One Step From Eden

One Step From Eden

DMCrew - Beatrix, the Clover Witch
26 Comments
definitelynotvictini May 12, 2022 @ 12:30am 
I have seen it proc itself, but this isn't that. When it procs itself it spits out more blades everywhere, and they come from my character. What's happening here is that twice as many blades return as I threw in the first place, without other blades flying out from me when it connects. I throw one blade, and if I stand in the same spot when the blade returns I throw 2 blades, keep standing there and I throw 4, etc. It's not consistent, which is quite strange, but when it does start happening it does absolutely stupid damage (and causes the entire game to freeze for a moment while it resolves the projectile generation for like 16 simultaneous blades).
Knight of Round  [author] May 11, 2022 @ 10:45pm 
I'm not sure I'd seen that one. It does however proc itself, meaning it can spit out more blades, is that possibly what you're seeing?
definitelynotvictini May 11, 2022 @ 5:16pm 
Other weird thing I'm noticing: Swords Dance artifact's version of Blade Rain sometimes duplicates the blade when it's thrown (or maybe when it returns?), eventually resulting in stupid damage and lag from like 10+ blades being fired at once.
definitelynotvictini May 8, 2022 @ 6:04pm 
Okay, tried Flourish again and didn't run into the glitch from before. Found a new one, though: It ignores Atk Dmg (permanent or temporary), despite having "7+AtkDmg" and "9+AtkDmg" as its damage values.
definitelynotvictini May 7, 2022 @ 5:55pm 
Is it possible that since target is unspecified it defaults to what was last affected, thus making it hardware-dependent? Since the damage and the spellpower to self are resolving at the same time. It would be either hit by default (because you just hit a foe with the spell), or self by default (because you just put spellpower on yourself)
Knight of Round  [author] May 7, 2022 @ 3:36pm 
maybe, it seems to work on the version I was using a few minutes ago, uncertain.
definitelynotvictini May 7, 2022 @ 1:08am 
As a guess: Neither the initial Flourish shot nor the 5 mortars have target="Hit" in their on-hit damage. Maybe that's causing weirdness?
Knight of Round  [author] May 7, 2022 @ 12:27am 
I think WitchtimeSuccess was a dummied out visual, Scrubbing that.

Miseri and Anima had capitalized Amount and Target. which is different from amount and target, fixed.

As for Flourish, The attack should fire six shots, the first one dealing 7 damage and the following five at 9 dmg. I haven't seen behavior of it causing player damage for the 9 damage, and the mortars still hit. I'll ask around. that's a curious one though.
Knight of Round  [author] May 7, 2022 @ 12:26am 
I think WitchtimeSuccess was a dummied out visual, Scrubbing that.

As for Flourish, The attack should fire six shots, the first one dealing 7 damage and the following five at 9 dmg. I haven't seen behavior of it causing player damage for the 9 damage, and the mortars still hit. I'll ask around. that's a curious one though.
definitelynotvictini May 6, 2022 @ 10:39pm 
Oh yeah also Miseri augmented Brandish occasionally seems to not poison the target? The GFX appears at the hit target's location but they don't get poisoned. Not sure what's up with that.
definitelynotvictini May 6, 2022 @ 10:06pm 
…Actually now that I think about it I have a guess about that weird Brandish hiccup. I think it happens when you cast Brandish as the first spell of the battle, since it tries to look up the Brand of the last spell you cast before casting it.
I poked through the code myself and noticed that Witch Time tries to cast "WitchtimeSuccess" when a dodge triggers, but this doesn't appear to be a spell that exists in the lua or the xml?

Oh yeah, while I have your attention: how is Flourish intended to work? All the times I've used it it has dealt 7 damage to the enemy on the initial projectile hit along with 9 self-damage, and then none of the dagger visuals that appear seem capable of hitting targets for damage.
Knight of Round  [author] May 6, 2022 @ 9:09pm 
Very possible, I put an OnBattleStart reset that should have made the status of that toggle reset. But, Ironically I forgot a step that actually tells the poor thing where to put the variable reset. now if it breaks, it should *hopefully* only break for the level proper

As for the nil value, That seems to be a hiccup next to Brandish's code, uncertain what can fix it, though If it's not causing trouble and just being noisy, yay?

And lastly, I'll think on if there's a way to fit Energizer+Onigiri back together. As it stands Onigiri casts a duplicate of the spell that allows the piercing.

Actually, one more whatsit, I do quite appreciate the enjoyment. I feel Like Bea and Kurai are two of my strongest mods, and Bea is a character I'm very happy with story and gameplaywise. thank you for the support boss.
definitelynotvictini May 6, 2022 @ 4:03pm 
Found something in the log that might be relevant. Don't know if it was caused by Witch Time specifically (and if it was, I don't know if it's actually related to the problem), but I'm seeing a lot of it.

/Users/jamie/Library/Application Support/Steam/steamapps/workshop/content/960690/2419136718/spells.lua:(270,4-83): attempt to index a nil value


Oh, also? Onigiri breaks Energizer. If you have Onigiri and use Energizer while in Chrono, it doesn't increase in damage on cast.
definitelynotvictini May 6, 2022 @ 12:48am 
This character is super fun other than that, btw. Love her a lot.
definitelynotvictini May 6, 2022 @ 12:48am 
Don't think so. It's broken a few other times outside the Selicy fight. I only find out I broke it when I get hit without it up and the timeslow activates anyway. After that, Witch Time remains nonfunctional for the rest of the run. My guess is something to do with boss fights ending weirdly (because boss fights are weird) maybe?
Knight of Round  [author] May 5, 2022 @ 9:20pm 
do you have the log files for what happened that run? I'll see what I can gleen if so
definitelynotvictini May 5, 2022 @ 1:56am 
(To clarify, the invincibility still works, but the time stop functionality disappears.)
definitelynotvictini May 5, 2022 @ 1:56am 
the Selicy fight seems to consistently break Witch Time for me, and when that happens it stops working for the rest of the run. No idea what's going on there.
tmkang  [developer] Apr 5, 2022 @ 7:45pm 
Hexy Sak and the new spells are super clever... Spotlight is super funny to use too, watching out for it getting stuck on stuff is neat. The hats are wild and has a really cool look.
blackkanye Mar 13, 2021 @ 11:50am 
That worked! Thank you.
Knight of Round  [author] Mar 13, 2021 @ 8:55am 
Correction: it was either that or a restart of the machine.
Knight of Round  [author] Mar 13, 2021 @ 7:21am 
Ah! I saw this glitch happen once before on the OSFE Discord. I’ll add a bug note shortly, but unsubscribing and subscribing will patch it I believe. It worked for Luphoseer iirc
blackkanye Mar 13, 2021 @ 1:49am 
Originally I did a neutral run and there was a thing noting beatrix skin unlocked. I did a pacifist run too and it did the same thing, but I can't use it. Just letting you know. I was rusty so it took me a bit to double check by getting pacifist.
blackkanye Mar 10, 2021 @ 9:58pm 
Thank you. I feel like I read that somewhere. But I couldn't remember.
Knight of Round  [author] Mar 10, 2021 @ 9:46pm 
Unlocking Mod Skins will be unlocked after a successful Genocide or Pacifist Run, same as in game. To my knowledge, unlocked skins for mod characters are retained.
blackkanye Mar 10, 2021 @ 9:27pm 
Playing as her is pretty fun. Actually I kind of want to install that mod that adds a class of 'juggling' spells just for her since it feels like it would fit her thing. Not sure if I can get used to that dang wrapper though.

Would you happen to know how to unlock skins from mods? Do they stay unlocked when I activate the mod again?