Recent posts by Endovior on Kongregate

Flag Post

Topic: War of Omens / Share your deck

For reference, ever since I maxed out my commons (which you should absolutely try to do before you start spending money on silver+ packs), I’ve been running this:

Captain Listrata
Marshal (7)
Tithe (9)
Militia (4)
Courtesan (4)
Wealthy Patron (4)
Collect Taxes (4)
Synod (8)
Embargo (4)
Courtly Intrigue (4)
Spice Route (4)

4 is a magic number for Vespitole. Since you get a card back with every card you play, there’s no reason for you to end your turn without ‘a card in the pocket’. My deck has only 3 cards that cost more than 4, so I should be able to play a card every turn, barring Impersonate/Undermine. At that rate, I’ll be filling up my deck quite quickly, and getting good combos increasingly often.

I use Listrata to ensure that I can get some use out of my allies at all times, even when I don’t yet have field control. Between Militia, Courtesan, and Intrigue, though, I often find myself with an early lead. Once I have enough income/banked food to afford it, I pop Tithe and go on a buying spree, which usually ends with dropping Synod as I empty out my bank. Unless I’m being hard pressed, I can usually go infinite shortly thereafter.

Of course, it’s fairly vulnerable to Malediction/Infighting. I’m considering trading out Marshal; although it does great against opponents with poor field control, it often seems mostly useless until I’m already winning the game anyways. The deck as a whole is pretty effective regardless, though; I’ve beaten the campaign Grandmaster stages with this deck, and I’m clearly in a heavyweight category PvP-wise.

 
Flag Post

Topic: War of Omens / Share your deck

Originally posted by prophit618:

Would love some constructive criticism on the Listrata build I’m working with. Currently it is:
Spice Route (5)
Merchant Guild (12)
Loan (5)
Bounty (7)
Trade Company (8)
Benediction (11)
Synod (9)
Mercenary (7)
Militia (5)
Collect Taxes (5)

The obvious kill cards are Bounty and Benediction. Everything else is pretty much ecomony and military for early protection and later offense.

It works pretty well in Journeyman and about 40/60 in MP. I’m wondering what I can do to make it better (aside from levelling cards obviously).

I would absolutely axe Benediction. You only have two guys, it’s not worth it. Aside from that (and especially since the nerf), I’d usually say use Synod OR Bounty, and not both. With Merchant Guild, I’d probably ditch Synod; you aren’t trying to go infinite, you’re trying to get a bunch of early gold and murder your opponent with it.

So, remove Benediction, remove Synod. Add in your choice of Courtly Intrigue, Masquerade Ball, or Malediction for better field control, and either Sibylline Scrolls to pull Merchant’s Guild more reliably, or Rampart for protection.

 
Flag Post

Topic: War of Omens / Rampart damage splitting

Originally posted by GregarFalzar:

If I am correct, from what i’ve observed, the rightmost Rampart will tank any damage. So if you have a rampart with 1 charge, and play a second one, then the second one will receive 4 hits before the first

Really? I haven’t actually seen multiple Ramparts on-field, and so can’t say for sure… but if so, that’s totally different from Frame and such, which trigger against attacks in a random order. I’ve also seen multiple Shepherds block attacks randomly, and that should be the same mechanic, so it’d be surprising if Rampart were the only one to work in a specific order.

 
Flag Post

Topic: War of Omens / Loan

It’s a ‘time value of money’ question. 8 gold now is worth more than 8 gold over 8 turns… particularly for Vespitole, who can use that 8 gold to buy cards which will generate a profit over those 8 turns. Since it’s an interest-free loan, you’re very likely to come out ahead, since the only thing you have to beat is the initial cost of the Loan card itself. Since there are circumstances (Merchant’s Guild or Tithe stand out) where you’re quite likely to make that investment back immediately, it’s a fairly good card. A little steep at 5 coins, to be sure, but a definite buy at 3, and still quite worthwhile at 4.

 
Flag Post

Topic: War of Omens / Release Notes - April 9th, 2014 (Daily Quests, 3 New Cards)

Awesome update. Giving an in-game way to get gems is the best thing.

 
Flag Post

Topic: War of Omens / Campaign feedback

Regarding Campaign difficulty… I notice that a lot of people are complaining about Journeyman. Note that there’s still a perfectly friendly Neophyte difficulty for people without upgraded cards, where you fight a crippled AI that draws less cards. There’s your ‘slowly introduce the player to the game, step by step’. And yes, even stuff like Misinformation. It exists, it’s out there, you’ll need to make plans to deal with it. If your deck isn’t able to deal with the decks the AI brings to the table… use a different deck. It’s that simple.

(personally, I’m in the ‘holy shit, Grandmaster is utterly ridiculous’ camp; but that’s probably where things should be)

 
Flag Post

Topic: War of Omens / Rampart

Originally posted by dragonslayer926:

i do believe rampart is supposed to be a “leveled up” version of serf, as compared to militia and knight

Indeed. Given that my entire point was that it acted like a fatter Serf, but costed like a Malediction, that was overpriced. Now, it’s better, since it’s competing with Soldier instead of Knight, and there’s certainly arguments why you’d want more health and less attacking unit.

 
Flag Post

Topic: War of Omens / Rampart

Also, Rampart is actually cheaper, so it IS pretty damn gold efficient now.

 
Flag Post

Topic: War of Omens / Rampart

Indeed. “On turn: Control weakest enemy”, among other things, makes non-unit status more important.

 
Flag Post

Topic: War of Omens / Rampart

That’s an extremely dubious advantage, since there is only one card that actually ‘controls’ like that. All the other blue tricks work equally well against Rampart; Impersonate can draw it from your hand, Infiltrate et al can draw it from your deck, Ransack can permanently steal it from your deck, and Stolen Plans et al can buy it from you.

 
Flag Post

Topic: War of Omens / Rampart

Rampart is overpriced. For one gold more, you could have a Knight. Knights can block just as many attacks as a Rampart can, but they also attack… and since that’s an ‘on turn’ thing, they can also be triggered to attack. Indeed, Knights can be fed to heal them AND then attack.

Rampart does none of this. For almost as much gold as a Knight, it just sits there and blocks attacks. It can’t even be healed. There is essentially no situation in which you’d want to use Rampart instead of Knight. It’s that bad. Accordingly, Rampart should either be made cheaper, or should do something that the Knight doesn’t do equally well.

 
Flag Post

Topic: War of Omens / Stratagem is the worst card in the game

The point is, Stratagem is logically equivalent to ‘draw a bunch more cards and have the stuff you have on field activate’… which are both green staples. Saying that Stratagem is ‘boring’ because you don’t get to play while blue is using it is the same as saying that green is ‘boring’ because you don’t get to play while they’re going back and forth with their extra draws for any arbitrary amount of time.

 
Flag Post

Topic: War of Omens / Update History [Last update: 3/31/2014, Gold packs]

– Impersonate, takes a random card, cost reduced by 2

You forgot to mention ‘no longer grants gold when drawing a coin’. That’s fairly important, because that change actually makes Impersonate fairly worthless. Best comparison is to Deceit, which is a common (instead of an uncommon, like Impersonate). Deceit costs the same (2-1-0), and grants 2 cards from opponent’s deck, which is essentially random. Assuming cards to be approximately worth the same as a coin, Deceit can’t do worse than break even, and is kinda profitable when maxed out. Impersonate, now picks a random card from opponent’s hand. That’s one random card, so given the cost scheme, you almost certainly lose out when playing un-upgraded Impersonate, and even a fully maxed out Impersonate is still less profitable to play than Deceit. Of course, Impersonate does have the slight bonus in that it’s removing something from your opponent’s hand, which is like denying money to them… but I don’t think it’s enough to justify the deck slot as is. Even letting it have +1 gold when drawing a coin would do a lot to correct this.

 
Flag Post

Topic: War of Omens / How to be good with blue

Eh, merely holding a ton of cards in hand and sitting on them like an angry gargoyle doesn’t appeal to me.

As blue, I’d much rather steal Synod. Somehow, anyhow, it doesn’t matter. Between Synod restocking your bank, blue cards that get you back more gold than you pay for them, and the occasional Stratagem for extra turns, you should be able to get close enough to infinite combo territory to win long before green would normally be able to.

Of course, stealing Synod in the first place is the tricky part.

 
Flag Post

Topic: War of Omens / Blue faction can be unfun

Yeah, blue definitely has economic problems. Mostly, this is because all their economy cards are fairly inefficient at first. Blue doesn’t really come into its own until you get the card upgrades.

Personally, I recommend the pattern of stacking card steal (Infiltrate + Subterfuge) and extra turns (Strategem). This is a bit of a slow start… but once it gets going, it can generate way more gold than you need. Combine with poison, or stolen allies, or bombs, or anything else that’s going to tick down over turns, and you’re golden.

 
Flag Post

Topic: War of Omens / clever planning?

Note that you can freely keep a single card in hand without affecting your drawing power (drawing is done up to four cards). This useful in all deck types, to either increase the odds of drawing things that aren’t coins (by keeping a coin out of circulation), to preserve one coin against theft, or whatever. Naturally, keeping hold of that one extra coin is by no means more important than spending your coins on useful things. However, if that last coin from that last card won’t actually make any difference, you may as well hang onto it, no matter what deck you’re playing. Can’t hurt, and is frequently useful.

 
Flag Post

Topic: War of Omens / Blue faction can be unfun

It depends, really. Sure, when blue works, it works very well, and it can be a real pain to play against… especially a ‘slow’ blue deck, with minimal damage and maximum disruption. On the other hand, blue has some really glaring weaknesses that can be easily exploited.

In particular, I find blue to be very weak against red. Red decks are built as combo machines, and the individual parts of a combo machine tend to be useless without the rest. Indeed, stealing red cards is frequently disadvantageous in general, since red cards themselves are less useful to the blue player than coins would be. For instance, there are lots of ‘sacrifice’ type cards in red, which tend to have effects like ‘draw some allies’. That’s extra-useless for blue, since they’re unlikely to have allies to sacrifice, and even less likely to have allies to draw, and in any event they’re left holding a card that is strictly worse for them than a coin. It’s not impossible for them to get in on red combos (eg: judiciously using Forgery and Stolen Plans to add a few red cards to their deck proper), but the process involves an exceptional amount of effort, and is fairly unreliable. As blue in that matchup, you should forego fancy card-stealing shenanigans and just rush damage… and red is probably better at that game than you are.

Conversely, blue has a natural advantage against green, since any stealing or forging or whatever is automatically going to be superior to having another coin, because the ‘draw a card’ mechanic means that whatever you get is also effectively an extra coin. As such, given that blue’s standard economic acceleration involves card stealing anyways, you’re in a great position when you’re facing a green deck. It’s not a guaranteed win, as green can run a pretty hot economy game, and it only gets better when blue steals your coins (thus removing them from your deck, and giving you more chances to keep the chain going)… but as a blue player, I’d definitely rather be facing green than either other color, simply because I get more mileage from my cards. One final note: green attackers with health (like the mercenary) are really good against blue deflection, since you can just feed them over and over to heal them while continuing to attack. A single mercenary can counter any amount of deflection, countering it one-for-one with food (or magic, but food is cheaper); a very favorable tradeoff for the green player.

 
Flag Post

Topic: War of Omens / [Guide] Everything that is often asked about this game

New players should note that, since multiplayer losses award you 50 gold, it’s more efficient to play multiplayer than to skirmish. Even without any particularly impressive cards, you’re not guaranteed to lose… and even if you do, you’ll still earn as much losing as you would by winning against the neophyte AI (and wins are three times as profitable).

 
Flag Post

Topic: Swords & Potions 2 / World trade for free.

Originally posted by lizhiqing:

although free world trade sounds nice there also a big flaw.

When you sell stuff you get your full gold. This end up people with alot money dominating the world trade by buying everything at lowest price or buy the items that needed for town/quest/crafting and sell them to higher to even overpriced because they can.

because world trade use coupon doesn’t mean they inaccisble unless you pay like lama said there other ways with low chance to get one. You can still local trade in your town for free so you can ask townmembers to craft it for you @ worst case scenario you gotta unlock/craft the item but it not like you can’t have that item.

If the game’s economy would drastically change if trade were unrestricted, it implies that the current situation is distorted, and that the existing prices are unrealistic. That might in fact mean that things would get more expensive… but that works both ways, as it’d also let people make a lot more for their goods by using the WM themselves, since there’d be a lot more WM activity. As is, the coupon system greatly suppresses market demand, which keeps prices a lot lower than they’d otherwise be.

 
Flag Post

Topic: Swords & Potions 2 / How does a private city choses a new leader?

It’s not based on ‘most active’.

There IS an inactivity period, and that period seems to have changed in length at various times, but basically anyone who isn’t considered inactive is eligible to be mayor. When the mayor goes inactive, the mayor position changes to the person who’s been in town the next-longest, provided they have not been inactive long enough to trigger the inactivity exemption. Accordingly, it’s not uncommon to see a mayoral roulette, where the mayor hat changes hands several times in a few days, as several other people hit their inactivity timers shortly after the mayor did. This may or may not end up landing on the person who ‘should’ be mayor, as there’s no guarantee that any of the people who did get picked are at all active… and if it goes to a guy who was sort of more active than the rest, but still inactive, that can mean an extra-long delay until his timer expires.

Kind of a mess, really; a system that chooses active players by descending contribution total (instead of mere time in-game) would be fairer.

 
Flag Post

Topic: Swords & Potions 2 / Bug Reports and Issues

Not sure if it’s been reported yet, but… the ‘Apprentice Trader’ achievement seems bugged; I’ve made significantly over 2000 gold on the market (first from many small items cumulatively, next from a sale of three 720 gp items that came in as a single 2k+ payout, and most recently from a single rare item worth 19k+ on its own), and yet the achievement never triggered.

 
Flag Post

Topic: Castlot / Exiting Protection

What, really?

I’m in the same boat, but think I’ll probably trivially accomplish just that, and leave early to go looting.

That said, it’s all about the resources. If you didn’t prioritize your resource production / cottages early, you might have run out of resources at some point, and thus been delayed. If you’re at all wondering what to prioritize, again, it’s resource production. Everything else can wait; but once you’ve got that full up, get your military structures in line before the deadline, both for defence, and to let you start looting when the time comes.

 
Flag Post

Topic: Card Monsters / Pricing

That’s not actually true. The ratio is 10 Tokens to the Kred, at any purchase level. So yeah, it’s still expensive, but not stupidly expensive.

 
Flag Post

Topic: Swords & Potions / Guild: Active Alliance IS recruiting

To be honest, I don’t think we really need any more guild members. Right now, we’ve got 13 people in-guild, none of who have been idle for more then 9 hours. That’s awesome, and I’m really seeing the effects in terms of production. Adding more people at this point isn’t necessarily helpful. Not that I care about the guild fees now, since I’m long past the point where I care about 450ish gold/day… but since we’ve got a strong force of actives now, adding more people with their own problems and effort isn’t necessarily helpful.

If there is an exception to this, it’d be someone with a really good tailor. We’re fairly backed up on the tailoring.

 
Flag Post

Topic: Swords & Potions / Guild: Active Alliance IS recruiting

Up to you, really. All we really want from the guild is frequent contributions, so that means activity level. Shop level is more or less irrelevant, except as it indicates that someone’s put a certain amount of effort into the game already… similarly, worker level is nearly irrelevant, except as it slightly correlates with higher cooperation points.

If it were up to me, I’d be more concerned with activity level then anything else. Even a low-level noob with only two shops can contribute a lot of points if he’s on constantly… and perhaps if he has more useful shops, what with Carpenter and Tailor being far more valuable then Blacksmith (less commonly needed) and Sorceress (almost never needed). Comparatively, a high-level guy with all four shops who’s only on every third day contributes a lot less. If I were you, I’d be kicking anyone who’s gone for more then two days. If they want back in later, then maybe they can reapply and get back in later… but in the meantime, they’re increasing the guild fees and not contributing. No other restrictions are especially meaningful. I suppose if you notice that someone never contributes, you might axe them, too… but that’s a lot more time-consuming to check then simple activity level.