Elements the Game Forum - Free Online Fantasy Card Game

News and Announcements => Patch Notes and Development News => Topic started by: zanzarino on August 15, 2013, 07:22:51 am

Title: 1.4 Starting areas
Post by: zanzarino on August 15, 2013, 07:22:51 am
These are the current NPCs for the starting areas:

Area Level >0 (palace)5 (area I)5 (area I, elite)
  :entropyerwin, lycanthropeChaos-Scout, Quantaless ElementalChaos Devlet
  :deathvirus, corpseBone Creep, ReversitePoison Knight
  :gravitygraviton soldier, graviton recruitGraviton guard squad, Graviton shock troopColossal Drake
  :earthantlion, zirconPirates, Antlion HerdGrinder
  :liferustler, wandering peasantforest spirit, lively catknight of healing
  :firefirebug, fast phoenixgraviton fire eater. spiritblazeknight of fire
  :watermind reader, jelly fishice wall, crawlerCalm Waters
  :lightphoton, apprentice of lightsolar shield, flaming angelproest of weak
  :airbutterfly, mosquitostorm caller, sevetflyn
  :timeundead soldier, familiar deja vuDune Walker, Dark GhostAnubis
  :darknessbat, pestShade, ScourgeDark Devlet
  :aetherspider lair, divine sparklocal storm, mirageImmortal Spirit
  :rainbowreingard, oracle squireGordon, WandererPrism




Currently in the trainer (CTRL+F5)


Suggestions for the missing ones? (???) You can still submit your own NPC candidate.
Comments?
Title: Re: 1.4 Starting areas
Post by: suxerz on August 15, 2013, 07:35:44 am
A bit of clafication, zanz.

Thanks.
Title: Re: 1.4 Starting areas
Post by: Marsu on August 15, 2013, 07:47:00 am
  • I can see that in some areas, there are 2 copies of an NPC in one area. For example, there's 2 Pest and Bats in the darkness palace. Is this intended?

Yes.


So the starting areas feature the weakest decks, I presume? I would be willing to submit some decks (here or in the bestiary). I guess HP and maybe deck size wise they should be similar to Erwin, the only deck I so far know to be created by you?
Title: Re: 1.4 Starting areas
Post by: majofa on August 15, 2013, 08:00:50 am
Butterfly for :air? It could have dragonflies and butterfly effects
Title: Re: 1.4 Starting areas
Post by: suxerz on August 15, 2013, 08:06:57 am
Hmm.. I also found out that it is also possible to have more than 2 copies when you 'refresh' an area. Doesn't it seems a bit strange? Well, not strange, I know my vocab is terrible... but what I'm saying is I always thought it's going to be something like 1 area = fixed number of NPCs. So, I would feel it would be somewhat uniform throughout the entire map. Maybe I'm missing something here.  :-X


For  :fire - Firebug. The image shown is firefly, but I'm pretty sure there's not a single firefly in that deck.

Title: Re: 1.4 Starting areas
Post by: Kakerlake on August 15, 2013, 08:11:05 am
Submitted these decks to the bestiary:
Undead Soldier
HP 15
Hover over cards for details, click for permalink
Deck import code : [Select]
52g 52g 52m 52m 52m 52r 52r 52t 52t 542 542 542 542 542 542 542 542 542 542 5rk 5rk 5rk 5ru 5ru 5ru 8ps

As you wander the dunes, you see a long past battlefield. Trying to find some loot, you search the corpes when suddenly the start moving again!

Swarm
HP 25
Hover over cards for details, click for permalink
Deck import code : [Select]
55q 55q 55q 576 576 576 576 576 576 5rq 5rq 5rq 5rq 5rq 5rq 8ps

You find a treasure chest. As you open it, a swarm of scarabs surrounds you!


Bard
HP 20
Hover over cards for details, click for permalink
Deck import code : [Select]
5c1 5c1 5c2 5de 5de 5de 5de 5de 5i8 5if 5if 5jm 5jm 5jm 5jm 5jm 61o 61q 621 621 623 624 624 624 624 8pu

A crazy bard jumps out of the bushes and attacks you.

Spider Lair
HP 30
Hover over cards for details, click for permalink
Deck import code : [Select]
52j 52j 52j 52j 52o 52o 52o 542 542 542 542 542 542 542 542 542 620 620 620 620 624 624 8pu

Spiders can be found anywhere. Even in the aether realm where dream meets reality.
Title: Re: 1.4 Starting areas
Post by: Marsu on August 15, 2013, 08:12:34 am
Hmm.. I also found out that it is also possible to have more than 2 copies when you 'refresh' an area. Doesn't it seems a bit strange? Well, not strange, I know my vocab is terrible... but what I'm saying is I always thought it's going to be something like 1 area = fixed number of NPCs. So, I would feel it would be somewhat uniform throughout the entire map. Maybe I'm missing something here.  :-X

There is indeed. As Zanz stated before, NPC's will spawn, and despawn when beaten. (Btw, I kind of hope that will also make some NPC's 'rare', for example an NPC that has a certain shard, because people will search that one more often than others. Would give it a great RPG feeling.)

Building a time deck at the moment, by the way.
Title: Re: 1.4 Starting areas
Post by: Marsu on August 15, 2013, 08:50:58 am
Familiar Deja Vu
30 HP

"Deja vus like to gather in large groups, compensating for their weakness with numerical superiority."

Hover over cards for details, click for permalink
Deck import code : [Select]
4t4 4t4 4tc 4tc 5c9 5c9 5c9 5c9 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5rh 5rh 5rh 5rh 5rh 5rh 8ps

Calm Waters
30 HP

"The waters around here are calm and shallow. Creatures are numerous, but small and tame. Beware of the occasional flood though."

Hover over cards for details, click for permalink
Deck import code : [Select]
4sa 4sa 4sa 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i5 5i5 5i6 5i6 5i7 5i7 5ia 5ia 5ic 5ic 5if 5if 5ih 5ih 5ii 5ii 8pp

P.S.: I absolutely love majofa's deck below. Perfect AI deck. Well, except for the Discord, which I really wouldn't want to see with a level 0 opponent. :p

@Blacksmith: The first deck is way too strong for an AI0. Taking Zanz's "Erwin" as a guideline, I highly doubt he wants a 12+ attack Pegasus there... the second is fitting, but too similar to the deck I posted 20 minutes before, is it not? ^^

Title: Re: 1.4 Starting areas
Post by: majofa on August 15, 2013, 08:54:36 am
Butterfly
20hp
Hover over cards for details, click for permalink
Deck import code : [Select]
4sa 4sa 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vh 4vi 4vi 4vl 4vm 4vo 4vo 4vo 5l9 5l9 5od 5od 5od 5od 5od 5od 5og 8pr
Title: Re: 1.4 Starting areas
Post by: Blacksmith on August 15, 2013, 08:55:22 am
Why not keep it simple? like standard decks for each element, like scrab decks with no pharao and pegasus+fierfly rush?

Hp around 30
Hover over cards for details, click for permalink
Deck import code : [Select]
5lb 5lb 5lb 5lf 5lf 5lf 5lf 5lf 5lf 5mq 5mq 5mq 5mq 5oc 5oc 5oc 5oc 5oc 5oe 5oe 5oe 5ok 5ok 5ok 5ok 5ok 5ok 5on 5on 5on 8pr
Hover over cards for details, click for permalink
Deck import code : [Select]
5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5c6 5c6 5c6 5c6 5c9 5c9 5c9 5c9 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rq 5rq 5rq 5rq 5rq 5rq 8pl

Maybe this could help.
http://elementscommunity.org/forum/index.php/topic,50483.0.html
Title: Re: 1.4 Starting areas
Post by: Marsu on August 15, 2013, 09:21:34 am
Update: If I'm correct about Blacksmith's Air deck being significantly too strong for a level 0 deck and all other decks are accepted, we only lack 1 Air deck and 1 Water deck now.
Title: Re: 1.4 Starting areas
Post by: Kakerlake on August 15, 2013, 09:44:45 am
Submitted an Air deck:

Mosquito
HP 20
Draw x2
Hover over cards for details, click for permalink
Deck import code : [Select]
5od 5od 5od 5od 5od 5od 5on 5on 61o 61o 61o 61o 61o 61o 61o 61o 61o 61q 61q 622 622 8pr

You try to have a nights rest, but those annoying mosquitos keep you awake! Once they smell blood, there will come more and more!

Title: Re: 1.4 Starting areas
Post by: Higurashi on August 15, 2013, 01:48:15 pm
Submitted these decks to the bestiary:
Undead Soldier
HP 15
Hover over cards for details, click for permalink
Deck import code : [Select]
52g 52g 52m 52m 52m 52r 52r 52t 52t 542 542 542 542 542 542 542 542 542 542 5rk 5rk 5rk 5ru 5ru 5ru 8ps

As you wander the dunes, you see a long past battlefield. Trying to find some loot, you search the corpes when suddenly the start moving again!

Swarm
HP 25
Hover over cards for details, click for permalink
Deck import code : [Select]
55q 55q 55q 576 576 576 576 576 576 5rq 5rq 5rq 5rq 5rq 5rq 8ps

You find a treasure chest. As you open it, a swarm of scarabs surrounds you!


