#Codex Arcanum - Alchemical Cards and abilities
1 messages · Page 5 of 1
true
god i wanna play now so i can get a bismuth + glass + death combo
+1 consumable slot my beloved
and when you manage to exploit this emergent interaction, you feel like a genius
e.g. the bismuth/dna example given earlier
I've also been asking to change Bottled Buffoon to proc on cards drawn instead of hands used
we have so many card draw options in alc. cards
Complete miss on synergy possibilities
fair, the way it is now does have a few synergies but that would for sure give it more synergies
without any backfire actually
if you set just the right amount of required cards to be drawn
20-25 or so
24 because there's 24 Alchemical cards 🙂
Just get hyped when 1.2 has a legendary Joker that interacts with consumables, tan seal is introduced and 6 more cards including the fabled Dung.
also, update the pins with 1.1?
Game crushed when I tried to use Uranium on Lucky red seal Jack
it'd be funny if it was just cause there aren't 3 valid targets
That is what happened. I just tested it myself
lmfao thats so silly
would probably be a lot of work to make it give only the missing upgrades to cards (like giving lucky to the blue seals but not giving the red seal) instead of copying all of it but it may be worth it
not necessary to stop the crash obv
Every time I reload it says I have discovered a new tag. I'm forgetful
dementia
same thing!
Equivalent Exchange (Spectral)
• -1 hand, +1 consumable slot.
I'm back at it again!
needs a little bit of refinement and it'll be ready
-1 handsize?
That's a Full metal alchemist reference
MC lost a hand and a leg in the process of equivalent exchange
yeah i get it but game balance
You think handsize is less punishing?
yes
How do you justify that
spectrals give -handsize while hieroglyph gives -hand
voucher > spectral
hand > handsize
That's just following the pattern, not actually balancing properly
But I get your point
nono i'm saying these show that -hands are only used in circumstances which require a severe downside, meanwhile everything else uses -handsize
for example troubadour is literally 2 handsize for -1 hand and its not very good usually
stuntman is -2 handsize and no one has ever cared
if you want a middle ground between the 2 then making the number for -handsize makes more sense to me
Yeah, an extra consumable slot is worth very little in the base game IMO. Maybe with Alchemicals it’s worth more, but I’m not convinced
technically its voucher level so i can understand if the downside has to be kinda impactful
I mean, it costs $10 to get a consumable slot
yeah
I don’t think losing a Hand is comparable to the $5 you save when you luck into this after opening a Spectral pack
yeah i agree i'm just making the case for -handsize
And I agree with you
I'm sorry for being late to ask this but, why does oil only cleanses debuffed cards and not prevents hand disabling blinds, such as The Psychic preventing you from scoring a hand with less than 5 cards. I think the current version is too weak AND extremely situational.
The update was pushed just a day before
after some testing, devs would probably get down to balancing things
But I agree, oil is indeed very situational
How many consumable slots does one person really need?
4 ideally
yeah
its been updated 👀
that seems like the better thing
undebuffs and unflips all cards and jokers until you play your next hand or something
Yes! A lot of new stuff been added
I'm currently grinding with Philosophers Deck through all stakes
looking for bugs and balance issues
Still waiting for a separate alchemy cards used tab...
does getting this mod affect when i get achievements? like if i need to discover all the alchemy content alongside base content or get gold stickers on the alchemy jokers
philo deck gaming
Yes but if you disable mods and you have all the base game stuff completed you'll get the achievement when you start the game. You can then turn the mods back on and you'll be good.
my magnet just didn't draw at all...
is there something wrong with the atlas in the mod? Only with this mod installed am I having weird scaling issues with it
lmao
specifically when it comes to jonklers and their size
got 🤓 taking up 3 jonkle slots
Canadian joker
YIPPEE MY PHILOSPHER'S STONE AS SPECTRAL IDEA MADE IT IN!!!
pretty sure they were planning that from the start
is that a mfing magnet voucher reference??????
i don't think so
yeah i know what you're referring to
i suppose
this is the funniest bug i have ever seen thank you for making my day
this gives me an idea
joker exodia
Exoker
Wait what is this XD
Oh this is weird
But I think I understand why it’s like that
hi feder have you been watching this thread?
I have not, I did see that there are a lot of messages, but I had to get read to work (vacation is over ): )
What did I miss?
damn, that sucks
magnet doesn't work and acid should be buffed
Magnet doesn’t work? Are you sure you just didn’t have any cards of the same rank in your deck?
also i'd like starting alchs for philo deck to be changed but i think lyman might've already mentioned that to you
its not even close to working yeah
Odd
drew jacks when i selected a king once, didn't draw anything when i selected a 5 once
Through all of the testing it worked just fine
Huh, I might know the issue
what do you think it might be?
I’m using the nominal instead of the value
interesting
also heres really cool art for the mod
a second spectral
I will try to do these patches in the evening today
thank you feder!!!
does it cause code issues to make acid Properly Destroy cards (like triggering canio and glass joker) and Readd them to the deck (like for hologram)?
I specifically wanted to not make them “be destroyed” as to not make it too powerful with glass joker and such, but it can work
its kinda hard to understand the point of it without the synergies tho
True
i, lord of the deep and podder were also thinking it could use a small reward for each card destroyed too but the synergies are most important imo because they're more important to the fun value for me
fun > balance
Why was this scraped, this looks cool!
maybe bettma or someone else could readd it in one of their mods
It there information on all the scraped content?
There isn't much beside six vouchers and a few deck backs I think. Some effects have changed from the demo to full release (ie: gold seals giving money instead of rebounding back to your hand)
you also used to be able to choose in which order you play the 3 blinds, and joker slots used to be shared with consumable slots
there were also a ton of blind and tarot effects that changed drastically throughout development
Joker and consumable slots being shared as a deck effect sounds really fun
In short:
Magnet is broken
Uranium is broken as well
Packs cost is still not adjusted
Alchemy Tag keeps popping up in the collection tab as Newly discovered
I also made an art for a new Spectral card, check it out
Oh, and here's a suggestion for Acid buff:
Acid
Select a card and destroy all copies of it in your deck, gain +$2 for each. Return destroyed cards at the end of the round.
@fossil grail
packs
uranium
alchemy tag
new Spectral card! (art)
Stats tab needed
- Mutated Joker needs to be updated via using an Alchemical card to give the correct number of chips
- Terra doesn't generate a win if you lower the score to one you've already met
- Magnet is not working as intended (see here)
- Chain Re-action says it's Blueprint compatible but is not
- Jumbo and Mega packs cost 4
- Uranium crashes the game if there are no cards in your hand available without enhancements, editions and/or seals
- Tag memory issues upon reloading. I imagine it's from the api but I know nothing
Then lastly there's the interaction with Acid working with 'destroy' and 'add to deck' triggers. I believe it synergizing with a select handful of Jokers (Canio, Glass Joker and Hologram) would be a type of reward from run planning/building that would provide some positive player feedback while not being game breaking.
I also have gone through and revised some of the Alchemical card's tooltips and colored keywords to match with cards in the base game.
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
yeah, you've put together all of it much better, thanks
@Gappie absolutely knocked it of the park by enhancing my sketchy doodles with Spectral Magic!
Meet Caput Mortuum:
@fossil grail
I’ll tell you what, I am not sure if we would want to add more spectrals, but I love the sprites. We’ll see if we add them
Also nice undertale reference
hehe, thanks
well, if you gonna add a new seal, you'll definitely need to a new spectral for it
that's for sure I think
Btw, if you are not going to add new tarots or spectrals, could you at least make it so that they won't take a whole page just for 1-2 cards?
idk if that's possible
Philosopher's Stone - secret spectral card for a new type of consumables.
Synthesize - a spectral card that applies a Tan Seal similar to Deja Vu, Trance etc.
Equivalent Exchange - a new way to get extra consumable slots but for a price just like most spectral cards do (more slots = more flexibility, combos, interactions).
Caput Mortuum - ngl this card might be completely unnecessary but I thought that it could have some cool effect involving Perishable mechanic (which fits the name and theme super well).
Me too don't want CA to lean in non-Alchemical consumables but I think these ones worth considering.
Synthesis for the Tan Seal?
Error occurs when I want to use oil to temperory cleanse the debuffed Spades.
Can you explain the issue with the uranium?>
Seems like I had not enough valid targets for it / it tried to apply seal and enhancement to cards in my hand that already had seal or enhancement
this picture is taken right before crashing
I used Uranium on this jack and game crashed
Will be re-added with archived for sure
Okay magnet is fixed
thanks!
Fixed Uranium
hope you didnt grew an extra limb in the process
Chernobyl Nuclear Reactor operator ca 1986:
too late
extra arm = faster coding
just gotta hope it wasn't a leg.....
Stone fixed
with mod is that?
nope
its awesome that the stats tab work with modded items but mine are absolutely cooked from how much mod testing i do
it's in game tab yeah
Itay, can you explain how mutated joker works?
Cuz it's says «this run» but it only start counting after you get it
is it a bug or a wording issue?
I thought it worked retroactively
Me too
wording issue
oh, odd, will fix that
Okay fixed the mutated joker issue
thanks
okay, let' see, what other issues do we have?
my back's still sore
oh ):
we're not rich
hope you get well soon
oh you mean for the mods
yet
XD
ok just thought i'd relay that
might just give the player an alchemy tag at the start
that works
issue
They probably should be certain cards
wait
to avoid restarting
just give them seeker card
oh makes sense
Mb after defeating boss blind?
while i get the restart issue i think its not too different to having a proper starting tag
since at most the most run changing thing you could probably get right away is salt
that being said a random alchemical card after every boss blind sort of like anaglyph might be neat
i don't think that matters ngl
I just feel like Philosopher deck doesn't feel like it alchemy cards focused
its voucher doesn't do anything with that most of the time
they should be balanced well anyway and erratic will always be worse for restarts
unless you get lucky cauldron
Fun but not very serious suggestion: alchemical cards can randomly appear in any booster pack
i think for most people that would feel like it just dilutes pools
i like the starting voucher personally but i wouldn't be opposed to making it start with both cauldron and alch merchant cause that sounds fun
if it was something like spectrals i could see some silly deck like that but for alchemicals i feel like its not on the same power axis
Observatory deck existence doesn't justify phili deck not being alchemy cards ficused, no?
sick
insane
feder what do you think about changing philo deck to instead get a random alchemical after each boss blind
Achievement Unlocked: Grounded
"finally" this mf just learned about this tab today 
Also, starting with Terra and Ingis kinda fucks up my card stats ngl
i don't like this as much but having multiple decks would be very cool
true
hmmm
big fan of modded decks
BTW lyman what do you think about the other spectrals?
i saw the skull today
more alchemy cards is not fun? D:
its pretty epic, i might just add a teeny bit of a tweak to the eye is all
seems clunky to me. kinda gives you them when you need them least, maybe when boss blind is selected instead?
alright what about this
philo deck -> starts with mortal & pestle + alchemical merchant (doesn't have starting alchemical cards anymore)
NEW: herbalist's deck -> get a random alchemical card when you select each boss blind
I can only give 1 voucher in this system
interesting
oh wait no
i'd be fine with this yeah, i like the starting alchs personally so i'd like to keep them while adding the second voucher but that philo deck does sound like better designed and balanced
if you cant do 2 vouchers im okay with just keeping it to be like, a seeker card or smth
^
gamer
i could get to doodling a card back for it
we can do that
bet
i need to find a way to get lyman to draw more card backs...
Now I need to think about how we would implement that
how does old man jonkler do it
What do you think about Equivalent Exchange?
Is it up to the quality?
Also Phili deck can start with Cauldron only
Since having Negative alchemy cards renders mortar and pestle quite useless
With the T2 but not the T1 what
i wonder if you can do that
So, thematically Herbalist deck should start with Mortar but Phili deck already uses it
and idk how to move around these vouchers
is that a voucher that lets alchemy cards appear in the shop
cool
does it make them appear at the base rate that tarots and planets do in the shop
Yes
philo = alch merchant + seeker tarot
herb = mortar and pestle + 1 alch on boss blind select
surprisingly it needs it
i like this
seeker looks like someone who collects herbs
without overstock it'd be 90% downside
card I mean
i mean could always move philo deck effects to herb deck and make philo deck the one with new effects, up to feder and lyman
philo = alch merchant + alch tycoon
herb = mortar and pestle + 1 seeker card on boss blind select
hmm, i don't like that as much
i like starting with alchs as a deck effect and i don't like how powerful herb would be
herb won't be powerful but if we compare it to philo deck, then yes
2 alchs each ante feels like a lot to me
What if it would give you Seeker only once?
When you select your first boss blind, create a Seeker card.
to prevent rerolls
thats pretty much the same as starting with it imo
^^^
rerolls aren't that big of a concern for me
i think this is the best
every deck could be rerolled for small blind arcana tag soul perkeo wheel of fortune polychrome, into polychrome tag for free blueprint
you could always reroll erratic till you get a 10 of spades run
yes, but now you reroll for a tag AND seeker highroll
Ok, what are the arguments against my proposition of making it like this (except making this deck a bit weaker)?
you always have the choice to bash your head against the wall of rng so adding 1 more piece of rng means nothing to me
what deck did you gold stake now
you can always run magic deck and look for an endless emperor + fool + hermit combo to get infinite money
I just think that giving a player a bit more time to dip their toes into the run before getting seeker would be is not a bad thing
sdm_0's deck
I understand that such stuff already exist
I just personally don't like player to be engaged with restarting
@fossil grail So, what's better in your opinion: giving player Seeker card from the get go or give them a little bit more time, so the Seeker card would be given only when selecting the first boss blind?
That's such a niche thing so I just want to get over with it
@lapis patio what about phili deck version I suggested?
It's a bit on a weaker side
these seem like the best versions of the decks imo
pretty much i just want 4 things for the decks and they can be mix matched in any combination
- start with seeker
- start with mortar and pestle
- start with alch merchant
- gain an alch when boss blind is selected
yeah
just wierd that phili deck starts with seeker
seeker portrays a gatherer
^
which fits herbalist
sure
can make herb deck effect 1 & 2 and philo effect 3 & 4
philo deck: seeker and alch merchant
herb deck: mortar & pestle and alch on boss blind
hmm
yeah fair
anyways the new alchemical stats page looks cool and i hope its easy to expand upon, it'd be nice to get one for other consumable types too
stats page api
stat tracking is really helpful
honestly i really like the idea of a deck with alch merchant and cauldron
i want to track my 1 jollar usage before they reach into the hundreds (where my other consumables are)
fuck it we ball, 1 bloated deck with all 4 effects

lmao
also
we could just use the deck creator to make decks that have those effects in a certain way
mod?
thats a thing on deck creator's side of things, idk if they're working on any modded compatibility yet
yeah
the dev of it did say they're working on compatibility with this and some other mods
oh they did? nice
deck creator is so insane, just casually doing everything with minimal issues
yeah
This is what I did. Giving a player a tag left me clueless.
Itay, could you use Yorick's code for a Bottled Buffoon change I suggested a while ago?
as a shortcut
holy shit its sans undertale
btw i do think the full name would fit if you used tiny letters like wheel of fortune or philosopher's stone
It just doesnt
you can try yourself
if you somehow manage to do that, I'd be only happy
i'll try soon sure, i just know its less characters than those 2 consumables
cobalt shows hand selected even with face down cards, i think its cool but idk if its intentional
ugly example, i think it can be better for sure
mortuom
also slightly older example i'm more leaning towards at least as far as caput being centered over mortuum goes
the "U"s are wrong tho
tempted to try and do something very dumb for this
interesting
this is good i think. opinions?
1x so i can go do other stuff while i wait for opinions
that looks nice
i dont really have any criticisms about this, it just feels right
cool
What I meant when I tested it, was if you used any amount of Alchemical cards and then bought Mutated Joker, it'll only say +10 chips until you use an Alchemical card to update the text.
I had one Mutated Joker give me +60 chips but when I spawned in a second copy the second one only giving me +10 chips. It was like that until I used another card and then they both gave me +70 chips. This is in contrast to Fortune Teller which auto updates it's mult value.
looks good
the one above this is how i would do it but since you pulled this off im down for it
ya at first i was making it mostly based off philo stone then noticed i had way too much space
im gonna try working on indexing the sprite's colors a bit
this is gorgeous but seeing this activates my almonds

Same.
alright so i've compressed it down to the (more or less) normal color palette for spectrals (and i did a little tweaks here and there, its more or less the same though)
I got a crash pointing at this mod
happened at the end of "the monster" boss blind which sets consumable slots to 0
i appear
Catalyst Joker's return should have a check to only return if XMult is above 1
Who here made the Equivalent Exchange Spectral idea?
lord of the deep dawn
Remade the decks!

Patch 1.1.3 is out!
https://github.com/itayfeder/Codex-Arcanum/releases/tag/Release_1.1.3
It has a lot of the requested patches, plus the new deck!
https://itayfeder.github.io/Codex-Arcanum/
fast release, good job!
Feder knows his way around his code
🎉
smh
having a deck after those 2 is soooooooo suspicious
(i'm assuming you don't run many mods when testing your stuff which would mean you have another deck on the way for some mod)
doing detective work on a balatro mod screenshot
Oh I have so many mods loaded while I mod myself XD
I have:
Codex arcanum
Fusion jokers (my other big mod)
Composite Hands (WIP)
The secret project (soon)
Ore of a Kind & Half of a Rank (joke mods)
And for mods that are not mine I have:
Jank Jonklers
The Autumn Circus
(Sometimes) Six Suits
Absolute deck
ah so its absolute deck and not secret project
that's way less then I have loaded while modding.
Has it been fixed? Using glass first and then oil will crash
I recall i did
Download the patch from the releases
ope nvm I downloaded an older version
OK, I will try the new version
still crash in 1.1.3
the darker blue line that comes out of the eye looks a bit blocky
other than that it looks pretty much the same
could we change mortar and pestle

wdym?
why.
because its the exact same as crystal ball
... damn you're right
I see your point but it's kinda of ok as is atm
But I wouldn't mind a change for it
That's one thing I'm completely fine with overlap. Honestly wouldn't mind a third voucher that does the same thing only if it leads into a different upgrade than Omen Globe or Cauldron.
...maybe a planet var 
holy Trinity
telescope???
I meant a +1 consume slot voucher that then has it's second voucher care about planet cards somehow.. but then I guess Observatory and Telescope fills that design space heavily already.
Random planet cards in my arcana packs is not a vibe
Unless I'm playing Constellation I guess
A voucher that's a built in blue seal would be choice. I don't like diluting packs/pools.
Like "gives a planet card for the last used hand of ever ante" as a voucher?
Wouldn't mind that, but kinda seems more fit for a general vocuher pack like Betmma's than here
Or Crimson's tier 3s tbh
Doesn't look like he has a tier 3 to Telescope/Observatory yet
And it'd fit pretty nicely tbh
Also relatedly. Bettma's voucher pack + Crimson's tier 3s makes for a really nice voucher experience
spectral cards anything can be found in standard packs -> +1 consumable slot
Post-patch Alchemy cards tier list
Couple notes: cards are aligned by power in their respective tiers. Aqua, Ignis, Terra are considered weak while other 3 elements are situational
and yeah situational =/= weak
mmmmm that looks so much better
the eye-aura effect didnt look quite right, flow was a bit off
i tweaked it a lil
ik its not really supposed to have cross hatching but it was kinda the only way to get a smooth transition between the colours
its not technically crosshatching though but certainly does the same thing
dithering
Did anyone try the Plasma Deck? Is it invalid in the new version?
@fossil grail I compared it with the old version and it is still normal in 1.1.2
Wdym?
It doesn’t work?
Yes,It doesn’t work...there was no such issue at version 1.1.2...
Will fix
I 100% know why
I don’t have the newest version but the extra hand size Alchemical’s draw isn’t retriggered even though the hand size is increased
@fossil grail hi
can't do things on Balatrostuck because CA keeps messing with overrides
Odd, let me check that line in a sec
full traceback
(it works fine without CA)
happens when i hover over a joker that uses generate ui in locdef
Also, can Salt not create Orbital Tags for balance reasons or bug reasons? I looked into the code because I wanted a Joker that creates generic tags.
The error message I get when I enable Orbital Tag to show up is that the set_ability method is trying to index a nil value. I could take a look into it some other time.
In any case, I think the inexistent value it’s trying to access is created when create_UIBox_blind_choice is run. For my use case, I think generating a hand type choice independent of everything else is fine, but since the Orbital Tag automatically tries to set its ability when it’s created, I’d need to override that method, or create the object it tries to access myself.
bug reasons
You probably would have to change the orbital RNG algorithm
redundant override, removed
plasma deck seems to work for me
I think changing set_ability is enough, or executing the process that create_UIBox_blind_choice does before creating the tag
oh wait it doesnt
what
why
that's weird
i actually have no idea why plasma deck doesn't work
it does work
what
there is no bug
it does work
fixed it
Released a patch for these bugs
i'd put magnet, brimstone, antimony and uranium higher but other than that agreed. arsenic could maybe be moved to bottom of situational since it does allow you an extra discard at the least (if you have 1 hand and 0 discards using arsenic won't make you lose)
@oblique heart While I do like the reference, and think its a neato idea, -1 hands per round is ABSOLUTELY not an equivalent exchange for that, considering the only thing that does that (other than certain Jokers) is the Hieroglyph voucher, and that effects the current ANTE. It'd probably be much better for it to give you -1 hand size instead, to keep it in line with other Spectral cards.
...and I just installed it before this. :|
Regardless though, looks cool.
we've talked about this yeah
Magnet and Brim I can agree on but Antimony is very random while Uranium requires quite a lot to start being useful
fair
tho they both can be very powerful if you hit it big
antimony just has a ton of crazy combos to the point i value it pretty highly even in low antes cause it can double my +mult
Sure sure, I agree
+more consisntent with other Spectrals
the random nature of it makes it super unreliable
however, I once managed to start with early Burnt Joker + Ankh
and guess what, Antimony gave me +1 free lvl
that was quite useful
Almost as good as cobalt
how i see it is early game antimony is consistent cause you don't have many jokers and they almost always wanna be duped for small payoff, and late game antimony is unreliable but the payoff is run winning if it hits
in late game it's consistently average due to player having a complete build (tho depends still)
in the mid game it's the most polarizing (for me at least)
Uranium 100% deserved it's tier since it literally does nothing until you get at least 1 enhancement
and at this point its only becomes on par with other alcemicals
imo enhancements aren't rare at all including combos with other alchemicals including bismuth
still:
other alchemicals > instant raw effect
uranium > depends on X
which makes the choice obvious for me
but again, as soon as you get something to combo uran. with, it becomes on par with others if not better
cuz it also copies seals + editions
it's just hard to utilize early game
and thoughts on the arsenic tech?
that + being on demand knock-off burglar makes it not too bad imo
and it combos with sulfur
and counters the needle and potentially the water if you really need the discards
i keep getting it from bottled buffoon so i've been forced to adapt and cope 😔

herbalist deck experience...
its weird cause its literally never my choice but i do think its better than a good few alchemicals
I was probably too harsh with arsenic
it definitely deserves top of the F tier
better than soap for sure
"arsenic or ignis? ignis" meanwhile arsenic is pretty much convoluted ignis
it depends a lot yeah, i just like doing the 0 hands tech often so i do like it more than ignis
me with 2 discards on purple+ stake...
yeah thats when you 0 hand tech for 1 extra
weird fake ignis that makes you feel smart for using it
I also mentioned before that Ignis and Aqua should be +3 and +2 at base
first of all hands and discards are not equal
99% of the time
i could see +2 and +2 but 3 feels like a bit much imo
and +1 of either is super nothing burger
^^
true but they aren't soooooo far from equal that 3 is needed
sure but +2 at base each is 100% the right call
like burglar > merry andy for sure but imo it doesn't mean andy should give +4
true
Antimony also needs to be targetable
it's randomness involves rng and I hate it
it's either useless dogwater or the biggest highroll you've ever seen
and everything in between as well lol
In short: everything in the F tier (except Arsenic) needs either a buff or rework + Cobalt and Salt should not give direct value
I have no idea why Cobalt got buffed lmao
btw oil should remove debuffs from jokers if it doesn't already (i assume not from the description)
it'd be funny, combo with brimstone and anti crimson heart
just a tiny change
My brother in christ, just make it disable boss abilty for the next X number of hands played this round
real but if it keeps the same strange sort of ability it has now i'd at least want it to have a funny combo
This is incredibly badass
Playing in an old version still and I get the feeling Phosphorus puts 4 cards from the discard pile on the bottom of the deck
This isn't a joke. I'm testing something so I used Phosphorus to add cards back and I literally had to draw my whole deck to find them.
Interesting. I would have thought they added them to either the top or bottom.
I don't think the game reshuffles the deck or even has a feature for such.
I had tested it in the past when I changed the effect to add discarded cards back to hand to check which cards are selected and in which order they are restored.
Whenever playing a hand or discarding, the cards get sent to the discard pile left to right. So the rightmost card would be the top most card and therefore the first card to be affected by Phosphorus.
I would have assumed it would have added that card to the top of the deck and worked its way down the discard pile, thus making the very first played or discarded card the very top of the deck.
But hey I guess how the game decides to place what where first is different than the hand/discard pile to the deck
Lmao what a rollercoaster 😂
Seeing discussion of usefulness and y'all never used Sulfur then Arsenic and it shows. 
i diddddddddd
.
btw i consider this a crystal ball issue and thats not something codex needs to fix
crystal ball always feels pretty terrible without codex and doesn't feel like its very tarot themed at all
meanwhile mortar and pestle feels great and goes really well with alchemicals since it allows you to do insane combos like bismuth + manganese + death to easily make a perfect king minus the red seal
and the upgrade actually makes sense as an even better version of +1 consumable slot instead of being entirely unrelated and even sort of anti-synergistic (less chance for fool, emperor and high priestess in arcana packs when you have omen globe)
I think we should have 1-2 more cards that reduce your hands or discards down to 1 for some benefit.
We have art for four Alchemical cards. And I think Feder may want four more to round out another final page. If ya'll can think of any effects that would synergize with pre-existing cards that may lead to improve player experience.
We have Lithium, Honey, Chlorine and Stone btw
I just thought of an idea for some STICKY honey. I got the idea from the voucher mod.. hmmm
honey effect could work a bit more like food jokers than most other alchs for theming
returns to hand after played?
for the food theming it'd just be like "next 3 scored cards" or "next 2 hands" for example of what i mean
Sorta. Are you familiar with the one voucher that lets you flip cards but when you play them they are considered as both played and in hand?
True, as is a few others.
I'm fighting for my life on high stakes man, there's no way I'm burning all of my hands but one for money
But yeah if you one shotting blinds you can go for sulfur for sure
Biggest w would be using sulfur with Burglar
And arsenic is kinda nothing burger most of the time when you play with 3 discards
ok, it can give you +2 hands best case scenario
what about yorick and castle!!!!!!!!!! /j
Because you Cobalt and Salt pilled!!!
yeah i don't blame you it has bad vibes, evil energy
but they are all still C* tier at best
mistypo
Honey
• If you score at least 80% of the required score this round, prevent death (consecutive uses decrease the requirement by 20%).
First crash! 🥳
here's the modlist
it crashed when Popcorn expired (while using the "Jokers for hire" deck from Mika's Mod Collection if that might be relevant)
I think there was something about Mika's mod conflicting with Jokers
I don't think I had any jokers from this mod in my roster at the moment though
else I'm not sure why this mod in particular would throw an error
I've seen an error from this mid in that exact position
There's been a few errors involving the Overrides.lua with other mods
Ahh
Specifically having trouble with this
ohhhh
ah
Lemme see
Unfortunately I'm not familiar with playing card stuff enough but there might be something that makes extra an number, which causes this error as it's making the assumption that card.ability.extra is a table without checking if that's actually the case
okay it's not just popcorn expiring
I think BOSS tag should also be disabled. There will be a bug when you re-enter the run with this non triggered tag in a pack
What does your deck look like when this error happens
Crashes when I beat the boss blind while doing nothing different than previous hands
GOLD CARD
Is there a place where I can get a full error message? It gets cut off on my screen
You can download DebugPlus, iirc you can scroll down the error message
ah
Gold Card sets self.ability.extra to an integer
There's no gold card in my hand though
maybe it's the steel?
Nope, crashes even if I get rid of it
if you use lovely to install steamodded it comes with a console window that has the full message
I found that yeah
is there any way to disable it though lol
Not the hand, the deck
I think I had it before that point though
Might be some other card effect that also sets it’s extra value to a number
But either way
Gold Card definitely will trigger this error
I started a run with some gold cards and that doesn't seem to be triggering the crash
Can you use Oil?
when brick throwing alchemical
so true
At least I figured out that you should make sure that card.ability.extra is a table when iterating through the entire deck to make sure Glass Card doesn't crash the game.
i am looking forward to stone when/if its added cause stone cards are pretty much bricks when you (don't) think about it
Actually looking at their web page, their plan is indeed very similar to that
Sorry for the necropost. Just thought it was worth mentioning
Ngl...I'm probably not picking up Sulfur again after my first game. I spent 10 minutes using a Balatro calculuator to make sure I had the correct score needed...
for 8$.
$8 jollars
thats nearly 1 minute per jollar, definitely worth it
i've so far just used sulfur early when i was one shotting by like triple score requirement
NGL, even if it was basic, I think I would've preferred old Surfur due to its simplicity and usefulness.
i like new sulfur
old sulfur doesnt fit with the theme
in what situation would $10 in the middle of the blind be different to $10 in shop
$10 is only accessible next shop
Forcing you to have a card in your consumable slot before going into a blind lmao
exactly
woops sorry for ping
just noticed
I need the money during the blind and not the shop because of two reasons. I have the Bull, and I also have a spending problem.
zainotv....

new sulfur is better game design because its more money early and it discourages using it later in most situations, as well as blind only effect
there are still alchemicals with effects that could still apply to other situations, though, but i understand why they dont
If it's not your tempo, you're not a gambler or a pog champ or whatever that's fine. Pass it up.
When's the last time you used a Tower?
I think Sulfur is one of the further one's from being niche/useless
some of the other alchemicals people consider "very bad" are really good, its just that the mod hasnt been out very long
which ones
People aren't creative in their application of the Alchemical cards. Maybe that's a good thing because it shows that this mod does in fact bring a new dynamic to the game and not just a gimmick.
antimony, uranium, oil, borax, silver, etc
yeah theres a ton of nuance with them just like basegame stuff
all of those but oil i could see yeah
oil is like luchador if it was even worse
i think luchador is fine, its (nearly) strictly worse than chicot though
both suck really bad
i dont entirely agree with that
luchador has to be found before a boss that you need to disable or its pretty much a dead slot, and chicot is practically the same but it stops you from seeing perkeo triboulet and yorick more often
they're both worse than the reroll boss vouchers
and in most cases all 3 are worse than playing around the potential boss blinds to the best of your ability
Sulfur is the definition of situational but when you get that 12$... feels great
old sulfur was dumb just like current cobalt and salt
i can understand why having (effectively) 4 joker slots would be painful, but usually theres at least one open consumable slot, so you could just hold it there until either you get a boss blind which debuffs the majority of your deck or you get verdant leaf
i once got brimstone sulfur
what if my run doesn't actually care about cards being debuffed
then just dont get oil
so i have to care about debuffed cards, then find oil, then run into a boss that debuffs all the cards i want to use, and i can only cleanse the debuff from 1 hand?
also gotta be woefully unprepared in every other way
yes that seems reasonable
as long as it is «lose X, gain X» or «gain X, if you do X» it's considered situational
it's not a raw value
seems unreasonable to me but sure if thats what you consider good
and sulfur is not useless
^
due to its simplicity of use it definitely stays above other situational cards
example?
who is the secret goat
antimony, uranium, oil, borax, silver, etc
borax is free flush, silver always procs, antimony is free joker, uranium is very good if you have a card with multiple improvements, theyre just good
Antimony is unreliable rng fest
No one says Uranium is bad, it's situational
Oil is the definition of dogwater, an effect that is useful only against 6 bosses in the game, WTF??
Borax is solid for flush builds (which are very common)
Silver is a nothing burger literally, ofc unless you miraculously highroll or have opss all 6s (but the chances are low either way)
*7
sure, doesn't change my point
silver is fine imo its just like wheel of fortune, if you're lucky its crazy and if you're not its not
based gamba enjoyer
The only thing I misjudged is Arsenic I think
- its only bad if you have multiple jokers with effects that do nothing extra when repeated, but even then you have the option to sell the original one since the effect will last until the end of the blind
- situational isnt good either but as long as youre past around ante 2.5 its good
- i do not want to continue defending oil but its good
- im just speaking from experience with silver, every time ive used it ive always gotten around 3 procs
🎉🎉glad to hear your opinion on it has changed

Imagine.
An Alchemical card that gives more Alchemical cards- An Alchemical Emperor, if you will
But the tarot for two tarots is where we draw the line?
• Just in general Antimony is unrealiable. Basically: random = bad (most of the time), but on average it'll give you some mults/chips, so I won't complain much about it
• I've said pretty much the same about Uranium before
• Bro, you can't justify Silver being good cuz you hit it big
Gamba addict spotted
it can generate itself
nono this is funny and good
i'm fine with it
why not just say 'create 2 alchemy cards'
Salt into Salt? I do like getting The Fool off of Emperor just so I can get another Emperor..
just delete seeker
theres a modded planet that is high priestess 2 and i love it so much
wait, that's illegal
one has choice, one does not. One can only be used during a blind, but you don't get the cards until after.
fair
different classifications of consumables make a tangible difference, for example for fortune teller or essence of comedy (if i'm remembering the name right)
Right?! It's already it the game. It's the same soup, just a different flavor. This one with salt 
choosing between hermit, hanged man and seeker is very different from choosing between sulfur, brimstone and salt
what's wrong with Seeker?
Btw, guys, don't you think alchemicals lack joker synergies?
we need more Jokers
Do we? For what's already in the base game, how many Jokers exist for their corresponding consumables?
Imma check.
not many
- decided to do the calculations and +20 mult or more happens 59.04% of the time (just under 3 in 5) and $20 or more happens 24.116543207% of the time (just under 1 in 4)
Tarots have six jokers, planets three and spectrals two. Codex has eight jokers..
there should really be more spectral jokers
And the two spectral jokers in the base game only create cards, they don't really care about them
maybe something to do with equal and opposite reactions? so something like this but with way better phrasing
third law - common
alchemicals gain Hands equal to gained Discards, and Discards equal to gained Hands
i could just make one right now
spectral effects happen twice
spectral cards have no downside
astronomer, constellation, and?
8 ball
-1, -2 hands. -3 if you really wanna
1.0.1
Satellite
ah
It's not even good 
sorry im currently trying to figure out what this number means
version number for the new update
yeah ik
1.0.1f
8ball gives tarots now
6 tarot jokers
8 ball
vagabond
cartomancer
fortune teller
i forgot the others
oh cool they reverted it to the demo version
Moving to #⚙・modding-general anyone?
1 in 4 chance for each played 8 to give a tarot card
oh cool they removed the pair thing as well
Out of all CA Jokers only mutated joker can make a build
everything else is quite underpowered to build your strategy around
Oh and Essence of comedy
ofc
Buffoon and Shock Humor need buffs
Studios Joker is wow...
i think shock humor is fine, maybe the probability could be a bit higher though
bottled buffoon should also have a lower cooldown than 6
It should count cards drawn
instead of hands played
for more synergies
with Alchemic cards
~25
yea
didn't it get buffed to 4?
did it?
you draw cards both for playing and Discarding
it did
oh cool
I had to lower the count on Bottled by one and I'm currently testing it.
I might make a mock up for the drawn version and see how it feels
I'd very glad
we have so many «drawing» effects on alchemicals
it's a nobrainer change imo
should've been done long ago
I'm not Feder 
Me neither
is... is brimstone not just sulfur?
What do you mean?
like
in real life
why is there a brimstone card and a sulfur card i thought they were the same thing
Studious Joker is meant to be an early game supplement powered by 🤓, meant to be disposable for later, and giving you an extra ACard while doing so.
Now the background has a different color!
lmfao i'll just ignore the other thing then
what other thing?
indeed, what other thing could i be talking about...?

color nicely matches the pallet of the alch. cards
looks neato
Oh right
Shock humor should be smth like 1 in 3 
When feder and I pump out our next project I'll get to jokermaxxing
I've already concepted some jokers I think folks might like
hmrngh, mushroom soup :)
glad you enjoy my tier 3 voucher mod. It is a resource btw
Any teasers on what it is or are you two just going to drop what it is right before it's ready to release?
feder handles the teasers

suggestion: change showman to affect alchemical cards
i think thats better suited for a steamodded change
but also feder does do api stuff 👀
wait lemme make sure that'd need to be a steamodded change for it to be proper
Should do that automatically, no?
How do you check something like at?
i also assumed that but giving her the benefit of the doubt that hopefully she would've checked
just gonna look at what showman actually does
wait no I forgot
makes jokers and spectral/tarot/planet cards appear multiple times
But in code speak
at that point you need to write a custom API for like, just things like that in general
going to see if what showman does is actually specific to the categories listed or if the setting it changes is like everything but vouchers
I think any changes to basegame jokers for the purpose of mod extendability should be either
A) A part of their own individual solution
B) A part of the modloader itself
^
API/Library hell is inevitable, but it's less sucky if like
You actually have structure for it
And mods that do just one thing like idk, a mod that allows you to insert multiple consumable types into pools of jokers/cards
Because then that mod becomes a dependency for other mods
And it's like, actually workable
but if it's attached to BigChungus's Awesome Jokers 2000 or whatever then its like, okay yeah this is a very welcome change but I'd prefer it without the 20 other additions the mod creator made
another suggestion: have borax show the current most common suit
not being able to see what ur common suit is makes borax hard to use without tracking it manually
when its not tied its easy
it's def easy if you have a build around a certain suit, but i don't keep track otherwise
you can see the number in the deck view
I open up the deck and just look at all my suits but you're right a tooltip would be a nice touch to it
You're running into the information problem again I think, I guess it's up to Feder and Lyman and they have to decide if that's something that they want to disclose or if it's something they'd prefer to keep out of the tooltip
wait it reads the most common suit on your cards? i thought it meant most played suit
my bad then lol
Most played would be a total nightmare to track
btw yeah it looks like showman just excludes certain things instead of specifying whats included, at least to my inexperienced eyes
true i mean the actual effect
I think it'd be very very good if someone wrote like a Vanilla++ mod which basically changes nothing gameplay wise but opens up vanilla jokers like Smeared, Blackboard, Showman, cards like Fool to extension
so true
Literally no gameplay change, no rebalancing no nothing
emi did that blackboard thing
Just providing a library and an API
showman logically would work on all card types, it just specifies the vanilla ones in the description
I'll see how difficult it would be to open up Showman/Fool etc. and I'll dm emi to see if they wanna collab
True, but having it be disclosed in the description would be very useful
- even if no mechanical change occurs it'd provide a framework for modded Jokers to work off of
it is pretty good
Confirmed.
gotcha
Resource?
Yeah. If you wanna use it to make custom tier 3s for mods, you can
Ah I get'cha. I've considered getting into modding, and while I could probably fumble through the coding, the complete lack of art skills is discouraging
you should try fumbling through the art too
or calling in a game show lifeline (finding someone else to do the art)
small icons are very fun if you wanna join me in somehow finding a bunch of reasons to make them
woah first time seeing the spectral
if it's anything like soul, a lot, but then you'll find seeds where you randomly get it 2 packs in a row, lol
Google say 0.3%
I wish I got soul more often, I've barely seen the legendaries that the mods I use add
but morefluff's new color cards has one that helps with that
theres a mod to increase the chance if you want
i've mostly just gotten a bunch of xplaying cards from the high card mod cause he only recently made them not pollute the legendary pool
oh they released it?
fortuno a few times and feste once or twice
mhm, today or last night or smth
Oh that's cool
Oh, what does the Philosopher's Stone do? Does it play Full Metal Alchemist?
it also ||has cool visual effects when you use it||
Oh, potent- I love it
And it only shows up in Alchemy Packs, right? Or is it stick in Spectral Packs, like the other Spectrals?
I mean soul and black hole can show up in spectral as well as respectively arcana and celestial
so I'd presume it'd be in Spectral packs too
Nice
Wait, we didn’t mention it in the patch notes?
Are color cards supposed to be in the alchemical tag
No…
Wait, they appear in it?
Cool I updated my list and didn't know
@nova whale What are color cards doing in alchemy decks XD
I think it's the tag itself
Ngl I thought it was from the mod because of how they synergize
are they all colours?
yeah ime
let me go test a bit
its not an alchemy pack at all from the tag
it just opens the wrong pack
oh fuck mb
lmao
Where'd you get that code from?
morefluff
when you copy their homework but forgot to change names:
XD
feder's code help greatly in the creation of colour packs lmao
I’m glad I help people get closer to their mod’s vision
What alchemical card?
Oh silver?
How does it even do that
probably colour card thing again
if you keep putting out hotfixes watching that number tick up is going to be very funny
1.3.69 incoming
thats a good question
a few more jokers mostly
other stuff would also be cool but jokers are the only thing i'd be a bit sad about if there weren't more added
homers
I hate autocorrect
homers
new Jokers mostly
second on the list is balancing and potential reworks
Oh and Mortar voucher could be changed probably?
not necessary ofc
I was also conceptualizing new stake difficulty/new themed bosses
I'll share that later

yeah




