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i agree with ceallo about the attacks that hit a multiple number of times. Each attack should have it own individual chance of hitting.
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@Kalectotite
Leafy Trap applies separately to each of your characters - it's one debuff for each (That's pretty much how debuffs that "affect the field" work, from Caltrops to Shadow Curse). The Candle resisted it on the character out on the field but not the ones in your hand and when you swapped them out it was still active.
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When Tarari used his leafy trap against one of my characters with a sacred candle, it said Immune (which probably should be changed to Resisted or something) but then, after my character died and i brought out a new one, his physical attack triggered the trap. So- either the trap attack isn't supposed to be a debuff and the pop-up message was wrong, or the debuff somehow transferred to my new character.
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And perhaps could we have it that after 3 'timeouts' have passed, the player automatically forfeits? I'm currently playing someone who isn't do anything... and its horribly boring
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Attacks that hit multiple times (shuriken barrage for example) should each have the chance to hit/miss. So if you have a debuff reducing hit chance, they are separate, so one could hit and one could miss
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Another bug:
If both attack at the same time, and one has quickening powder, and the 'attack twice' part happens, both of them attack and do damage.
In my case the person with the powder was reduced to 0 health, and then the game kind of stepped back (as if the second attack never happened)
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Bug- Power swing if the character is the only one left distrupts the attack, making it overpowered.
Bug#2 - If a person attacks a character, who uses a health increase attack (like vampire drain), and they execute at the same time, the character will 'die', stay with hitpoints, disappear from the top screen but still act.
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I think there is a timer, just it's really long. Maybe shorten the timer?
Also, a 'tutorial' game might be helpful, with all of the symbols, etc. I realize there are tips and the help section, but I think more could be done to help new players get familiar with the rules.
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make a timer on multiplayer so that if they don't move for ages they just rest or something.it takes ages for multiplayer fights if your with someone slow.
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Yeah the AI doesn't change range. And intercepts WAY too much, I have 50 life, they have 10 life, and they intercept! Why would I leave at that point, I could beat them with out trying.
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Very good game. Sometimes when I rotate a card to see special attacks while it is in my deck (in my case, it was dead) it blocks half-rotated.
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I noticed that when Le Morte dies on the same turn he uses one of his drain attacks he stays around but the character isn't on screen and can't be attacked.
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@Peacemaker
What you're missing is that Leafy Trap doesn't care about Enchant (Or Death Mask or...well, I think those are the only thing that change your damage types). Only that Chakkra Slash is normally a physical-type attack.
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there needs to be an "AFK" opponent flag... cuz I've been playing the same guy for about 30 minutes cuz all he doesn't seem to even be at the computer... it's quite a bother really.
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so we get to choose 3 permanent, unchangeable 'starter' cards that will impact the gameplay when we don't know what we are doing yet?
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Am I missing something, or why does Anex get trapped by tafari the turn after an enchant blade for using a chkra slash?
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really cool game, AI seems rather stupid sometime. Had a fight against a character which didn't do anything else than rest, just until I killed him. Keep up the good work!
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Hey guys, right now the mute button is under options once you get into a match, but that was silly of us since there's music before then. The next update will include the mute button from the main menu.
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Not a bug but the ai dosn't seem to change range at all.also they sometimes use stale moves i.e. repeatdly use the same move like healing strike.
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Bug - Vanessa with gem of souls killed Tafari but the innate ability stayed up on the board on the opponent's side, it didn't come over to Vanessa.
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Just started playing the game. Ranks as one of the best flash Card Game out there IMO. Hope to see more cards. Definitely 5/5
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only thing i can see after about three minutes of playing: mute button. could do with one, really. other than that, looks good. people will be expecting big things after the wait, though, so it'll have to be perfect.
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Hmmm, a teleport move, that changes the proximity, should change proximity regardless of whether it hits or not IMHO.
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i have a glitch where we both have waiting for other player. i think its because there was a session conflict. I was gonna win too!
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I'll echo KillSmiley and say this was a wonderful update. Lots of nice new features although plenty of new bugs seem to have cropped up. But, overall the game plays and, more imporantly, feels much faster.
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@all the new testers
Welcome aboard, it's nice to have some new face s around here. And even nicer to have some games going on finally. I'd just like to pass on a link to the semi-unofficial boards over at Sirlin's site where you might go if you want to talk more about Kongai than these small comments allow:
http://www.sirlin.net/forums/forumdisplay.php?f=16
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@gamemastertips re: rumiko
It's not a bug. Skills without a special ability to proc don't tend to list a proc rate. There are some exceptions - mostly from skills that have had abilities in the past but lost them along the way - but, for the most part unless it's going to do something like cause bleeding or stun or whatever then there's no point in listing it since it doesn't matter.
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It would be interesting if a person with Gem of Souls that kills Zina would actually take over the tiger. As it stands, my character has the Tiger's blood frenzy buff but there's no tiger to use it...
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very nice updates i really like them. they add another level to playing and you wouldnt really notice any of them unless you have been playing and i have noticed them so keep at it till its done