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Offline zanzarinoTopic starter

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Elements 1.22 https://elementscommunity.org/forum/index.php?topic=4810.msg47531#msg47531
« on: April 03, 2010, 01:32:56 am »
1.22 is now live.

What's new:
- Fewer animations while playing the game on "low quality" settings.

- A new info box for the creatures appears while rolling over a card, it shows info that would not fit on the card's thumbnail, like the number of turns left for frozen or delay, mutants, passive skills etc.

- The pvp system is now split in two tiers:
PVP1: Only un-upgraded cards can be used. Upgraded cards in your deck are automatically converted to the un-upgraded version for the duration of the match.
PVP2: No restrictions - costs more money to play - higher reward.

- Dynamic pvp timer: every time your opponent reaches the 1 minute time limit his "turn time" gets 25% shorter. This prevents players from taking one minute per turn.

- A maximum of 3000 stored cards can be saved on the database. If you have more than 3000 cards the game will not save.

Balancing:
A few Nymphs got their cost reduced to 8

cthulhu

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Re: Elements 1.22 https://elementscommunity.org/forum/index.php?topic=4810.msg47536#msg47536
« Reply #1 on: April 03, 2010, 01:38:13 am »
Hooray!

icybraker

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Re: Elements 1.22 https://elementscommunity.org/forum/index.php?topic=4810.msg47537#msg47537
« Reply #2 on: April 03, 2010, 01:39:04 am »
Fewer Animations: YES! Finally! Thanks so much.
Info Box: Just checked this out and I have to say that it's awesome.

Keep up the great work, Zanz.

Slightly Related Trainer Bug: The "More Power" option doesn't scroll from X100 back down to X0.

Justsoneguy

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Re: Elements 1.22 https://elementscommunity.org/forum/index.php?topic=4810.msg47538#msg47538
« Reply #3 on: April 03, 2010, 01:40:12 am »
Fewer animations on low quality setting...simply awesome. 

Astaroth

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Re: Elements 1.22 https://elementscommunity.org/forum/index.php?topic=4810.msg47539#msg47539
« Reply #4 on: April 03, 2010, 01:41:45 am »
The info boxes are a GREAT addition. Nice work!

Offline Glitch

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Re: Elements 1.22 https://elementscommunity.org/forum/index.php?topic=4810.msg47543#msg47543
« Reply #5 on: April 03, 2010, 01:48:26 am »
So many updates so quickly.  Thank you so very much!

Cynxos

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Re: Elements 1.22 https://elementscommunity.org/forum/index.php?topic=4810.msg47545#msg47545
« Reply #6 on: April 03, 2010, 01:51:54 am »
Like I said in the other thread; this addition is pretty neat.
It will certinaly solve many cases of confusion ingame.
I also must say I love the fact it shows the default att, it could come quite handy in some situations *cough* rewind *cough*.

Offline Kamietsu

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Re: Elements 1.22 https://elementscommunity.org/forum/index.php?topic=4810.msg47547#msg47547
« Reply #7 on: April 03, 2010, 02:01:43 am »
Bloody awesome Zanz!! Keep up the amazing work!
╔╦╦═╦══╦╗  ( ̄ー ̄) --Snorlax says:
║═╣╬║║║║║    Eat your shower, brush your toothpaste, take your teeth.
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Kameda

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Re: Elements 1.22 https://elementscommunity.org/forum/index.php?topic=4810.msg47555#msg47555
« Reply #8 on: April 03, 2010, 02:24:20 am »
Loved the new information thing on the game ^^

I would like if there was an option for no animations even in HQ. The majority of the complains about the animations aren't about the game running slower, but for the game having long and repetitive animations. Is boring to sit there watching those flying cards until you can play.

Offline Bloodshadow

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Re: Elements 1.22 https://elementscommunity.org/forum/index.php?topic=4810.msg47561#msg47561
« Reply #9 on: April 03, 2010, 02:31:58 am »
I expect no less from a god like you, Zanz!
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

Offline killsdazombies

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Re: Elements 1.22 https://elementscommunity.org/forum/index.php?topic=4810.msg47564#msg47564
« Reply #10 on: April 03, 2010, 02:41:43 am »
new updates looking good
cant wait  :D

Sastrugi

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Re: Elements 1.22 https://elementscommunity.org/forum/index.php?topic=4810.msg47584#msg47584
« Reply #11 on: April 03, 2010, 03:23:31 am »
I had a game recently where I had a large un-quinted Oty and a mutant with heal on the board, and the AI kept hitting the Oty with an Eagle's Eye. I lost track of how much health the Oty was supposed to have, so I could never tell if it was damaged or not. Some kind of "maximum health" display would have been nice, but would this info box help in that situation? It looks like it would just show 0/5 default and then whatever it was at currently.

I really like the idea, though. It's definitely a big improvement over what we have now.

 

blarg: