most important change? enable wider variety - at the moment you can only keep replaying over and over the one campaign level that you haven't beaten... for no reward.
You can always go PvP ;)
As for the reward... Well, I agree, It make sense to rise compensation for defeat upto 5 golds. Its half of the price of a common booster (from common to rare).
As for new cards, I add them to make players explore the game and find combinations that make weak cards stronger. E.g. Anger of Graves makes any undead creatures stronger, cause when they are played a player can cast Anger of Graves, one of the most powerful spell :)
I understand that currient set with basic cards can not provide thousands of tactic schemes :) That is why I am adding new cards that makes old cards (even weak ones) much more interesting to play.
(a) How do I remove my own creatures from the playing field or play over them? Or is this not allowed? (b) How do I discard cards from my hand, such as instead of passing? Or is this not allowed?
- Card can be removed from the field only by usuing abilities of cards, spells or ammunitions. For now there are no such cards in the set, but they will be add soon (undead spell, demon spell, human spell & trivium creature)
-Same thing about discarding cards from the hand. Although suggested by players idea of kind mulligun, which grows Wratn of Orr, looks very interesting to me :)
Do you think those things are cruicial for gameplay? I am open to any your ideas!
Some oblique ways to address the issues that are frustrating in this game: (1)(a) add additional run-of-the-mill campaign levels that show off strategy without being entirely power-rares (1)(b) allow replay of earlier levels rather than forcing player forward (1)(c) provide small rewards for replays, even for losses. (2) Wrath of Orr mechanic tied to the ACTUAL threat level (or rarity) of the card, rather than simply the card's hit points! Obelisk and Pale Wraith and Monarch/Green Hand are insanely powerful in part because they neuter 12-wrath or 18-wrath giants for only 0-1-2-wrath. The old Netrunner CCG didn't have card limits in deck construction: instead, they tried to design a cardset that didn't have dominating cards...
Its make sense. Great ideas about the Wrath of Orr & replaying campaigns. Thanx!
As for balance of the cards, well, it will change just in a few days, when I add six announced spell cards. And i am making new ones, they coming very soon!
And thank you very much for your support!
Let CCGs rock!
The computer opened with two Morlogrimms then Kantor-Roon and another Morlogrimm..!.! Just like all the previous scenarios, this one (dark 14?) is ruled by playing Monarch = Green Hand = Pale Wraith = other melee-immunes. Even the "Giant-slayers" and the Obelisk will get obliterated in one hit by Morlogrimm. The game's depth is crippled by the fact that "good" creatures are melee immune AND ranged immune AND vampiric AND hasted (speed 5) AND magic-using, rather than just having a single strength. Why does Doomguard also have 8 armor? Why does Aer cause 15 damage? Where is the creature with Magic-15 attack that is *not* immune to melee? 60 cards in the deck, but not much to strategize when none of your draws last more than one hit. Try playing through your campaign again from the beginning without using any Melee-Immune creatures in your deck. ... !
Well, i have passed mission 14 with Monarchs + Shooma Guns. Its important to kill the Kantor as quick as possible, because his aura decreases the damage of the Monarchs great.
As for Doomguard - just look at him. He covered with armor :) Just like Templar, Eluker - they have similar armor rate.
Aer have so high damage, cause as human battle veteran he knows the foes weakest points and hits just in them ignoring the armor.
As for card set - it is only the core, the beginning. I have designed more than 200 cards, and a lot of beautiful and original cards proposed by players. So, you will definitely see magical damagers without immunity to melee ;)
We works not so fast, because its independent project and there are only two of us. Your moral support and feedback are extremely useful amd make a difference. Thank you!
Thanks! In the early campaign levels you're using mostly the 60 starter cards - for example I have 5/15 and 7/18 and 12/12 melee orcs and a 3-ranged/15 ... The computer campaign levels seem to use all the same card, so if for example the computer is melee-immune, I need to draw cards that can affect them. It would be nice if the starting collection were larger and/or required deck size smaller, so that some choice is involved. Also choice of which campaign level to replay (or just a tiny incentivizer reward for losing) would add variety and feeling of player power. "Play as much as you wish" but no choices!
Well, the Dark Legacy deck consists enough magical damage dealers, most populars are Monarch (10/12 immune to weapon), and Hoodoo (5/15 decreases HPs of all the foes by 5), Xizz (8/8).
And don't forget about Latezian Throl (40/80) and Whip of Vulgat (50/60). They are giants, but can strike in defense phase.
cards aren't where they seem to be / are invisible; cards appear on top of other cards; no indicator of Tapped cards; problems with balance (one player never drew metal whole game); apparently a 2-player hot-seat only - needs CPU
How do we choose a different campaign level in the tutorial? the cards I purchased are the wrong race, and my starting 60 don't seem very successful against this opponent, and we don't get any relief / gold coins from losing a battle. do we just lose over and over?
Well, I tought starting decks are balanced :) What have you chosen: the light or the dark one? What is your currient mission? I will add some gold to your account :)
UPD: I've add 5000 golds yo your account. Feel free to play :)
Rewritten the Keyboard movement code to ignore your Control Panel Keyboard settings and use a time delay movement system. This should make for smoother movement and more consistent movement across all platforms.
nice job! all cards should discard for the same amount of mana, because it is too easy to take lots of 15-point cards and use them for unlimited mana...
Thanks for the feedback, we really do not have time for any kind of balance, this includes the cost of the cards, waves and sacrifice
maybe in January we will begin to develop this game again
In stratego, when your piece is captured, the enemy piece remains at its full strength and loses no power. Also, you are told the strength of the enemy piece, enabling you to plan your advantage. In Nebula Warriors, ships trade damage point-for-point, so both players always have the same strength. Use the you-win-ties lanes, and whoever destroys more value with their Spy wins the game. Stratego without the strategy is just oh.
Fortunately, of our over 476,000 registered accounts, only 33 were lost. Unfortunately, these included all twenty of our remaining active players. And their multis.
You can always go PvP ;) As for the reward... Well, I agree, It make sense to rise compensation for defeat upto 5 golds. Its half of the price of a common booster (from common to rare). As for new cards, I add them to make players explore the game and find combinations that make weak cards stronger. E.g. Anger of Graves makes any undead creatures stronger, cause when they are played a player can cast Anger of Graves, one of the most powerful spell :) I understand that currient set with basic cards can not provide thousands of tactic schemes :) That is why I am adding new cards that makes old cards (even weak ones) much more interesting to play.