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Duelists of Eden News

Saffron joins Re;Match on Kickstarter!

[h3]Saffron is joining the table in RE;Match as a guest character![/h3][p][/p][p]Using mana and deckbuilding, you can pull off powerful combos to KO your opponents. She comes with 12 unique spells, acrylic standee, mana tokens and custom boards![/p][p]Re;MATCH is an arcade themed puzzle fighter board game where you'll input your attacks by clearing connected and matching marbles from a shared arcade machine.[/p][p][/p][p]I've played Re;Match on Tabletop Simulator quite a few times: [dynamiclink][/dynamiclink][/p][p]It's cleverly designed, taking the mind games and game states from fighting games, and translating them to the table. There's plenty to think about and strategize while being super easy to pick up and play![/p][p]Saffron is also faithfully implemented, with deckbuilding mechanics and spells only she can use! Not to mention the awesome art and components (IRL Spell cards!?). [/p][p][/p][p]The board game is being created by Brother Ming an indie board game developer, who's a big fan of OSFE and this collab has been in the works for quite a while. He is super cool and wholesome, and a talented game designer so please support the project![/p][p][/p][p]Re;Match is live on Kickstarter now![/p][p]https://www.kickstarter.com/projects/brotherminggames/rematch[/p][p][/p][p][/p]

Shopkeeper Plushie DROP! + New Merch store!

[h2]Shopkeeper Plushie is now available for Pre-order![/h2][p][/p][p][/p][p]If you can't beat em, buy em! [/p][p][/p][p]We partnered with Makeship to create our second ever plushie! We went through a bunch of different iterations and landed on a design that kept some of her personality plus some plushie smugness. ːEdenOhohoː[/p][p][/p][p]She's only available for a limited time so it's now or never![/p][p]Makeship - Shopkeeper Plushie[/p][p]https://www.makeship.com/products/one-step-from-eden-shopkeeper-plush[/p][p][/p][p][/p][h2]Online Merch Store[/h2][p][/p][p]We also have some other merch like stickers, posters, and shirts available at our store! [/p][p]The store won't be up forever so if you want anything get it now! ːEdenThumbsUpː[/p][p]OSFE Merch Store![/p][p]https://ristaccia.com/[/p][p][/p][h2]Exodus III DoE Tournament[/h2][p]Custom in-game title raffle for all participants[/p][p]💸$200 prize pool, sign up now![/p][p][/p][p]Start: Saturday, Aug 23rd, 4:00 PM ET[/p][p]Sign-up here:[/p][p]https://start.gg/exodus3doe[/p][p][/p][p]Hope you enjoy the goods![/p][p]-Thomas[/p]

Patch 2.80 - Balance, Bugfixes, Custom Sleeves/Modding

**Patch v2.80:**

Bugfixes:
Fixed a bug where you could Shield while wrapped
Jackhammer - recovery info fixed
Skewer - no longer uncounterable
Tetra - all hitboxes now match the active frames of the main spell
Unleash - no longer has center sweet spot
Whiplash - tipper now matches normal hitbox timing

Modding:
Added an Effect "SoundUnpitched"
Added support for custom Sleeves
Added Target - All and Owner
Added generic counter =, and parent generic versions. They all check using BattleUtils.GetRoundedAmount(efApp.checkAmountApp)
Added = checks for Status, ThisDamage, HitHealth, HitStatus, Opponent, ManaCost, and Frame


**Patch v2.79 Back on Main:**

Maypul - w1 - Vine Whip - startup 7f->6f, recovery 11f->10f, fixed vfx timing
Shiso - w1 - Six Shooter - recovery 12f->14f

Barricade - recovery 19f->17f
Combust - intro delay 0f->1f, shot delay 9f->8f
Flurry - recovery 15f->19f (keeping range not as plus anymore, so you can't just combo out of hitting it at 4 tiles away)
Meteors - recovery 23f->15f
Snowfall - range 5->4 tiles
Step Reverse - startup 4f->3f
Vine Pull - snare dmg 2->3


Bugfixes:
Fixed Vinewhip/Whiplash visuals
Selicy w2 now dodgeable/defuseable
Can no longer act while wrapped in certain cases
Fixed barricade/beam crystal damage
Startup loading screen fps should be capped now


**Patch v2.77 PBE:**

Queen w1 - recovery 12f->9f
Flurry - recovery 9f->15f, shot interval fixed
FrostBarrage - dmg 4->5
Hailstone - active frames 2->4
Heatseekers - shots 2->1, Frost 1->2
Missiletow - recovery 16f->12f
Monsoon - now anchors for 12f (bugfix)
Stinger - startup 0f->1f
Toxicross - recovery 20f->14f
Vortex - dmg 4->5


**Patch v2.76 PBE:**

Backslash - startup 14f->13f
Barricade - dmg 4->5, recovery 20f->19f
Boomerang - 16f->13f
Crackroots - dmg 2->4, now has half hit
DoubleTeam - subspell intro delay 18f->16f
Reaper - now spawn 2 spears on player hit
Spear Wave - removed center spot bonus dmg
Transmute - active frames 6->4, startup 11->13, now only generates 1 spear
Unleash - center spot now deals 3 dmg instead of 2

Following spells now auto adjust onto field in back column:
Gunner - w2
Maypul - w1
Apprehend
BeamCrystal
DoubleTeam
FireBreath
FrostSlash (might be too strong?)
Ice Pick
LastLetter (might be too strong?)
Punch Cannon
Push Slash
Shotgun
SnowCone
Toxicross
Whiplash

Bugfixes:
Needler now stops when spears run out (added a new effect EndSpell to end spells gracefully)
Fix flurry subspell timing


**Patch v2.75 PBE:**

To access PBE, in Steam right click Duelists of Eden > Properties > Betas > beta participation: public-beta

Perilla - w1 - web now applies hitstun if target is already stunned
Reva - w2 - invincibility duration 14f->12f, recovery 8f->12f, cooldown 58f->70f
Terrable - w1 - dmg 1->2

Acid Rain - active frames 4f->8f
Align - recovery 22f->20f
Crevasse - recovery 20f->14f
Crossfire - recovery 18f->16f
Dimension Sword - hitbox 4->5 tiles
Double Team - dmg 4/4->5/5, recovery 28f->24f
Flurry - startup 6f->10f
Gust - recovery 16f->12f
Hyper Beam - dmg 4->5
Ice Pick - no longer adjusts in back column if off field
Lasso - travel time 17f->16f
Needler - now drains spears with shots
Rake - hits no longer move if player moves during spell
Sacrifire - initial hitbox is taller
Spear Wave - dmg 3->4
StepBlaze - hitbox 1x1->2x1, dmg 5->4
Swallow Spear - shot interval 12f->10f
Tailwind - recovery 14f->12f
Toxicross - no longer adjusts in back column if off field
Transmute - spears on player hit 1->2, shot interval 4f->2f
Whirl - recovery 15f->20f
Whiplash - tipper dmg 10->11
Windburst - recovery 16f->15f
Zenith - dmg 11->12

Statuses:
Poison - no longer resets duration on application, min and max durations changed from 30f->25f and 60f->45f

Bugfixes:
Fixed Clockwise lerp pattern for modding
Added missing tooltips to some spells

Patch 2.70 - Big Balance Update

**Patch v2.70:**

Characters:
Chiretta - w2 sewture - startup 3f->5f, shot interval 12f->13f, recovery 27f->28f | can be shield walked now
Harissa - w1 - startup 9f->10f, cooldown 30f->34f | was pretty spammable in front rows
Harissa - w2 - airtime 19f->21f, changed warningd ot to paint colors
Maypul - Wrap no longer triggers through Shield/Deflect | I think this is how it was intended
Perilla - w1 pounce - web dmg 1->0, web mana restore 1->0.5, web duration 180f->120f
Perilla - w2 snatch - range 9->4, now counts as a "hit" for dropping shield early
Queen - w2 execute - startup (for column dmg) 4f->6f
Reva - w1 ricoshield - now pierces again
Reva - w2 shield bash - shot 3->1, dmg 1->3, now pushes on hit, now hits 2 tiles in front, startup 13f->14f, cooldown 48f-> 58f
Saffron -> w2 sparktex - startup/travel time 10f->12f, recovery 25f->24f
Shiso - w2 center mass - shot interval 8f->6f
Shopkeeper - w2 gravitas - recovery 26f->22f, cooldown 36f->40f
Terra - w2 dark matter - impact dmg 3->2, summon hp 3->2, no longer hits self, purple.
Terrable - w1 comet - dmg 2/2->1/2, cooldown 40f->66f | covered too much area too often
Terrable - w2 dark wave - cooldown 56f->58f
Violette - w2 charm - dmg 1->2, recovery 26f->25f | puts it more in line with other weapons

Spells:
Acid Rain - active frames 2f->4f
Auto Slash - dmg 4->3 | slight nerf
Back Slash - dash distance 2->1 | should make it a bit more useable while increasing the range by 1 tile
Bomb - dmg 11->12 | reverting dmg to make it more rewarding and unshieldable
BowSnipe - dmg 14->16
Double Team - dmg 5/5->4/4, second hit startup 16f->18f, recovery 24f->28f | too much dmg for how strong it was for combos
Escalation - shot interval 5f->4f
Flurry - now alternates hits between 1 and 2 tiles away (3 close, 2 far) | hopefully increases the utility without making it too strong
Frost Slash - mana cost 3->2, dmg 7->5, startup 11f->13f
Harrier - shots 6->8
Harvest - startup 11f->9f, dmg 3->2, recovery 35f->30f
Kinetic Wave - mana cost 1->2, startup 2f->4f, shot interval 12f->13f, recovery 26f->32f | was too cheap, can be shield walked now
Lasso - travel time 17f->19f, now pulls and roots instead of dragging to front
Last Letter - dmg 5/10->4/10, startup 4f->5f, 2nd hit startup 12f->13f
Miasma - shots 4->6, recovery 12f->9f
Northwind - startup 11f->14f | too cheap and wide
Ragnarok - dmg 20->22
Rake - recovery 38f->36f
Shield Throw - shield pickup now lasts on ground for 60f
Snowfall - now lands 5 tiles away, dmg 6->7, active frames 3f->4f | differentiates it more from Paragon, can be move->combo'd out of if it triggers frost
Spear Wave - dmg 4->3, now deals 4 dmg in center | may be too much of a nerf but figured I'd try this first
Step Slash - dmg 4->3
Swallow Spear - mana restore 2->1 | mana restore should be less extreme now, and a way to get spears out of the front column
Transmute - hitbox now wider to prevent walking through
Tremor - shot interval 5f->4f, hitbox now wider to prevent walking through
Turret Gun - startup 14f->17f, recovery 28f->25f (also affects Hazel upgrade) | startup was too fast for how long it lasted
Whiplash - hitbox changed to include an extra tile at the bottom left
Whirl - shots 7->8, recovery 20f->15f

Frost:
Frost dmg is now shieldable, will inflict 19f stun on shield

Spear:
Generated spears now land in the front column, randomly, prioritizing moveable tiles | this should increase the interaction when picking up spears

Modding:
Added a parameter laserRange to control length of Laser spells
Added a check HitCastRow/HitNotCastRow to check if the hit target is in the same row the spell was cast
Added lerp patterns (for modding):
SavedTile
TrackerPathing
RelocateHalfFieldPathing

QoL:
Capitalized first letter of spell descriptions
Hit catch spears now have a warning dot
Music now has a 25% chance to play a random character's theme

Bugfixes:
Moves no longer trigger if moving to the same tile (including being against off field)


**Patch v2.71:**

Chiretta - startup (reverted) 5f->3f | other changes were probably enough, also in line with kwave
Perilla - w2 snatch - range 4->5

Double Team - recovery 28f->26f
Flurry - startup 4f->6f, recovery 6f->12f | the low recovery was so it wouldn't be punishable if hit, but it's no longer needed and should not be very + if not setup with a broken tile/summon
Kinetic Wave - startup (reverted) 4f->2f, recovery (reverted) 32->26f
Lasso - travel time 19f->17f (reverted)
Rake - recovery 28f->36f
Shotgun - startup 10f->6f, recovery 14f->10f
Skewer - now applies half stun on shield
Snowfall - mana cost 2->1, dmg 7->4, active frames 4f->8f | trying to give it a new role different from paragon,
possibly more niche
Spear Wave - bonus dmg 4->5 per hit
Brushfire, Combust, Eruption, Tremor, Transmute - increased active frames 2f->3f or 3f->6f to decrease framewalking
Whiplash - dmg 6->8, active frames 4f->6f

Spears:
Now lands in front two columns

Bugfixes:
Fixed a bug where spells would not get countered if player was already in hitstun (usually shielded hitstun->shieldbreak)
Fixed some descriptions and character animations for certain weapons/spells


**Patch v2.72:**

Saffron - w2 sparktex - recovery (reverted reverted) 25f->24f
Violette - w1 misericorde - recovery 17f->16f
Flurry - recovery 12f->9f
Rake - recovery 36f->35f

Bugfixes:
Fixed skewer normal hit stun duration
Stinger - fixed mana cost


**Patch v2.73:**

Chiretta - w2 - shot interval 13f->12f
Maypul - w1 - recovery 13f->11f
Perilla - w2 - range back to full
Shiso - w1 - dmg 5->4, Pistol Whip dmg 2->3
Shopkeeper - recovery 22f->26f, cooldown 40f->36f
Terra - w2 - health and dmg back to 3

Kinetic Wave - mana cost 2->1, dmg 2->1, shot interval 13f->12f
Monsoon - mana cost 2->1, waves 6->2

Bugfixes:
Shiso - w2 center mass - fixed frame data on bottom hit
Toxicross base poison


"|" = developer note


Patch 2.60 - Holiday Banner and Minor Balance Changes and Bugfixes


Happy Holidays! Login to get a free holiday banner!
Thanks to everyone for playing Duelists.


Patch v2.60:

Bugfixes:
Fixed BreakShot location
Moves no longer trigger if moving to the current tile

Modding:
Added file path when json has errors
Added Sounds readme to mod folder
Added AmountTypes: SubtractMultiplier and DisplaySubtract


Patch v2.59:

Added Battle Coliseum Banner
Added Harissa Vision Palette

Bugfixes:
Vertical pushes will now properly order targets regardless of side/facing direction
Break Shot will now always Break and Fire shots from the same tiles even during step spells
Removed an extra color from Gunner's downed animation
Fixed Linux build


Patch v2.58:

Fixed a missing palette color in Terrable's vfx for cast 1

Windburst - mana cost 2->1, dmg 3->2
Whiplash - recovery 18f->16f

Bugfixes:
Keybindings ui will no longer hide when cycling through UI modes in training
Cracked tiles will only break if they are the closest tile being moved over (fixes Compactor + Pull interaction)
Terrable w2 animation no longer sometimes cancels animation of next spell

Reduced matchmaking limits


Patch v2.57:

Added Japanese localization for new content
Added new palettes, courtesy of cwolfcommander
Adjusted Random character sprite
Changed only lobby owner can change message
Crackroots - now works on cracked/broken tiles and hits in a column


Hotfix v2.56:

Fixed Perilla's web not spawning

Optimized some steam/login related stuff
Fixed a bug when disconnecting players
Perilla's w1 no longer places a web if dodged
Shiso ammo default reset to 6 for all players
Terrable w1 - "outside grid" trigger increased until entire hitbox is outside of the grid (explodes a couple frames later), also added a vfx outside the grid
Jackhammer startup 0f->4f to match other mortar spells
GolfBomb - dmg reverted to 10