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Offline zanzarinoTopic starter

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1.4 False Gods http://elementscommunity.org/forum/index.php?topic=50952.msg1094558#msg1094558
« on: August 26, 2013, 02:54:54 AM »
Akebono temporarily moved in the area 106,103. (trainer, CTRL+F5).

In the final version false gods will appear in rare occasions and randomly on the map in areas level 60 or higher.
The Oracle will also find one for you once every day and mark its location on the map.
To approach a false god it is necessary to defeat at least one of their minions, any damage taken while in a false god lair will be permanent: next duel does not start at hpmax. (does not happen in the trainer yet)

Now the problem is: akebono has its own minion (half-blood strength npc) but the other false gods would like one too, if you feel creative please post your minions in the bestiary (and here).

Feedback about the FG mechanics is also welcome.


Offline eaglgenes101

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Re: 1.4 False Gods http://elementscommunity.org/forum/index.php?topic=50952.msg1094559#msg1094559
« Reply #1 on: August 26, 2013, 02:58:24 AM »
I'm starting progress on giving Jezebel some minions.

Will there be a way to give non-canon gods their own minions?
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Re: 1.4 False Gods http://elementscommunity.org/forum/index.php?topic=50952.msg1094571#msg1094571
« Reply #2 on: August 26, 2013, 03:50:47 AM »
Do the minions have to be 100% upgraded? Are there any specific conditions about its HP, mark, draw or upgrades?
Also, something I haven't heared from you yet: Are the AI decks in 1.4 limited in cards as the players'? (30-60 limit without counting 2x /3x decks) Because the Bestiary lets us make decks of less than 30 cards and I have seen several small decks in the trainer
Finally: The minions should have each FG's style, right?

About the HP mechanic for FGs: I like it. It would be good to see it implemented in super high HP opponents' minions, that may keep players going back to fatty decks strategies and calm my Timebows era nostalgia (around 1.24 - 1.25)
« Last Edit: August 26, 2013, 03:58:32 AM by Chapuz »
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Offline Keolino

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Re: 1.4 False Gods http://elementscommunity.org/forum/index.php?topic=50952.msg1094605#msg1094605
« Reply #3 on: August 26, 2013, 08:13:17 AM »
To approach a false god it is necessary to defeat at least one of their minions, any damage taken while in a false god lair will be permanent: next duel does not start at hpmax. (does not happen in the trainer yet)

Sounds interesting. How will changes to the max.HP (shard of void (if an opponent has one) and shard of divinity, or stone skin will be handled...? Are all changes to your HP "saved"...?
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Offline artimies7

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Re: 1.4 False Gods http://elementscommunity.org/forum/index.php?topic=50952.msg1094754#msg1094754
« Reply #4 on: August 26, 2013, 10:10:48 PM »
Is there any possibility of a 'campaign' mode where all of your matches start with this carry-over less-than-max HP?
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Re: 1.4 False Gods http://elementscommunity.org/forum/index.php?topic=50952.msg1094788#msg1094788
« Reply #5 on: August 27, 2013, 02:21:46 AM »
To approach a false god it is necessary to defeat at least one of their minions, any damage taken while in a false god lair will be permanent: next duel does not start at hpmax. (does not happen in the trainer yet)

Sounds interesting. How will changes to the max.HP (shard of void (if an opponent has one) and shard of divinity, or stone skin will be handled...? Are all changes to your HP "saved"...?

It might be too much for HP increases to be saved as well, especially if it's possible to 500HP EM the minion.

Offline moomoose

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Re: 1.4 False Gods http://elementscommunity.org/forum/index.php?topic=50952.msg1094791#msg1094791
« Reply #6 on: August 27, 2013, 03:28:30 AM »
max it at 100+mark hp would be the simplest solution
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Offline lordwok

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Re: 1.4 False Gods http://elementscommunity.org/forum/index.php?topic=50952.msg1094797#msg1094797
« Reply #7 on: August 27, 2013, 05:32:49 AM »
i used the trainer once to test out a deck but i didnt like testing that wasnt "live" because if you win cash or get a new card it doesnt go into your proper account

my question is why is all this effort being put into making a great campaign/extended game FOR THE TUTORIAL?!? lol
am i missing something here? why isnt the whole map thingy part of the main game? or is this like a beta test and its eventually going to be added to the proper game?

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Re: 1.4 False Gods http://elementscommunity.org/forum/index.php?topic=50952.msg1094799#msg1094799
« Reply #8 on: August 27, 2013, 05:50:32 AM »
my question is why is all this effort being put into making a great campaign/extended game FOR THE TUTORIAL?!? lol
am i missing something here? why isnt the whole map thingy part of the main game? or is this like a beta test and its eventually going to be added to the proper game?

It's only the beta, and as soon as it's ready it will be added to the proper game... (That aside, trainer isn't a tutorial, it's more like a test mode (for new decks you make, new cards which will be implemented as soon as they are balanced, and other new things which will be added to the real game in some time...)
What's the speed of dark?

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Re: 1.4 False Gods http://elementscommunity.org/forum/index.php?topic=50952.msg1095107#msg1095107
« Reply #9 on: August 29, 2013, 05:21:35 AM »
Do the minions have to be 100% upgraded? Are there any specific conditions about its HP, mark, draw or upgrades?
Also, something I haven't heared from you yet: Are the AI decks in 1.4 limited in cards as the players'? (30-60 limit without counting 2x /3x decks) Because the Bestiary lets us make decks of less than 30 cards and I have seen several small decks in the trainer
Finally: The minions should have each FG's style, right?

About the HP mechanic for FGs: I like it. It would be good to see it implemented in super high HP opponents' minions, that may keep players going back to fatty decks strategies and calm my Timebows era nostalgia (around 1.24 - 1.25)
I'm giving Jashinbow a spin in the 1.4 trainer. So far it's been giving good results.

Edit: Trainer just crashed. Again.
Edit: And again. IT KEEPS HAPPENING!
« Last Edit: August 29, 2013, 05:38:52 AM by eaglgenes101 »
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Offline Kater543

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Re: 1.4 False Gods http://elementscommunity.org/forum/index.php?topic=50952.msg1095450#msg1095450
« Reply #10 on: August 31, 2013, 08:28:52 AM »
This kind of thing will just make it harder for noobs to get into the game really... if FG's are this hard to beat (ie your hp was barely enough to survive minion then FG hits you like a truck) then no new people will join the game... it'll be too hard.

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Re: 1.4 False Gods http://elementscommunity.org/forum/index.php?topic=50952.msg1095451#msg1095451
« Reply #11 on: August 31, 2013, 08:34:08 AM »
Do we get to name the minions?

...and why am I not a FG?
...all the minions should be kobolds.
...that is all.

 

blarg: