Recent posts by main_gi on Kongregate

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Topic: Chess Evolved Online / Newbie Help/Is Ultra Crate worth it?

For Basic only (some upgrades in the Basic set are pretty good), mass premium is generally better early on because it guarantees 4 Rares instead of 1 Epic and costs approximately 70% less. Until drop rates are found that is.

 
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Topic: Chess Evolved Online / Bugs/Glitches

There should be a much better error message when your army has empty spaces. When I first started I removed pawns and such to get an advantage and I thought the server was bugging out when it kept giving me that error.

 
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Topic: War of Omens / Some Faction Ideas

It doesn’t sound bad, though it’d be a pain to fit this on each hero’s card/ability. I’m curious where it leads, though…

I wouldn’t say it would be a pain, I just only have 1 1/2 lines to work with instead of 3:
+7 gold, no attacking for
first two turns [space
space space space space]

Once again, I’m curious what other cards in this tab would do. I’m especially interested in how the gold-generating units would be made different and varied, given that there’ll be so many of them.

Don’t worry. Gold generating units are covered :)

I quite quite like Overstock – it’s quite like Fractal from Elements, and I can recall how much trouble a well-aimed one of those could cause. Once again, I’m curious to see what comes out of this tab.

I feel like there’s a lot of cool ideas and names I could do. One of the nicest parts of design is coming up with a cool flair for the name I think. If I ever get to composing something like an OST I want the cleverest names. :P

Overall, the ideas you’ve provided so far are nicely structured and I can’t claim not to wish to see more. Thus, if you come to make more of it, I’m listening. And if You ever structure it into a Google Doc, I might (with permission, of course) add it to the list on top, so that all newcomers can see it easily. :)

Yup, I’ll try to flesh this one out. I already have quite a bit of cards already. One thing that’s a bit annoying is that I’ve changed the ‘Shops’ name to ‘Buildings’ to better fit it, but now it gives a lot less space to fit on a card. I might just use Shops in the cards…

Once more, that is a nice proposal and has thus been incorporated. :). (I still can’t believe someone went around checking the length of my text against the sample text I mentioned. I’m impressed.)

It’s a bit tough and it might not be accurate enough since the fonts are surely different. I can’t really compensate for stuffing more colons, "l"s, and "i"s to lower the size even more. Charlatan’s line I think is even gimmicked to have lower font spacing, and it’s not even really “On turn/feed gold: +1 charge”, it’s “On turn/feed gold:+1 charge” with a space gone (that probably would have fit anyway). Though, the ‘extended’ version is exactly the same length as “antideestablishmentarianism”, so type that word for an easy checker :P

Hm… I’m somewhat undecided about this one (in fact, I had placed the “heal hero” in front of the “heal allies” hoping to avoid the dilemma), but I’ll go with it for now. In the unlikely event the factions ever get play-tested, we’ll get to see which one is more confusing. :)

Maybe “Heal other allies”?

tl;dr: main_gi proposed some nice, though possibly a little difficult to code ideas. He also proposed a number of changes and spotted a few mistakes, thus I thank him for his clever work with words.

Thanks. For some reason word compression is hardly thought of at times, but it gets done and it kinda feels a bit satisfying. One of the Control cards was incredibly satisfying to write out at the beginning since it pretty much hit the borders at every line. I’ve written it better now though:

Monopoly – 12/11/10 – Rare
If ally building on field
used +5 more than others
For 4 turns: Foe activations
from it require paying 3 gold

One issue I noticed is that WoO does not have a system for targeted on-turn effects which might be an issue. But they fit too well to create and ‘random’ effects don’t fit an ‘upgraded shop’ kind of thing.

 
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Topic: War of Omens / Some Faction Ideas

I have an idea for a faction that revolves around the bank but in a different way, it’d be green/yellow. They also throw a curveball by starting everyone off with +7 gold at the beginning and preventing attacks for the first two turns. You’d have something like Shops, Infiltrators, Investors, and Control. The lore is that they are a reputable buying source but do a great job at hiding their battle history. They are also really involved with gold more than anything.

Shops – Involve both players, usually. Some of them allow even the enemy to activate them, offering some possible benefit to them too.

Ex: Gold Fountain – 6/5/4
Anyone: feed 1 [gold]:
Both gain 2 [gold]
Max 3/turn

Infiltrators – Intercept-ignorers that also steal things, but are fragile. They also all have Intercept so that they are always hit before Investors and split damage, but of course also have the pains of those.

Ex: Double Agent – 7/6/5 (1 HP)
On turn: Steal 1 random
resource, Attack/Cancel
any retaliations from it
Intercept

Investors – More ‘standard’ gold gainers or spenders if you will. In terms of cause and effect, one of them usually involves gold and the other involves a non-resource based action.

Ex: Fortune Teller – 5/4/3
Feed [gold]:
Restock bank for this turn
If bought: Discard this

(Yeah, it doesn’t fit the section name.)

Control – ‘Spell’ or ‘Stay’ cards that affect the field or bank.

Ex: Overstock – 7/6/5
Target foe bank card
Restock their bank 4x
with it

Okay, so:

Vicious Guard: I still think the last line should be something like “Attack with allies”, because doubling might lead one to think having 2x Vicious Guard will quadruple ally attacks (and think that the doubling also comes from the ally that’s attacking, not Vicious Guard). Also an interesting counter to people (majorly Endazu) stacking the living heck out of Twilight Peacocks for a long drawn out 99 HP “Who has 100 skulls first” battle.

Mark of Pride: Same deal, except with “Attack with enemies” instead.

Conquer: Yeah, -3 gold is definitely ‘less effective’ in earlygame.

Arzamael: Unlike Gretta in which many strategies will be using Lackey to use the hero as an intercept, it might be a bit weaker than expected. Still, Mark of Pride and Mark of the King…

Daemonic Transmutation: “75% random ones” is such strange wording. What about:

On play: gain Hollow Coin
For 6 turns: Twice: Foe
loses a resource, 75%:
convert to random one

Mark of the Pact: Some way of putting the chance in the short version would be nice.

On turn: Gain Hollow Coin
and +1 or +2 (50%)
Feed : discard

Deep Prowler: How’s this? The first line’s colon ‘overdraws’ the Charlatan line by one character but I believe it still can fit.

On turn, x2: Attack; no foes:
foe gains Hollow Coin
On death, 40%: discard a
card, return this to hand

Shadow Core: Long description says on death: +3 Hollow Coins, but short one says only 1 Hollow coin.

Renewal: “Allies” encapsulate everyone (like in Stampede), so ‘reduce’ that hero heal to 5 instead.

 
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Topic: Siege / Bugs

Well, this bug isn’t just visual now. Due to that 2 fuel discrepancy (when I try to use fuel at 2 fuel it gives me a refresh game error) I basically have a new max of 8 Max Fuel.

 
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Topic: War of Omens / Some Faction Ideas

Hi! I love these ideas and their balancing. It’s something I hardly see nowadays. It’s so much easier with games with small numbers to balance stuff well. Ideas are also pretty much at their simplest form; there are a lot of ideas (different basic coin that doesn’t even use Epic Coins, faction revolving around resource balance, you know). I really only have one thing to point out, and that’s how little card effects can actually fit on a card. In game, this: “On turn, 50% chance: draw a vial”, won’t even fit on a single line (and many wording decisions in the game are shortened, like using images for resources and referring to the enemy as ‘foe’). I would definitely like hearing your other ideas, though they might not be of the same genre.

Bigger comments:

Hollow Coin: So the Hollow Coin is not actually a hollow coin? Well…

Critical Strike: Would rather see it maybe to be an attack it x3, since there’s not much focused damage. It could also involve if its HP is either the lowest or the highest, then attack it until it dies.

Vicious Guard: You can still ‘bounce back’ 2x Vicious Guard (though, I guess this is sort of undocumented like Marshal). So how about:
“For 3 turns:
When an ally attacks
attack with it”

Conquer: People will hate when this is in the bank Turn 1. I would probably split this between the enemy taking damage and taking some resources though. (The wordplay was not lost on me :D)

 
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Topic: Siege / Bugs

Anyone else having this ridiculous bug? I was doing my quests and they didn’t consume any fuel, so I thought they changed the quest system. Then suddenly my fuel counter starts changing all over, sometimes I lose 1, then gain 1 or gain 2. I wonder if I’ll end up with negative fuel soon.

 
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Topic: Siege / Upgrades-Discussion

I have seen some pretty capable other defenses (Cosmic Void with Double Tap, Tinkerer’s and no Assault Enchantment, shin’s Diminishing Fort). If only I wasn’t running a deck where 33% of the cards are dead weight just to deal with the Stalling Shrines, then I might actually have some fun? Argh…

 
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Topic: Siege / Upgrades-Discussion

I have nothing to say, as the nerfs only changed the need to deal 14 damage by Turn 2 to… 12 damage by Turn 2. I do like some of the changes but they won’t even matter in the current state of the ‘meta’ in which you have to draw 6 perfect cards on Turn 1.

 
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Topic: Siege / (03/12/16) What do we do about this meta?

Literally impenetrable.

Yeah, we should be able to craft cards you don’t own.

 
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Topic: Siege / (03/12/16) What do we do about this meta?

Promoting isn’t that bad at the moment for me. He obviously isn’t using spells because he’s already going to die at turn 2 (there’s only 4 zero mana cards, and you’ve gotta draw 2 or more on turn 2), so it might be some Passive Prospector and delays. But I am having trouble with upgrades, after 28 there’s a lot of crap to do, and I stockpile a lot of cards in case there’s some BS; the most mundane cards like The Greater Good and Resource Allocation turn into sidegrades.

Right now, I’m reliant on a bad keep + blue deck to get gold. A deck with 2x Stalling Shrine and 2x Shrine of Warding, placed right so that you can’t Stupendo both Wardings on Turn 1 (my keep) is impenetrable. There are some promising ideas, but the only true one that I see possible is an all-creature deck. Too bad all current Initiative actions are pretty weak so far.

