold seals more, but it stops you from digging for your gold cards or steel cards etc.
yeah but the balance of some alc. is in quite a bad spot rn
absolutely true
if not that, I'd have no problems with packs cost
Comparing back to Temperance and Hermit - Hermit may be more reliably useful, but Temperance has a higher potential payout depending on your jokers, and will get you out of a bad economic spot where Hermit won't
They're both "money on sale", as the Egg puts it, but in different ways that produce different use cases
Right
it's more like that we compare bursty powerful temporary effects and less powerful but more permanent effects
that's how i see it
And I think that as a guiding philosophy would serve the mod well to abide by
I think it's not clear to me actually, do you feel alc packs should be more or less expensive than they are (not counting the price bug)?
should be less expensive due to the current state of power of most alc. cards
even ignis and aqua need buffs
+1 hand/discard are quite negligible most of the time, their only saving grace is that they provide flexible consistent value
but still that's not enough imo
Some of the other elements that have more "unique" effects suffer from not providing enough base value and are very niche and specific (and even when you meet all conditions they still don't pop off quite as expected)
Mhm
While I understand the urge to create fun and unique effects, without proper balance, it would be a lackluster to play with these cards
I can definitely cite experiences where I found I was holding onto an alc card because I was hoping it would come in handy, and then never feeling like I was in a situation where it felt worth it to use because I was either fine without it or dead even with it
and some other times where, with the mod's jokers, I was generating so many that I had an infinite
my personal nitpick - I think that the main vertical stick should be shorter abd the ")" shaped line should be moved down as well
other than that great art🔥
oh yeah loving that lithium
gotcha
that happens to me way too many times
very relatable
its a “custom” symbol from one of the dwarf planets i forget which
oh, i see
pluto?
pluto is like P and L mixed
And then, because of that happening, looking at a $4 alc pack and thinking "well what are the odds I'm gonna get something I wanna keep here" makes a lot of sense
yeah, there needs to be at least 50% of the cards be on a stronger side of the spectrum to consider buying these packs
while atm it's like 25%
mb even less actually
I think... I kinda think maybe alc cards just shouldn't produce money wholesale at all, if I'm being honest
cuz it feels like it throws the point of them out the window if you're both trying to design something that's like "be really strong, for now" and also something that says "you might be able to get some value, later"
this pretty much explains it all #1221916334372290620 message
the only 3 permanent effects - the most valuable
obviously
I was saying the same
I also insisted on adding a +20% to the blind debuff for the Salt, so it would have at least SOME effect that affects combat
Yeah
I can pretty much predict that if Salt just stays the same (+1 tag) it would be the most used card by far
free tags are no joke
mhm for sure
Did you see what I put in your docs?
Let me check
It makes sense from the perspective of hearing neat ideas and just wanting to implement them, but yeah when you take a step back and look at the design it's clear how stepping out of the realm of "large, short term benefit" sort of makes a restricted meta
I actually have no idea what that means:
Studious Joker, The Seeker, & Salt
Change giving their respective card(s) or tag to give the same amount of
Alchemy Tags.
Can you rephrase that?
So, you like get a pack instead of a alc. card?
Studious gives one Alchemy Tag when you sell him. The Seeker gives you two Alchemy Tags. Salt gives you an Alchemy Tag.
Yes.
You get a choice. so it's slightly better.
Not a bad idea actually, give player more choice since quite a lot of alc. cards are niche in their use
and they are temporary by nature
Exactly. If one really fits your deck you'll have a higher chance to grab them.
but you better rephrase what you typed cuz it pretty confusing at first glance
or mb it's just me
idk xd
yeah
@fossil grail what do you think about this change?
Salt giving an Alc tag feels like Emperor in exactly the right way
I was referring to their suggested change to make Salt give you 1 alc tag, i.e. generate a different alc card you can choose from
Though maybe worth considering having Salt be literally just emperor for alcs
instead of a choice thing
We have an emperor for alchs, it’s the seeker
oh have I not seen that
I am not sure how I feel about that TBH
Shouldn't you be asleep
8 pm
lol
lmao even
Okay I see everything in context now
Also it’s a holiday, so we had a fancy dinner
One thing to keep in mind if you'd replace card gen with tag gen is that double tags are already kinda fragile so it might not be preferred to pop them the first time you see a Salt
It's mostly needed since the balance of a good number of alc. is on a weaker side
so this all is unnecessary if most balance issues would be resolved i think
a lot of alc. cards have quite specific effects, so at least giving player more choice would change the situation slightly
I think it would be better to address the more foundational balance issues since imo it shouldn't be necessary to generate tags in those ways
i.e. target a different problem
oh for sure
until things would be figured out
Hot peppers!!
We are still looking into balancing the alchs (primarily doing some stuff for soap and sulfur), so be on the lookout for that
When you say balancing Sulfur do you mean changing values, or effect?
Both
I have an idea. You get $1-2 for every card played and scored during this blind
I'll think of a Breaking Bozo rewording/effect because I feel like that may be needed sooner than later
great to hear that you've entered balancing phase
hope everything will work out well
mb something that actually affects combat, like: every card you play costs you -1$ but gives +50 chips/mult/or whatever that might be
just direct econ value is a no-brainer
That looks really fun!!! Imagine the strategies with using and preserving to use this card!
indeed
Is there an available update by the way? No pressure to the dev
Not yet, this update has a lot of things going on within it, and we are doing a round of testing and balancing before we release it
Basically: 
idk if im the only one but salt and sulphur def feel like 'use now' consumables
Speaking of play testing: I'm free this Friday-Saturday
I can do ~10 runs for stats and looking for bugs
Can we add uranium for funnies? /hj
It has no alchemy symbol that we know of, so that would have to be freestyled
it would be funny to do that though XD

What did you do, other than coke
bolivian shouting powder
more alchemicals????
lithium confirmed fr
i hope we get phlogiston
Looks like there've been a change of plans
there've?
we are keeping lithium to you
I am only the programmer of the mod
Lyman is the artist
the amazing one
alright, ill be adding it to my own mod then :3
looking forward to see it in the future!
are there going to be more alchemicals in the update
Yes
3 of them to be exact
which ones
You’ll see…
Luna, Sol and Lead mb? (my guess)
saw one being tested earlier
i just hope one of them is phlogiston
what
itay took my lithium pills
oh
lyman busy being the awesome artist
have we got thy update yet :D
no
Still some balancing for the Jokers I believe and some talk about adding a few more cards.
I believe, don't quote me.
Gold!
pls update link, look cool
it's not released yet
And silver!
Speaking of Uranium - it could be a secret element that is unlocked via certain specific actions
oh that would be fun
you can make a separate 5th page appear in the collection with Uranium in the center or something like that
that might be fun
What would those be?
O_O This is good but also, would it remove previous enhancements ?
kinda making it a clear slate in a way after use of gold
local modders love gaslighting you too
is there any chance of making these cards give permanent run buffs
probably not
DNA
it works in the current version
I abused Bismuth via DNA
In that sense sure
I think i misunderstood the question
By design Alc. shouldn't give direct permanent benefits
correct me if I'm wrong
Yeah you got it the second time around. He mentioned yesterday his thoughts that Alch cards are underpowered.
🎶 Spandau Ballet - Gold
BTW the tabs are bigger now!
yes
ill keep tabs on your tabs
Like use 5 Alchemical cards, that are not negative, in one blind
Because fission
huh that's fun
unlock api....
If you do make it a card
It definitely deserves to have its symbol be that of Uranus
I mean it’s named after the damn backwards planet
Also imma suggest orange and green for the energy spark things around it because classic green radiation and uranium ceramics being orange
Wait, what does Luna?
Silver?
yeah
what about it?
once you make update with Silver in it i'll make my Moon planet able to spawn alchemical card
Oh, I mean what effect does it have? Since you showed off Gold, I thought I've missed what silver does
converts 4 cards to lucky cards for one blind
thanks for clarifying
it is just a pun, but i like it
one fun synergy I am thinking about is if, let's say, Silver were also granting you a Opps all 6s effect for one blind, it could synergize with glass
Do you think that's would be op?
hmm... i like that
I feel like a temporary Opps all 6s effect could be a fun thing to play with
since you can potentially stack the effect
if you have multiple copies
that'd require some extra text unfortunately, so the only way it could be shortened is something like: «Bla-bla and doubles all probabilities for one blind.»
just without expanding on the effect like the og Joker
Can't really tell how much space that will take
i will probably summon a negative eternal oops all 6
But are they the same width as the other base consumable tabs now?
Wdym?
Don't listen to me I'm being stupid n nick picky
that would be if each page was like 6 cards wide
I thought they were all the same exact width. Also the celestial tab looks so weird with so much space.
it's normally all on one page in vanilla
...is it supposed to be?
spectral is the oddball in vanilla
Hold up
planets only on two pages in SMODS because the API was set up to allow pages
and i think the 3-wide display was to set that up better?
Huh didn't know that
Yeah it’s my fault with the celestial thing
I made the planet API XD
im sorry
@fossil grail how do you like the idea of incorporating diff Jokers' effects for Alc. cards (as their «temporary» versions)?
Like what I suggested for Silver
Same could be done for Gold: give it Midas Mask effect for example
That could be fun, I’ll see about it
Any plans to release an update soon? Dying to play all the new alchemy cards
The update’s scope ballooned recently, but it is in a pretty good state
thats another 6 hours
Any chance you run a beta test?
they said they would
Wait I did?
this?
We may do a beta test
Right now we are doing a private test
But we might send it to more people to review
if you do, can you send it to me so i can get alchemical compat
Potential candidates:
Smeared Joker
Splash (+smth else on top?)
Shortcut
Four Fingers
Pareidolia
Midas Mask
Oops all 6s
Mime
Hack? (unlikely)
Gift card? (unlikely)
Is this gonna replace the one that gives a flat 10 dollars? Because I hope so lol
Uranium
Hi, I getting the error "attempt to index field Voucher [a nil value]" when I'm trying to play with this mod... Does someone know why this is happening and how to fix it?
Not needed just make it a spectral alchemic card like black hole and soul
Philosopher’s stone
what does that do
retriggers all played cards for 1 blind
is it gonna be more common then soul/black hole then?
@fossil grail do you think you could add your cards to the table
G.P_CENTER_POOLS.Consumeable after registering them? This doesn't seem to happen by itself when setting consumable = true
that table does not effect anything
not in the base game, but mods could rely on all consumables being in this table. I have a voucher that combines all consumables into one pool, for example. And it uses that table
you don't have to do this, obviously. Just would be nice to also have your mod working with it
interesting. I'll add to it! Thanks for telling me, and I can't wait to try out your mod!
Oil!
(description subject to change)
Rebuff is pretty nice for some blinds. Good card if you can't reroll boss blinds
i didnt even know this table existed. gonna look into setting this for OddityAPI as well.
One more...
What kind of debuffs are there?
blind debuffs
they are all the same
So it just counters debuffing blinds?
yes
Did Uranium get an effect yet? Or just the art
It has an effect
I want to wait to see what Uranium does
very unwise decision (imo)
We've discussed multiple times that this is a very niche effect especially compared to some other elements in terms of power level. It comes into play only during boss blinds and does nothing otherwise. Not to mention that you might not even come across a single boss blind that counters your build during the whole run to get a use of this card. Also tape voucher exists which is another thing that makes Oil even more useless :(
idk what else to add to this topic
(I'm talking about oil)
sry, forgot to make it a reply
Then you don't pick the card. Skip the pack, buff Red Card, pass go, collect 200.
Then I have 1 less option in my pack
happens
ok, let's add a card that gives you 20$ under a full moon only
«if you don't need it atm, don't pick it»
that's a wrong logic
i mean it's not fundamentally wrong
it's just the card we are talking about is not an option 90% of the time and even when its useful, its still pales in comparison to other elements
It's the definition of bloating the pool
I understand that this is just a fan project and all and doesn't need to be serious
I'm here just sharing my point of view
that's all
I'm content with anything we get because we already got more than nothing 🙂
I'm more of «quality over quantity» kind of guy, so not very excited with this kind of stuff. There's no deadlines, no rushing, just take your time, flesh things out and we chilling
I'm happy that we gonna play test this build first
Then at least we will have a real picture of what works and what's not
Also, I wanna say that I totally didn't expect Stone
Will we get Rock 🤘 as well?
Ore of a kind jumpscare.
it should clean and prevent debuffs and unflip and prevent flipped cards for the rest of the blind including joker cards
oh unflipping is a good idea
If you want to add in a specific effect of Lead, prevent destruction too
ooh wait
it should cause all cards to score
since oil floats on water and that kind of thing and the cards float when they score
Once again suggesting tin because tin cans/Jupiter being good fortune/flushes often being at risk due to boss blinds
Tin could prevent or reverse any kind of flip, debuff or destroy
I feel like you need to chill out just a tiny bit
Anyway I think things mostly only working on bosses is fine
We have several jokers whose only purpose is to interact with bosses, and taking those is a way bigger opportunity cost
If you were to expand the functionality of a debuff or destroy preventing alchemical card, it could potentially let you get the benefits of certain Jokers like trading card or sixth sense for a round without actually destroying the card that you play
And preventing cards from being destroyed by another joker's trigger would have increasingly more cross mod interaction as more jokers have functions that destroy played cards
that being said, re: an entire hand cleanse it would be hilarious to just "SHUT UP [LEAF]: OIL BLAST" Verdant Leaf and not sell any Jokers before killing it in one turn
if it did this
yeah, that's the idea
it would literally prevent every final boss from working except for cerulean bell and violet vessel
idk about it being the rest of the blind, but that's why i think cloning/extras would help there
oil/'oil-2' the hypothetical are situational, but situational doesnt mean BAD in this game
Cover yourself
if you have debuffing/destroying jokers, you know that
if a debuffing/destroying blind is coming up, you know that
but i do think it should affect joker cards as well
with this mod installed you have not one but two level 1 vouchers that add consumable slots ingame (crystal ball and mortar and pestle), minimum, so hogging a slot is less of a fear
but yeah i think washing off your hand and jokers for a hand would be great
and just
use copies if you need multiple hands to beat the blind even with all your stuff intact
Mfw i am making a flush hearts strategy and i get the world and the moon
balatro is a game of skill and luck so like, sometimes you will JUST get hit with stuff that is useless at the time
but not useless all the time
and i like that about it
not to mention it could get negative
mhm
Both Luchador and Matador are quite bad Jokers: one is supposed to be held as a last resort (and basically is weaker version of mr. bones at this point) and the other doesn't interact with most bosses for some reason???
Chicot is arguably the weakest out of all Legendaries (I've seen a lot of discussiobs about that).
In any case, these Jokers are a clear example of why Oil will be on weaker side of power level.
Expanding on it's functionality is the only option if you want to keeps it's og idea as is (card protection).
All interactions you've just mentioned is a good thing and an indicator that it will buff Oil and make it more synergistic and fun.
I will say, on a similar note to your argument, if Oil in its current state was to be the only card in the 'debuff prevention/removal' design space without changes, I'd be disappointed somewhat myself
but it has room to be either complemented or expanded, both conceptually and, I think, in the design ethos of the mod
I definitely don't mean to say your points are invalid but I'm periodically taken aback by the way you present or defend them
not most of the time, by any means, only rarely
but I do see the rationale either way
what if salt was "debuff selected card and gain $ equal to its value"?
I've suggested the opposite of terra - increase blind by 20%
+1 tag
hmmm
👁️ allow me to put on my non-game design, insane occultist hat
salt in alchemical symbolism: passivity, inertia, foundational, i can see the idea of it giving potential for the future at the expense of present
salt in general symbolism: 'salt the earth' -> render infertile; 'salary' -> money; i see some real cookage happening here
salt just giving $10 doesn't fit alchemicals either tbh
it's sulfur
xd
but yeah, you are not wrong
we've recently got a Gold alc card
as a replacement ig
i was going to say, sulfur -> $10 and then gold->don't play -> like, $12 is
a weird combo of overlapping design space
although it does work with retriggers/etc like mime, or gold ticket
I think sulfur is getting changed
i think sulfur should just be changed
yeah
cause sulfur is like
flame, heat, activity, dynamism
i think it shouldn't just be "hnrghl, jollars", but i dont think it will remain that way lmao
btw who does the art primarily for the cards i forgort
lyman the literal god amongst us
@obtuse rune i just wanted to say
i really like how, while keeping a distinct and consistent overall palette, you manage to make each alchemical card visually unique with how the background reflects the element and function
i think your work here is a great example of the ways in which limitation, not only to a resolution, but also to a palette breeds creativity

thats all
I think it's easy, especially with fan projects like this, for the provision of feedback to feel like an investment of "ownership" of a project in some small way, such that the way a person thinks about or suggests changes to something may be different when they see it in its construction than when it's presented to them as "finished" already. I've observed this myself, and being on both sides of it as the creator and the critic, I know I can sometimes get carried away in pursuing my vision of something even when that thing isn't mine. I think the mod has a lot of effects which have still yet to be tested at scale, and so in its infancy (not unlike the game itself frankly), lots of ideas for what should or shouldn't be changed may get more fervor then is warranted.
At the end of the day, time will tell us all and patience will be the key to learning what feels right or wrong about the mod. And on top of all of that, we still have the wonderful creators here to thank for such an inspired concept, both visually and mechanically, and it will ultimately be up to their judgement what is worth tweaking and what is good, fine, or accepted.
Could there be one that removes debuffs/stamps from 1 random Joker?
too niche, i think
.
What other mods are you playing with? Can you show me an error log?
BTW new Sulfur effect!
Finally, downside Alchemicals
BANGER
and also new phosphorus, since the last one was too weak
the problem was not in the amount of cards being returned but in which cards are returning, no?
you can only effectively use it if you get all your important cards in the starting hand
otherwise you discard useless cards which start clogging Phosphorous' pool
anyways, that's still better than the previous version
Very cool effect
high risk high reward
(unless your build is busted af
)
Add The Needle to current blind for extra $$$
basically yeah
That's an awesome effect
I can imagine it. During the December demo, I had had an idea for a Joker that would just move cards back to the deck from the discard pile, and at the time I thought beyond useless it was actively bad
yeah, any random discarded cards is very underwhelming
and quite rng as well
smol
open in browser
sure sure
i draw in ibis paint so i can't really upscale
i think it looks nicer without the spikes (but i like the rounded dithering of the first one
with without? 
yeah, rounded dithering looks neato
brain lag
try Aseprite!
it's really good for spriting
Replace top spikes with more fire
I like this idea a lot, I like the idea of there being some alc cards which, if they're gonna give you positive permanent effects, they give you negative current blind effects. Feels like a clever reversal of the initial premise of the mod while still maintaining its spirit
I think the spikes at the top looks good
Sadly i'm on Android and it's paid anyways
I've mirrored them to make them less janky and chaotic
Ooooo nice
thanks
what could its effect be
In game view
also do you have the link to the doc
just for clarifications, the changes in this page are not the changes that will happen in version 1.1
some of them may, but it is not a changelog
yes, that's not official
Osmium: Played cards return to hand for one hand
Oganeson: Create a random negative perishable spectral card (Disappears after 1 round) and a random alchemical card (exept oganeson)
oganeson seems pretty bad but
i like the osmium one
would definitely be better than just having the return cards to hand thing as a seal
so you could just play your best hand twice in a row
Yeah oganeson is pretty hit or miss depending on what it will create
maybe i could rework it
hmm
Now i made it "Decay" into a spectral and an alchemical card
oh yes
old sulphur was definitely a 'use now' consumable
I am sad to say that Stone will not be a part of version 1.1 of Codex
we have a different "_stone" that comes though
don't worry, it will be in the future
Lowered the amount of sprites in the mod from 53 files to 8 XD
(no tetxtures were lost, just compiled them into atlases)
you've got me in the first part ngl
downdate
New joker alert!
I love this
art caught me off guard a bit lol, good work
cool stuff
can't wait to grow a few limbs
Btw, will we get a Witcher Joker?
iirc creation process of Witchers involves alchemy
it would be fun reference
Radioactive Joker
• X2 Mult and Chips, your other Jokers are perishable.
Note: that means that your current Jokers get Perishable sticker as well as all future Jokers you will get instantly become perishable (as long as you have Radioactive Joker).
Unlocked by beating Orange stake with Alchemic Deck.
I just had a Joker idea which I felt would fit this mod. I might implement it on a mod of my own, but in any case I wanted to share the idea in case others like it:
x2 Mult if you’ve used a Consumable this round
yeah, I suggested a similar change for catalyst Joker
• Gains X1 Mult for each consumable used this blind (starts at X1).
So, you temporarily buff Catalyst by using consumables
Yes but what about second alchemy?
A joker that gives held Alchemical cards 1.5 X mult would be interesting. Observatory at home.
Another idea I might implement on my own but which would also fit, for a Consumable:
Get a temporary copy of a Joker.
Antimony
I guess it already exists XD
Antimony with Balatrostuck Cruxite Dowel breaks Codex wide open
Excited to try both mods at once, they look like a fun way to break the game
methamphetamine card when? 
I actually used the magic deck back art for this cause i wanted something that looked "liquid"
Disciple
• Once per round, after you use your 2 consumable cards, create an Alchemical card.
@fossil grail what do you think?
(sry for ping)
unlock conditions should not be behind stakes or using specific decks.
sure, that's not something very necessary
x2 mult and chips is functionally the same as x4 mult
yeah, they makes sense
My bad :P
is there a .io page for this like fusion jokers?
wrong thread, this is codex arcanum
not yet
no i'm pretty sure this is the right thread
no i know i was just asking if there was a similar style page for this mod like fusion
all good just curious!
https://gyazo.com/6ba06989fdef11fcc2444e2142f465db.mp4
how many alchemicals are too many alchemicals?
oh it does
a lot
do we have a link to this "wiki" page?
or it's in the works for now?
soon...
cool
Ooooh I love these new ones
@here
I am so so so happy to announce that Version 1.1 of Codex Arcanum is out!!!
This update bumps up the total of alchemical cards to a whopping 24, while also balancing a few of the early alchemicals.
It also adds a new joker, new tarot, new spectral, and does a lot of changes relating to performance and bugs.
And, there's a new wiki page! You can find it here: https://itayfeder.github.io/Codex-Arcanum/
You can download version 1.1 from here: https://github.com/itayfeder/Codex-Arcanum/releases/tag/Release_1.1
hmm there's a problem
Temporary fix for that, drop it in 1x
Yeeeeep, seems so
png name
ca_booster_atlas.png
When did I manage to do that??
not have ca_
yeah no that’s not an issue on my end
Yes it is
the sprite was in 1x but not with the right name
Yup
I get this error when ı open the game with this mod how can ı solve this problem
did you download the 1.1 version or 1.1.1 version
this
no 💀
I only have mods file, doesnt have assest file
you must have extracted the mod wrong then
you need the assets file
you should be extracting the full CodexArcanum folder in the .zip to your mods folder
thank you for helping ♥️
Does it eork with 1.0.1e?
Ok, found out something kind of interesting that might not have been planed- The game crashes (AKA gets an Error) after resolving a hand/blind where I used Glass on four of my cards, then used Uranium to make three of my other cards glass as well
interesting. Can you show me the crash report?
Lemme just do it again so that I can get the screenshot
Pardon the quality of it- Still haven't figured out how to properly screenshot with this computer
okay found how to patch it
What is it, Alchemy person? (Don't know pronouns and didn't want to assume)
first, it's a he, though i do not mind anything XD
second, there was a problem with me thinking extra is always a table in cards, when it can be a number
i am currently uploading a patch to fix that
Ah, ok. I was about to say either Alchemy Man or Alchemy Lady, since those roll off the tongue better, but that works, too. XD
Alchemy Gremlin
i don't know why but i think it's not gonna be the last 1.1.x
XD
perhaps
downloaded the new patch and will test it later
Time to test out the Glass-Uranium combo to see if it still breaks or not
It works again! The patch worked!
I can use Aqua during pack opening?
try to use it
it will return to your hand
Ah
i see
First stake, first W with lvl 45 Flush
(just got Alc. Merchant in the next shop)
Description is incorrect
"this run"
should not be there
(or is it a bug?)
That's how Satellite's text is though
it lasts between runs?
If the descp is correct than it should be +200 by now
I used a ton of Alc cards this run
It's either a bug or a descp error
Yea it's not retroactive
wait
hold on
It is?
Maybe the test just doesn't update until you use a alchemical card
A bug? If you use terra and score gets reduced lower than required, you don't win
I wonder if that would work if terra gave you a percentage of the blind’s chips rather than lowering the blind by a percentage
Probably not but I’m just throwing it out there in case it helps
Functionally the same right?
X% less of the chips you need to get
yeah
but there were some jokers in mika's mod collection that gave chips equal to a certain percentage of the blind and you could very easily go infinite with it on plasma deck
oh i still didn't fix that
interesting
i will fix that for the next patch
happened on Plasma deck
download the new patch
magnet drew my jacks instead of king?
interesting... maybe it considers all face cards as the same rank and will give you whatever is in your deck from J>Q>K or something
hmmmmm
maybe its detecting default chips instead of rank? so KQJ10 would all have +10 default chips and thus be considered the same rank?
oh yeah it's based on base.original_value
Okay I just used it on an ace and it drew two queens. I don't know what it's doing.
nevermind ace is 11 unless base.original.value still considers aces as +10 since thats what it used to be
okay its just drawing two random cards then
lmao
might even just be drawing them from the top of the deck normally tbh
Well good thing I'm just bug testing everything
yeah zero days are cool
It's gucci. Things are to be expected.
rule � about programming: there will always be zero days
Found a bug. Used Uranium on my Queen, Blueprint says it's compatible with Chain Reaction and I only received one negative copy.
(I just notice Blueprint, Chain Reaction and Catalyst Joker is like Observatory/Perkeo at home)
Jumbo and Mega packs cost 4 
i'd suggest changing the 2 alchemicals that the deck starts with, iirc it was gonna be used to showcase new ones but it looks like its still the same 2 in the code
personally i'd find 2 random ones most fun
Or, what if you start with the tag and get a free mega pack?
but why
Options are fun. So you don't start each run with the same cards, it could give some seeds a chance for a unique interaction in the first or second shop or something. It gives an aspect to the deck that's not in the base game, a choice before the game technically even starts. It's a different dynamic. There's possibly a handful of some implications that can come from it.
It's something outside of the box 
fair enough, it does give more choices instead of just resetting more often if they were randomized
NVM downloaded patch , all good!
HYPE
when u have an nagetive consumble card,try to sell Catalyst reduce extra slots...
A thing about acid I find wierd:
usually when you add cards to your deck, you try to add copies of the same card if possible for potential 5oak/flush five or for different Joker synergies but what's the point of adding let's say 10 Kings to your deck and then thinning it with acid?
Acid isn't meant for decks that are already refined.
Also, Acid doesn't work with Canio or Hologram.
:(
GIVE US THE SYNERGIES WE DEMAND THUNK FEDER!!
What it's meant for in general?
You can thin your deck by 3 cards at max
if you have no dupes
that makes almost no difference in your odds to find a good hand
Don't get nick picky
i don't really understand it either if it doesn't have synergies
It would be much more synergistic if it destroyed cards for one blind
that's something at least
but even then very specific
if i'm not actually destroying or readding cards then why not just use aero/quicksilver/magnet or oil
it's supposed to.
no, it states discards (nvm)
wait
it's says destroys
huh
it didn't work for me

I had glass Joker
but it didn't proc off of acid
Right, it says destroy on the tooltip. In the code Feder used the Dissolve function and not Destroy, or Shattered incase it was a glass card. Like I have mentioned it's supposed to work with Glass Joker, Canio and Hologram and provide some advantage.
Oh, sorry, I didn't see
It's a bug or oversight.
To destroy cards from the deck to not draw them during the blind after discarding or playing a hand, overall improving deck consistency. Along with the combos from Jokers that care about destroying or adding cards.
oh its supposed to? i thought you were saying that was intentional for it to not work
You spend 4¢ to improve your deck consistency for -3 cards for just one blind while the only synergies are Canio and Glass Joker (nothing else).
???
When it was originally discussed in the modding-chat I believe most of us wanted it to work with the Jokers.
with only 2 Jokers (if we don't count mods)
hologram and sorta erosion
canio
Holo?
3 xMult jokers are enough for me ngl
You're spending $4 most times for an Alchemical card that doesn't last more than one blind and you're getting twisted there's even some level of synergies with some other Jokers?
What!?
Why spend money on alc. cards in general if you put it like that?
Also, why you ppl mention hologram
depending on how its made it either
a. doesn't actually get rid of the cards in the first place
or
b. destroys them and then adds them back to your deck, making each count as an added card for hologram
so if you destroy 10 and they all upgrade hologram when they come back its insane
Have you tested that interaction?
Yes and it doesn't work like it's supposed to.
i don't think it currently works that way i'm just saying if its updated to destroy properly i'd want it to do that also
currently it does just suck
I see
Understanding
So we are left with 3 Jokers: Erosion, Holo and Glass Joker (Canio is a legendary, I won't count it).
Is that enough synergies?
i think it is if you just add the tinieat benefit for each card destroyed so you're incentivized to use it
I'm sure other mods can work off it given the design space if there's not going to be another joker in this mod that will.
Like cloud 9 that benefits for each copy?
reduce blind requirement by 1% for each card destroyed could work for example
interesting idea
yeah +$1 for each card destroyed could work
still not overly good but it'd be usable without the synergies
mb +2?
maybe yeah
you do have to get rid of the cards you likely want to play for high value from it
cuz u invested in copying them yeah
You know. I think the idea of using the Alchemical cards in specific instances to gain long term or permeant advantage is the coolest way to view cards that give you temp effects
Like Bismuth and Dna. It gives the feeling of alchemy, you're using ingredients to get a powerful reward.
a bit of bleedover is fine - tarot cards go the other way, after all
usually give permanent bonuses, but you can also use them to get out of a tricky blind
alchemical cards giving perma bonuses, but only if you're smart about it, is very thematic

death my beloved
Yes.
four? no, five of a kind
That's why I want these temporary bonuses be actually good you know
(from alc cards)