Bard
HP 20
Hover over cards for details, click for permalink
Deck import code : [Select]
5c1 5c1 5c2 5de 5de 5de 5de 5de 5i8 5if 5if 5jm 5jm 5jm 5jm 5jm 61o 61q 621 621 623 624 624 624 624 8pu

A crazy bard jumps out of the bushes and attacks you.

Spider Lair
HP 30
Hover over cards for details, click for permalink
Deck import code : [Select]
52j 52j 52j 52j 52o 52o 52o 542 542 542 542 542 542 542 542 542 620 620 620 620 624 624 8pu

Spiders can be found anywhere. Even in the aether realm where dream meets reality.
I like 'em. Especially when there's a little bit of cute lore. One thing I don't wanna see is when low level decks deck themselves out too easily. 12 card decks are far too small to provide any kind of lesson or challenge.

Submitted to Bestiary:
Divine Spark
HP 30
Hover over cards for details, click for permalink
Deck import code : [Select]
5l8 5l8 5l8 5l8 5l8 5l8 5lf 5lf 5lf 5lf 5lf 5lj 5lj 5mq 5mq 61p 61p 61p 61p 61p 61p 61r 61r 8pu


It just can't win against that darn Fire Starter deck! But it has a nice little lore tidbit, as all my decks do. Stories about the Aether or the character itself if the NPC is that unique. I would post my lore on the aforementioned deck, but I can't find it in Trainer. Actually can't find any of my decks there.

Edit: Really nice reputation and quest update in Trainer. Finally a bit RPG-ish :D

Edit2: The Aether Palace is full of Earth and Gravity NPC's. The Brave Golem got a 26/20 Shard Golem with Fiery on the second turn. Kinda crazy for a lvl 8 NPC. Hm, same for the Peon Gravity Pull one. Got a Doll out with 96 HP and GP on it. I assume these are very much misplaced x)

Edit3: Added Immortal Spirit, Fledgeling Phase Spider and Living Mirror to the Bestiary. Easy enough to be starter NPC's, showing an example of a strategy, and obligatory lore included. Educational.
Title: Re: 1.4 Starting areas
Post by: Keolino on August 15, 2013, 02:48:25 pm
Water
Jellyfish (20 HP)
Hover over cards for details, click for permalink
Deck import code : [Select]
52i 52i 52i 52o 542 542 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i5 5i5 5i5 5i5 5i6 5i6 8pp

Description: These little jellyfish are poisonous, so better be careful!

Mind Reader (25 HP)
Hover over cards for details, click for permalink
Deck import code : [Select]
5i4 5i4 5i4 5i4 5i4 5i4 5i4 5if 5if 5if 5if 5if 5if 61p 61p 61p 61p 623 623 63a 63a 63a 8pp

Description: He tries to read your mind to fight you with your own weapons!
Title: Re: 1.4 Starting areas
Post by: Chapuz on August 15, 2013, 03:18:00 pm
Bone Wall
HP: 35
Hover over cards for details, click for permalink
Deck import code : [Select]
52g 52g 52g 52g 52g 52g 52g 52g 52g 52i 52i 52i 52i 52i 52i 52r 52r 52r 52r 52r 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oh 5oh 5oh 5oh 5oh 5oh 5on 5on 5on 5on 5on 5on 8pr
Title: Re: 1.4 Starting areas
Post by: rob77dp on August 15, 2013, 03:25:31 pm
Submitted these decks to the bestiary:
Undead Soldier
HP 15
Hover over cards for details, click for permalink
Deck import code : [Select]
52g 52g 52m 52m 52m 52r 52r 52t 52t 542 542 542 542 542 542 542 542 542 542 5rk 5rk 5rk 5ru 5ru 5ru 8ps

As you wander the dunes, you see a long past battlefield. Trying to find some loot, you search the corpes when suddenly the start moving again!

Swarm
HP 25
Hover over cards for details, click for permalink
Deck import code : [Select]
55q 55q 55q 576 576 576 576 576 576 5rq 5rq 5rq 5rq 5rq 5rq 8ps

You find a treasure chest. As you open it, a swarm of scarabs surrounds you!


Bard
HP 20
Hover over cards for details, click for permalink
Deck import code : [Select]
5c1 5c1 5c2 5de 5de 5de 5de 5de 5i8 5if 5if 5jm 5jm 5jm 5jm 5jm 61o 61q 621 621 623 624 624 624 624 8pu

A crazy bard jumps out of the bushes and attacks you.