 
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Topic: Siege / Daily Quest - Sparring Match

But you can just stack all the rewards if you get something higher. Right now I just have to repeat the setup 5 times and it takes around 30 minutes.

 
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Topic: Siege / Daily Quest - Sparring Match

Cool, this today is actually “You get 3 more health”, and this is max HP too. I really hate how the quest system makes you do all 5 missions separately. If you reached 20 first you shouldn’t have to spend 30 more minutes getting 20 four more times. And the game already takes forever to play because the creature and tower animations are so slow.

 
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Topic: Siege / (03/12/16) What do we do about this meta?

Yeah, this current system is so bad, especially with the questionable quality of a lot of the upgrades. I almost wonder if Shin’s magic “double stalling breaker” build is using some obscure upgrade on a 1 mana creature.

 
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Topic: Siege / (03/12/16) What do we do about this meta?

Huh. Actually there IS an upgrade that reduces mana cost! Asset Freezing at T3 becomes a 0 mana card. What the heck?

 
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Topic: Siege / Daily Quest - Sparring Match

Of course! It’s a living meme.

We should be able to put Antonio into our keep.

 
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Topic: Siege / Daily Quest - Sparring Match

There is actually, but it’s in T3 (1/4 “Tiny Titan”, Armor 1).

I am willing to sell you 2x Hans’ Plate for the low low price of 2000 gold :P There really should be a way to make new cards with enchanting.

 
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Topic: Siege / Daily Quest - Sparring Match

Cool. Also, why do you use Stone Age Fist, is it for the optional thorns thing at the left? Seems like in a lot of cases Leeching Strike (deal 6, heal 5) is better.

 
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Topic: Siege / Upgrade Findings (Is it safe to upgrade?)

Here’s a thread for upgrade findings so people can properly disenchant cards. This thread will probably be archived once this dumb sidegrade stuff gets a fix, whether by upgrade selection and permanence or what.

Sturdy and Solid treehouses upgrade from 1/4 to 1/5 to 2/5 to 2/7.
Mana Thief’s HP upgrades to 7.
Assault Enchantment’s attack boost goes to 2, then it upgrades to 6 HP.
Stalling Shrine gets Provoke, its HP goes to 5, then to 7, then to 9.
Facile Fireworks’ damage upgrades to 3, to 4, then to 5.
Illusione’s blind penalty goes to 1 turn, then it confuses towers for +1 turn (to 2), then it removes its blind penalty.
Demolition’s damage goes from 4, to 5, to 7.
Sunburst’s damage goes from 7 to 9 to 12.
Warding Whistle gains a Shield2, then Armor1 for 4 turns.
Cushioned Brother’s HP goes to 4, to 5, then to 7.
Seeker’s Suit’s armor goes up to 2, then 3.
Seeker Scout’s HP goes from 3 to 4, then its attack and initiative damage get +1.

Acceptable Losses at T3 actually just removes the damage penalty to self.
Tinkerer’s Cannon goes from a 4/1 to a 4/3 to a 5/3 to a 6/4.
Echo Strike’s damage and echo go from 4/4 to 6/5 to 8/6.
Hans’ Heavy Plate’s grants: Thorns3 and 5 health to Thorns4 and 6 health, then Thorns7 and +1 Armor.
Grandinaire Fist deals 6 damage, its freezing duration is extended to 2, then damage goes to 9.
Second Violin turns to a 2/3, then a 2/4 with magical damage +2 instead, and then a 3/5.

 
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Topic: Siege / Daily Quest - Sparring Match

I love your idea of cosmic jukebox into Freddo. I feel embarrassed I didn’t think of that.

I know one. “Bulwark Bassist” from T2 (blue, 3 mana) gives you Shield1 each turn. So put two of them (or if it upgrades to Shield2 on each turn) on, and you protect from the charger. You’ll need a lot of regen though, and you can’t put on provoke.

 
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Topic: Siege / Daily Quest - Sparring Match

I JUST realized that quest is for buildings, not just towers. Wow.

And I thought the rainbow was more than “.O.GB..”? Oh well :P

I also think, ugh, man, we need so much more than 6 decks now.

 
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Topic: Siege / Deck building discussion - Army decks

Well, they made Assault Enchantment into a legendary, so you can now only have 1 of it.

Does this really change the thing that winning a battle pretty much relies on drawing 2x Cosmic Fungus and 1x or 2x Stupendo All-Cannons? People are gonna just replace one Enchantment with a Sneer. Rush keeps should still be a thing, but armies need some breathing room. Why not change the Sneer and Enchantment delays to 2, and buff their health?

 
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Topic: Siege / Bugs

I don’t know if this is or isn’t, but the Tier 3 combo pack lacks some cards that the other Tier 3 (Army/Keep) packs contain.

 
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Topic: Siege / Deck building discussion - Army decks

Man, I was really hoping I could get to level 28, use the overpowered keep, and finally be able to store gold to buy upgrades. Dammit!

2x Shrine and 2x Assault Enchantment will be a doozy, I’m sure…

 
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Topic: Siege / Daily Quest - Sparring Match

Today’s DP: