0.4- Corrected all the bugs you reported (and probably created new ones with the new cards).
- More cards, lots of them.(Firefly Queen, Mutation, Discord, Plague, Arsenic, Titan
- Added a quest line to guide new players through the first steps; might add more quests later.
- Many cards had their cost adjusted.
- Many effects have been tuned to keep the game in balance.
- Improved interface:
new icons for the momentum/immaterial/poisoned modifiers.
more reliable "skill is ready" effects.
more efficient (faster) "manage your deck" page.
more efficient use of the CPU (smoother animation).
- Improved AI (it looks smarter to me , but changing the code also means that the AI could do something very stupid, let me know if it happens)
- A new artist joined the team and the new graphics for the card look great (at least that's my opinion).
June 9, 2006
zanzarino told the people on flashkit how the slot machine works
Well I will reveal the mystery about the spinning wheel:
The program takes the opponent deck and randomly finds 5 non pillar cards, the 5 non pillars cards are used for the spinning, so the possible combinations are
5^3=125
the winning combinations are
5
If all the 5 cards are different, the chance to win with a single spin is:
5/125 = 4%
(that's why I said 5%, it is actually 4, but there is a small chances that 2 or more of the same card will be used)
However, if a deck is specialized, the chances to have more cards of the same kind in the cards pool are higher, if 2 of the five cards are the same the chance to win is:
((2^3)+2) / 125 = 11/125 = 8.8%
etc... so, putting it in a table:
5 different cards = 4% winning chance
4 different cards = 8.8% winning chance
3 different cards = 23.2% winning chance
2 different cards = 52% winning chance
all cards are the same = 100%
That means that from a deck with only one kind of non-pillar card you'll win for sure, BUT....
In the new version I added something else: the program has only 50 chances to find all the 5 non-pillar cards, if it is not successfull at doing that it will start drawing pillars as well. This way, playing against a pillar only deck will give you 3 pillars. Statistic for almost all pillar decks gets quite complicated.June 14, 2009
A list of all rares in the games at this point was posted by kethaq
Arctic Squid 3
1|2 3
: Freeze target creature
Arsenic cost: 3 death, damage: 2, special: 1 poison (poison is cumulative).
Druidic Staff cost: 5 life, damage 2, Special: heal up to 3 hp.
Eternity cost: 5 time, damage 4, special: 3 time to return target creature to owner's deck.
Fahrenheit cost 5 fire, damage: 4+x, special: extra damage, x is numer of fire quanta divided by 5
Lobotomizer cost: 4 aether, damage: 5, special: 3 aether to remove the special ability from target creature.
Morning Star cost: 7 light, damage: 7, special: cannot be stolen or destroyed.
Owl's Eye cost: 5 wind, damage: 5, special: 2 wind to deal 3 damage to target creature.
Pulverizer cost: 5 earth, damage 5, special: 3 gravity to destroy target permanent
Trident cost:3 water (but says aether on card), damage: 4, special: 3 earth to destroy up to 3 pillars in a stack
Vampire Stilletto cost: 3 darkness, damage: 2, special: return damage done as healingJune 16, 2009
0.41Fire - immolation: Sacrifice a creature to get 5 fire quantums + quantum for each non-fire element
Light - Miracle: cost 12, completely heal you (back to 100hp) consumes all the light quantums left after the spell
Gravity - Titan(weapon): cost 5, damage 7, momentum (this weapon has also something else special, but I'll never tell you)
Entropy - Discord(weapon): cost 3, damage 7, special:every successfull attack randomly switches quantum type in the opponent quantum reservoir.
a few other cards have their cost changed
Also some cards got their cost reduced
Druidic Staff cost: 3 life
Fahrenheit cost 3 fire
Morning Star cost: 5 light
Owl's Eye cost: 3 wind
Pulverizer cost: 5 earth
Trident cost: 3 water
Vampire Stilletto cost: 1 darkness
zanz shares some of his ideas with the flashkit people
About the future, I have two or 3 idea about the game I'd like to share:
1 - Go ahead and develop a full pvp/multiplayer version.
I know this is what many of my players are waiting for, but it will take a while... and it will force me to move the game to another server, since this one can barely stand the current traffic load.
2 - Add an "upgrade card" function that will create an improved version of a card you own for a considerable amount of money; the "improvement" will be marginal (spells a little cheaper to cast, creatures slightly stronger, etc.) but having multiple "upgraded" cards in your deck will give you a sensible advantage.
This would be a way to create a semi-rare card from a card you like to use, and it will (somehow) double the number of cards in the game creating an upgraded version for each card.
3 - Add levels. When a certain score is reached, and paying a certain amount of money, the player will gain levels. Each level will give a skill point that can be used in different specializations:
Stamina - More HP's
Empathy - The player can own a "pet". The pet is a creature that will enter the game like the mark does, without using a card. The more skill points spent in empathy the more powerful the pet.
Intellect - Increases the amount of quantums produced by the mark. (having a mark that generates 2 quantums instead of one is a big advantage)
Dexterity - Gives a chance to inflict a critical hit using the weapon (double damage) and a chance to parry the damage from a single physical source (creature or weapon) when a weapon or a shield is equipped.
I am not sure if adding this level system will add "fun" to the game or will just create unbalance.
Keep in mind that any of these 3 upgrades will take a while, but I just need to prioritize and take a direction, so I'd like to know what you guys think about the ideas.Elements the Game now has 64,000 active accounts.