Spider Lair
HP 30
Hover over cards for details, click for permalink
Deck import code : [Select]
52j 52j 52j 52j 52o 52o 52o 542 542 542 542 542 542 542 542 542 620 620 620 620 624 624 8pu

Spiders can be found anywhere. Even in the aether realm where dream meets reality.
-snip-

Edit2: The Aether Palace is full of Earth and Gravity NPC's. The Brave Golem got a 26/20 Shard Golem with Fiery on the second turn. Kinda crazy for a lvl 8 NPC. Hm, same for the Peon Gravity Pull one. Got a Doll out with 96 HP and GP on it. I assume these are very much misplaced x)

Ah!  My 'mini-stompy' submission made the Trainer, eh?
The Brave Golem (http://elementscommunity.org/forum/index.php/topic,50577.msg1090180.html#msg1090180)  <-- Is this the one you found?

If so...
Maximum 7-turn games for The Brave Golem as you should win by deckout in that case.  Alternatively, handle the initial Golem with some soft-CC (BB, Freeze) or a shield (Dim, Fog/Dusk, Bonewall) to stop it a couple times to generate the low-HP-kill attack for the win.  :)

Finally, that level 8 will adjust up if it actually wins a lot.  I'm not really expecting it to be that but level 8 seems a tad low.
Title: Re: 1.4 Starting areas
Post by: Higurashi on August 15, 2013, 03:42:03 pm
I really don't need to hear how to beat SoI decks :p
It's much harder than lvl 8, as is the Peon GP one, but the main problem I mentioned is that it's in the Aether Palace along with more erronously displaced NPC's.

Many decks won't have the right level on them because the actual deck matters more than stats. That's why zanz has this system where they adjust with winrates.
Title: Re: 1.4 Starting areas
Post by: zanzarino on August 15, 2013, 06:13:27 pm
Updated OP.

Palace areas are done, thank you for the quick submissions.

I am now starting to work on level5 areas, I need 3 NPCs per area here, the 3rd one is going to be a rare spawn that can use rare cards.

There should be no rare card in level 0 or level 5 areas (non-elite): too easy to farm and a new player would not understand that value of a rare if it pops as the first card he/she wins.

If you see a rare in a non-elite from the table in the OP let me know and I'll remove it.

p.s.: Yes, in the trainer level 0 area have a random level between 0 and 4, but that is because it was set to sample all the NPCs submitted, it will just say 0 in the final version.
Title: Re: 1.4 Starting areas
Post by: majofa on August 15, 2013, 06:24:01 pm
It says rare though. Can a pop up appear when the player wins their first 'rare' card? Then the problem of them being in the first zones would be solved. One per deck is tough to win, though.
Title: Re: 1.4 Starting areas
Post by: zanzarino on August 15, 2013, 06:28:21 pm
It says rare though. Can a pop up appear when the player wins their first 'rare' card? Then the problem of them being in the first zones would be solved. One per deck is tough to win, though.

I modified the slot machine a while ago with new borders/colors etc. it is hard to miss now when you win a rare or upgraded card. Still, winning a rare as your first card is anticlimactic.
Title: Re: 1.4 Starting areas
Post by: majofa on August 15, 2013, 06:29:22 pm
It says rare though. Can a pop up appear when the player wins their first 'rare' card? Then the problem of them being in the first zones would be solved. One per deck is tough to win, though.

I modified the slot machine a while ago with new borders/colors etc. it is hard to miss now when you win a rare or upgraded card. Still, winning a rare as your first card is anticlimactic. EPIC!
;)
Title: Re: 1.4 Starting areas
Post by: rob77dp on August 15, 2013, 06:49:46 pm
Updated OP.

Palace areas are done, thank you for the quick submissions.

I am now starting to work on level5 areas, I need 3 NPCs per area here, the 3rd one is going to be a rare spawn that can use rare cards.

There should be no rare card in level 0 or level 5 areas (non-elite): too easy to farm and a new player would not understand that value of a rare if it pops as the first card he/she wins.

If you see a rare in a non-elite from the table in the OP let me know and I'll remove it.

p.s.: Yes, in the trainer level 0 area have a random level between 0 and 4, but that is because it was set to sample all the NPCs submitted, it will just say 0 in the final version.

Just submitted a Light elite NPC.

Cutlass of Justice v2 (Light mark as opposed to dark mark of v1)
Hover over cards for details, click for permalink
Deck import code : [Select]
5lf 5lf 5ll 5ll 5ur 5ur 5ur 5ur 5v1 5v2 606 606 606 606 606 606 7jv 7jv 7k5 7k5 7n2 7n2 7t9 7t9 7um 7um 7um 7um 7um 7um 8pq


mark x2, 100 HP, normal draw power.

The split helps both against EQ (very minor purpose and chance to oppose) and keeps the rare winning from being too high.  Let me know if the idea is liked but build should be changed and I can do another (v3).
Title: Re: 1.4 Starting areas
Post by: Zso_Zso on August 15, 2013, 06:52:36 pm
I did some quick test in fire starter area, comments:

1. I love that the upgrade button is separate from the Quests  8)
2. "Fire bug" NPC has the right difficulty for the area, but it contains an upgraded Tower-shield which is unexpected for such low level deck -- I think upgraded cards should be used only in higher level decks
3. "Graviton Fire Eater" NPC is a bit too hard for a starter opponent IMHO, it has Unstable Gas -- devastating against low HP fire critters, CC, good-shield (wings).
4. After a few battles (and shopping in bazaar) you get the Quest: clear the area, kill everything in an area. However, new NPCs keep popping up after each battle, so it seems like an impossible challenge: kill 1 => 3 new pops up.
5. The idea of many NPCs suggested a more varied experience, i.e. that you don't have to keep fighting the same opponents decks over and over again. But with the current setup where you have multiple copies of nly 2 NPCs per area, the result is actually the opposite. A new player will keep facing the same opponent even more often than in v1.321

Title: Re: 1.4 Starting areas
Post by: zanzarino on August 15, 2013, 07:17:16 pm
I did some quick test in fire starter area, comments:

1. I love that the upgrade button is separate from the Quests  8)
2. "Fire bug" NPC has the right difficulty for the area, but it contains an upgraded Tower-shield which is unexpected for such low level deck -- I think upgraded cards should be used only in higher level decks
3. "Graviton Fire Eater" NPC is a bit too hard for a starter opponent IMHO, it has Unstable Gas -- devastating against low HP fire critters, CC, good-shield (wings).
4. After a few battles (and shopping in bazaar) you get the Quest: clear the area, kill everything in an area. However, new NPCs keep popping up after each battle, so it seems like an impossible challenge: kill 1 => 3 new pops up.
5. The idea of many NPCs suggested a more varied experience, i.e. that you don't have to keep fighting the same opponents decks over and over again. But with the current setup where you have multiple copies of nly 2 NPCs per area, the result is actually the opposite. A new player will keep facing the same opponent even more often than in v1.321

2. Removed all upped card from level < 20
3. Fire eater moved to lvl10 area, now we need a lvl0 fire critter!
4. Doubled the respawn time from 3 mins to 6 mins. Reduced the max amount of NPCs in palace area to 6. (will be live soon).
5. A player should kill those NPC only a few times before moving out of the palace area, the other areas will have random NPC's spawning from the NPC database (1300 NPC's and counting)
Title: Re: 1.4 Starting areas
Post by: Acsabi44 on August 15, 2013, 07:37:29 pm
BTW there are all kinds of nymphs and rares in the bazaar, I trust this will change in the normal version?
Title: Re: 1.4 Starting areas
Post by: Keolino on August 15, 2013, 07:56:27 pm
For Level 5 Areas (non-rare NPC):

Time
Dark Ghost (HP 50)
Hover over cards for details, click for permalink
Deck import code : [Select]
5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rh 5rh 5rh 5rh 5rh 5ru 5ru 5ru 5uk 5uk 5uk 5uk 5uk 5um 5um 5um 5uq 5uq 5v2 5v2 5v2 8ps

Description: This ghost will steal your soul if you aren't careful.

Dune Walker (HP 45)
Hover over cards for details, click for permalink
Deck import code : [Select]
55k 55k 55k 55k 55k 55l 55q 562 562 563 563 563 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rh 5rh 5rh 5ri 5ri 5ri 5ri 5ri 5rt 5rt 5rt 5rt 8ps

Well, I have to work tomorrow so I can´t make more NPC right now...

BTW there are all kinds of nymphs and rares in the bazaar, I trust this will change in the normal version?
That are the trainer features, they will leave as soon as 1.4 enters the real game.
Title: Re: 1.4 Starting areas
Post by: Higurashi on August 15, 2013, 07:59:51 pm
There should be no rare card in level 0 or level 5 areas (non-elite): too easy to farm and a new player would not understand that value of a rare if it pops as the first card he/she wins.
Ah, I didn't save the lore for Immortal Spirit, so if you want to add that deck, just replace the single Lobo with another Short Sword. It has some nice lore after all.
Title: Re: 1.4 Starting areas
Post by: zanzarino on August 15, 2013, 08:17:25 pm
There should be no rare card in level 0 or level 5 areas (non-elite): too easy to farm and a new player would not understand that value of a rare if it pops as the first card he/she wins.
Ah, I didn't save the lore for Immortal Spirit, so if you want to add that deck, just replace the single Lobo with another Short Sword. It has some nice lore after all.

I just gave it some more Hp and used it as the first elite for lvl5 aether areas, that way it can keep its lobo.
Title: Re: 1.4 Starting areas
Post by: zanzarino on August 15, 2013, 08:17:55 pm
BTW there are all kinds of nymphs and rares in the bazaar, I trust this will change in the normal version?

all kinds of nymphs and rares in the bazaar is only for the trainer
Title: Re: 1.4 Starting areas
Post by: Higurashi on August 15, 2013, 08:21:19 pm
There should be no rare card in level 0 or level 5 areas (non-elite): too easy to farm and a new player would not understand that value of a rare if it pops as the first card he/she wins.
Ah, I didn't save the lore for Immortal Spirit, so if you want to add that deck, just replace the single Lobo with another Short Sword. It has some nice lore after all.

I just gave it some more Hp and used it as the first elite for lvl5 aether areas, that way it can keep its lobo.
Sweet. Aether NPC's are dear to me :>
Title: Re: 1.4 Starting areas
Post by: Kakerlake on August 15, 2013, 08:39:55 pm
I'm getting the hang of building NPC's :3

Grinder
ELITE
HP 60
Mark 2
Hover over cards for details, click for permalink
Deck import code : [Select]
562 562 562 562 576 576 576 576 576 576 576 58o 58o 58o 58q 58q 58q 58q 58r 58s 58v 58v 593 593 595 595 595 5aa 5aa 5aa 8pm

You're enjoying a cold soda while riding your newly caught Antlion. Suddenly the earth trenbles, your glass soda turns to dust and the Antlion is turned to solid rock. With a jump to the side you're able to evade an attack from a deadly looking club. Before you stands the Grinder. Attack and revenge your Antlion!

Pirates
HP 45
Hover over cards for details, click for permalink
Deck import code : [Select]
4vc 4vm 4vm 4vm 50u 50u 50u 50u 58q 58q 58u 58u 58u 58u 591 591 5bs 5bu 5bu 5c7 5c7 5de 5de 5de 5de 5de 8pm

You see your scout rushing back from his mission, completely out of breath he manages to utter "Pirates!" and collapses in the grass.

Antlion Herd
HP 45
Hover over cards for details, click for permalink
Deck import code : [Select]
58o 58o 58p 58p 58p 58p 58p 58p 591 591 5bs 5bs 5c2 5c2 5c7 5c7 5c7 5c7 5de 5de 5de 5de 5de 8pm

Your supplys run low and your army grows impatient. It's just in time that you spot a Herd of Antlions.
Title: Re: 1.4 Starting areas
Post by: zanzarino on August 15, 2013, 10:01:19 pm
I am done with the level5 areas for the day, I am going to wait for more  :fire :life :light :air NPC's so that I can fill the remaining "???" holes.

For higher levels (above 5) I'll just keep the random ones for the moment.

In the while I'll start working on themed areas linked to quests. If I need specific NPC's for those as well I'll let you know.
Title: Re: 1.4 Starting areas
Post by: treebeard xiii on August 15, 2013, 11:14:23 pm
I've just noticed four of the five gravity npcs are all mine thanks zanz I was expecting a couple to make it in but still four of them already with still a number that can still potentially make it, I'll be happy to make some more npcs as they are required.
Title: Re: 1.4 Starting areas
Post by: Higurashi on August 15, 2013, 11:50:28 pm
Submitted Spiritblaze for Fire starting area~

By the way, gotta say, Mirage and Local Storm are easier than Spider Lair, and Mirage and Local Storm are an absolute joke compared to NPC's like Dark Ghost.
Title: Re: 1.4 Starting areas
Post by: Marsu on August 16, 2013, 10:15:35 am
The rewards seem to be too high on general, not just concerning the spins.

Over the course of the day, I'll test the level 0 & 5 areas and comment on problems, if I see some.

Level 0

Earth palace: Antlion & Zircon seem like almost the same deck. I think one has to go, at least out of this very zone, and maybe join another zone with more HP.

Light palace: Twilight's lore would need to be worked on, and it's basically a mono Life (!) with a stand alone Light mark, thus misplaced in the Light starter area. Photon is ok.

Life palace: Rustler is a fine deck, but ridicoulusly strong! With 20 HP, it almost beat my mono Time (6 Nymphs, 6 Dragons, 18 Pillars) The strength difference to most other level 0 decks is ridicoulus. Wandering Peasant isn't weak either, the only weakness comes from its low HP, otherwise it's a boring mono. I don't think that's too good of a deck design.

Water palace: Both are fine

Gravity palace: I already wanted to critize Graviton Recruit, but in combination with Graviton Soldier, they actually make a great couple and RPGish feeling. Difficulty is also fine. Their lore needs a language check though.

Aether palace: Both fine

Air palace: Both fine

Darkness palaec: Both fine

Death palace: See Earth palace - both decks are fine, but they are too similar. We'd also need a new one her in my opinion.

Fire palace: Firebug a bit too strong? Couldn't find it more than once to test more.

Entropy palace: Lycantrophes is really really boring (Pillars not counted, it contains exactly one (!) card - guess which) and quite strong.

Time palace: Only saw my own deck and can't rate that obviously.
Title: Re: 1.4 Starting areas
Post by: dawn to dusk on August 16, 2013, 11:41:31 am
i just submitted The Janitor for fire. may fill in that empty spot next to firebug
i also submitted Hell's angel for light lvl5. idk if its too strong but it may open new synergies to newer players
Title: Re: 1.4 Starting areas
Post by: Keolino on August 16, 2013, 04:18:48 pm
Some new NPC entered :D

for LV 5 Areas, non-rare

Light
Brave Warrior (40 HP)
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Deck import code : [Select]
4t3 4t4 55k 55k 55k 55k 55n 55n 55n 55n 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l9 5l9 5l9 5l9 5l9 5l9 5le 5le 5lf 5lf 5ll 5ll 5ll 8pq

A worrior of the holy army, fighting to maintain peace in this world.

Flaming Angel (55 HP)
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55k 55k 55k 55q 55q 55q 562 5f0 5f0 5f0 5f0 5f6 5f6 5fb 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5le 5le 5le 5le 5le 5le 5lf 5lf 5lf 8pq

Fire Angels are the strongest angels in this world, and the holy force of heaven.

Life
Spirit of the Forests (45 HP)
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5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bu 5bu 5bu 5bv 5bv 5bv 5c1 5c1 5c1 5c1 5c1 5c1 5i6 5i6 5i6 5i6 5jm 5jm 5jm 5jm 8pn

Small spirits are protecting these forests. You really shouldn't enter if you arent ready for a challenge.

Lively Cat (35 HP)
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Deck import code : [Select]
4vq 4vq 4vq 4vq 4vq 4vq 50u 50u 50u 50u 50u 50u 50u 50u 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bu 5c0 5c7 5c7 5c7 5c7 5c7 5c7 5c8 8pn

Look at this lovely cat! But this cat is dangerous, it will scratch you!
Title: Re: 1.4 Starting areas
Post by: moomoose on August 16, 2013, 11:18:42 pm
submitted four mooses for level 5 consideration, airmoose, lightmoose, livingmoose, firemoose
Title: Re: 1.4 Starting areas
Post by: Keolino on August 23, 2013, 08:06:57 am
Time to fill some holes 8)

normal NPC (Area 5):
Air
Sevet (45 HP)
This warrior uses the fighting stile of seven weapons to crush his enemies until nothing remains.
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4t3 4t3 4t3 4t3 4t3 4t4 4t4 4t5 4t5 4tb 4tb 5oc 5oc 5oc 5oc 5od 5od 5od 5od 5od 5oi 5oi 5oi 5oi 5oi 5oi 5ok 5ok 8pr


Storm Caller (45 HP)
You shouldn't leave your house in the middle of the storm.
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5oc 5oc 5oc 5oc 5od 5od 5od 5od 5od 5od 5oh 5ok 5ok 5op 5op 5op 5pu 5pu 5pu 5pu 61o 61o 61o 61o 61p 61p 61p 61p 61p 61q 61q 625 625 625 8pr
Title: Re: 1.4 Starting areas
Post by: Avenger on August 25, 2013, 07:02:07 pm
1.4 is fun! Submitted a high level light deck.
IMO, the 0 level decks like antlion herd are just a bit too weak. Anything that cannot beat 30 pillars shouldn't be in the game even as 0 level opponent :)
Title: Re: 1.4 Starting areas
Post by: Keolino on August 26, 2013, 05:29:58 am
1.4 is fun! Submitted a high level light deck.
IMO, the 0 level decks like antlion herd are just a bit too weak. Anything that cannot beat 30 pillars shouldn't be in the game even as 0 level opponent :)

LV 0 means that a Deck is 15 Level below the fire starter deck and other starter decks. These Level 0 aren´t there to fight back. Maybe you shouldn't even consider them opponents...
Title: Re: 1.4 Starting areas
Post by: Fippe94 on August 26, 2013, 05:46:40 am
I actually disagree. Even a lv 0 opponent should be at least theoratically able to beat something. I've seen small decks that are completely impossible to lose against, so it's not even fun to duel them... They are supposed to be easy, yes, but if you can't lose against them you might just as well be given money...
Title: Re: 1.4 Starting areas
Post by: Kakerlake on August 26, 2013, 07:02:05 am
IMO lvl 0 opponents are more like a tutorial for the game than an actual opponent. Like it is currently, there are loads of annoying popups, telling you how the game works.
Title: Re: 1.4 Starting areas
Post by: Keolino on August 26, 2013, 07:20:52 am
I actually disagree. Even a lv 0 opponent should be at least theoratically able to beat something. I've seen small decks that are completely impossible to lose against, so it's not even fun to duel them... They are supposed to be easy, yes, but if you can't lose against them you might just as well be given money...

It's not the purpose of this opponents that you like beating them up. As Zanz said already, they are for newbies to battle their first one or their first two duels. Newbies which may not even now the conzept of Quanta (or don´t even now mana from magic) so they are completely clueless of what is even happening. They may not know that there are different card types, or whatever.

So like in most games, these tutorial-sandbags shouldn't be able to give you a hard time, even if you draw no card that can damage the opponent or his creatures for the first four or five turns. (Which might actually happen if you fight with the fire starter deck. And even after ten turns you may have only drawn one single ash eater)

But actually, it's not even useful talking to you guys, since you don't need to like (or fight) them anyway. (And about "free money" from them because they can't win against you: you get 2 :electrum for fighting them for 1 minute, 120 :electrum per hour if you hurry up, if you think about winning cards as well, it may be about 250 coins if you sell them (no rares, and mostly "weak" cards from winning), for an hour of really boring grinding.)



Putting everything what i stated aside, i too think that some of the weak decks need some extra cards to stop them from decking out to early. (Because that is something that should ABSOLUTELY NOT happen to a newbie in the middle of his first fight.) (they shouldn´t be stronger, just have some extra cards to last at least 15 turns (24 cards))
Title: Re: 1.4 Starting areas
Post by: Fippe94 on August 26, 2013, 03:03:39 pm
I agree, they shouldn't give you a hard time. They should be very easy to win. But, as Avenger said, I think they should be able to win against a 30 card pillar deck at least. That is, they should be at least theoretically able to deal 100 damage before they deck out.
Title: Re: 1.4 Starting areas
Post by: Avenger on August 27, 2013, 06:58:13 am
Yes, that's what i said, 30 cards should be a minimum for any npc decks.
Title: Re: 1.4 Starting areas
Post by: Marsu on August 27, 2013, 09:19:54 am
It doesn't have to be 30, the option to create NPC deck with less cards does add a lot of variety. But I agree on the main part, some decks really have way to few cards, barely 15.
Title: Re: 1.4 Starting areas
Post by: storyteller on September 22, 2013, 09:27:27 pm
Im doing a series based on minerals and such the "-ite" series.


Pyrite 60 HP
What fools think they have found gold, when all that stands before them is a golem, shining in the glow of battle. Built to shine and take  up up time for the enemy to fight, these forgotten creations thrive on the energy expended by those that hunt them down.
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Deck import code : [Select]
4t5 58q 58q 58q 58q 58q 58q 592 592 5ld 5lj 5lj 5lj 5lj 5lj 5mq 5mq 5mq 5mq 5rj 5rp 5rp 5rp 5rp 5rp 5rp 5t2 5t2 5t2 5t2 8pm

Aconite
Barylite
Hematite
Dolomite
Cryolite
Flourite

Manganite 80 HP
Manganite, a compound of manganese, is known to cause madness and hallucinations, the golems built of this stone exhibit similar properties. the artificer often used these creatures to attack mages who thought themselves intelligent or wise, laughing at their encroaching instability while fighting them.
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Deck import code : [Select]
4t4 4vc 4vc 4vc 4vc 4vc 4vg 4vi 4vi 4vi 4vi 4vi 4vi 4vk 4vk 4vk 4vk 4vp 4vp 58q 58q 58q 58q 58q 58q 5aa 5aa 5aa 5aa 5aa 8pj
Mercurite


Ferrite 140 HP
Iron Itself, turned to living steel. Ferrite is one of the Mad Artificers most dangerous creations.
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Deck import code : [Select]
6rk 6rk 778 778 778 778 778 778 778 778 778 778 778 778 778 778 77a 77a 77a 77a 77a 77a 77c 77c 77i 77i 77i 77i 77j 77j 77j 77j 77k 77k 77k 77k 77k 77k 77s 77s 8pm



etc
these are mostly golem/artifact heavy decks. I have a tiny story woven into the encounter descriptions, which zanz can play up on, or not as he chooses. I will post the decks and stats over the next few days within this post and then copy the final version of it at the end of the thread for discussion.

note (aconite is a plant not a mineral btw)
blarg: