Elements the Game Forum - Free Online Fantasy Card Game

News and Announcements => Patch Notes and Development News => Topic started by: zanzarino on August 08, 2010, 04:10:47 PM

Title: Elements 1.25
Post by: zanzarino on August 08, 2010, 04:10:47 PM
Elements 1.25 Patch notes.

New cards:
- Forest Scorpion
- Dune Scorpion
- Deathstalker
- Voodoo Doll
- Nightmare
- Short Bow
- Mindgate
- Chimera (gravity, coming soon)
- 12 Pendulums


User Interface:

- If a desync is detected during a pvp game, a small warning icon is going to appear.

- New pillar's art

- The bazaar and the "manage deck" tools will now show only the image for the last card in the stack, this should improve CPU performance and make a big difference for old/slow CPU's. It might be worth the little loss in details since the cards are almost completely covered anyway.


Balance:
- Attack power and HP of creatures are now capped at 499/499
- Shard of Gratitude Cost increased to 3
- Puffer Fish stats increased to 3/5
- Toadfish stats increased to 6/4
- Chaos power adds at least +1/+1 (+5/+5 max).
- Nymph's tears cost decreased to 7 (6 upgraded)
- Titan HP's reduced to 50


Bug fix:
- The skill berserk was not working in pvp games. It does now.
- Nightfall and Eclipse now should work properly if used at the same time
- Using multiple graveyards/boneyards grants a correct number of skeletons even when creatures die while affected by shields
Title: Re: Elements 1.25
Post by: PuppyChow on August 08, 2010, 04:12:56 PM
Looks awesome. Can't wait for this update.

(And are you ever going to change your personal text? XD. "I am a noob" is really ironic and funny and all, but you could personalize it a bit  ::) ).
Title: Re: Elements 1.25
Post by: Kael Hate on August 08, 2010, 04:19:56 PM
I'm enjoying all the new things except the Pufferfish buff.
Title: Re: Elements 1.25
Post by: killsdazombies on August 08, 2010, 04:21:49 PM
I'm enjoying all the new things except the Pufferfish buff.
same.
Title: Re: Elements 1.25
Post by: ddevans96 on August 08, 2010, 04:25:02 PM
I think this is the best update since 1.21 - Maybe even better. Awesome work on making this great game even better.
Title: Re: Elements 1.25
Post by: Xinef on August 08, 2010, 04:28:43 PM
How is it possible that every update is more awesome than the last one and still they are coming relatively often?

I'd call that a miracle if the name wasn't already used :P

So... I'll call it a wonderful job. Thanks Zanz.
Title: Re: Elements 1.25
Post by: Demagog on August 08, 2010, 04:43:11 PM

User Interface:
The bazaar and the "manage deck" tools will now show only the image for the last card in the stack, this should improve CPU performance and make a big difference for old/slow CPU's. It might be worth the little loss in details since the cards are almost completely covered anyway.


I thought that's what you had done. Much appreciated.
Title: Re: Elements 1.25
Post by: MrJ0shua on August 08, 2010, 04:47:53 PM
Awesome !  Can't wait to try them out.
Title: Re: Elements 1.25
Post by: Dragoon1140 on August 08, 2010, 04:48:24 PM
Zanz, whatever you ate or drank yesterday, take more of it!  Amazing update, and if Jmizzle7 finishes his surprise before the update, this will be the perfect patch.
Title: Re: Elements 1.25
Post by: teffy on August 08, 2010, 04:48:35 PM
Nice update. Grats to good work.

Could you make an option to show the cards in the old way ?
Title: Re: Elements 1.25
Post by: Scaredgirl on August 08, 2010, 04:50:49 PM
This is going to be awesome.
Title: Re: Elements 1.25
Post by: $$$man on August 08, 2010, 04:52:15 PM
Zanz, whatever you ate or drank yesterday, take more of it!  Amazing update, and if Jmizzle7 finishes his surprise before the update, this will be the perfect patch.
ummm....wut surprise.  ???
Title: Re: Elements 1.25
Post by: ddevans96 on August 08, 2010, 04:53:48 PM
Zanz, whatever you ate or drank yesterday, take more of it!  Amazing update, and if Jmizzle7 finishes his surprise before the update, this will be the perfect patch.
ummm....wut surprise.  ???
This.

And also, when the cards come out in the real game, will you be able to get them with the "all cards" button in trainer?
Title: Re: Elements 1.25
Post by: Dragoon1140 on August 08, 2010, 04:55:30 PM
Zanz, whatever you ate or drank yesterday, take more of it!  Amazing update, and if Jmizzle7 finishes his surprise before the update, this will be the perfect patch.
ummm....wut surprise.  ???
This.

And also, when the cards come out in the real game, will you be able to get them with the "all cards" button in trainer?
I shouldn't spoil anything, if Jmizzle7 wants it known, he will say it.   :D
Title: Re: Elements 1.25
Post by: JJ 52 on August 08, 2010, 05:06:37 PM
Looks like a great, amazing, spectacular, etc. update! :))

I liked the bazaar and stuff better before, but its not bad the way you are making it and if it helps others than I say its good. :D
Title: Re: Elements 1.25
Post by: Thelonesun on August 08, 2010, 05:21:25 PM
ohmygosh
this
is the best update since metamorphosis was made free
Title: Re: Elements 1.25
Post by: Dragoon on August 08, 2010, 05:48:15 PM
Thanks for the work zanz.  Love the new Pendulum cards.  It's gonna add a lot I think to the PvP scene.
Title: Re: Elements 1.25
Post by: jmizzle7 on August 08, 2010, 06:41:59 PM
Yes, it is a surprise. ;) I will try my best to have it ready before Thursday.
Title: Re: Elements 1.25
Post by: Dragoon1140 on August 08, 2010, 06:42:52 PM
Yes, it is a surprise. ;) I will try my best to have it ready before Thursday.
Looking forward to it.   ;)

If it gets included in the new patch, this should be called Elements 2.0, like you already said a while ago.
Title: Re: Elements 1.25
Post by: ddevans96 on August 08, 2010, 06:43:31 PM
Yes, it is a surprise. ;) I will try my best to have it ready before Thursday.
I can't wait. I'm sure it will be pretty cool :)
Title: Re: Elements 1.25
Post by: JJ 52 on August 08, 2010, 06:45:38 PM
Yes, it is a surprise. ;) I will try my best to have it ready before Thursday.
I can't wait. I'm sure it will be pretty cool :)
I dont even know what it is and Im excited  :))
Title: Re: Elements 1.25
Post by: VacUmber on August 08, 2010, 08:33:31 PM
pure Awesome sauce.

um but do u think its possible we could leave the old pillar art for the pillars and use the new art for the towers (like the leaf dragon art) that way it will still be around for nostalge purposes and for the cool ness of when u do upgrade it.
Title: Re: Elements 1.25
Post by: Dragoon1140 on August 08, 2010, 08:39:18 PM
pure Awesome sauce.

um but do u think its possible we could leave the old pillar art for the pillars and use the new art for the towers (like the leaf dragon art) that way it will still be around for nostalge purposes and for the cool ness of when u do upgrade it.
While we do want to further the feeling of accomplishment when upgraded pillars to towers, we also don't want to hide such fantastic art away from new players or just newbs in general.
Title: Re: Elements 1.25
Post by: RedWarrior0 on August 08, 2010, 08:40:54 PM
Perhaps make "Nostalgic feel" on some kind of promo version of the pillars/towers?

Also, great update. I'm gonna have to get used to all the new cards. I wonder what Chimera will be like.
Title: Re: Elements 1.25
Post by: Dragoon1140 on August 08, 2010, 08:45:04 PM
I wonder what Chimera will be like.
When played, combine all of your creatures into a Momentum'd, Gravity Pull'd Chimera.

When TU'd, the old one is destroyed.  No Death effects are activated for anything when Chimera is played.
Title: Re: Elements 1.25
Post by: SickPillow on August 08, 2010, 08:49:41 PM
i can't wait.  this update will be epic.   ;D
Title: Re: Elements 1.25
Post by: 7_Deadly_Sins on August 08, 2010, 09:07:31 PM
I dont see what he changed about the bazaar and when the is the update coming out? I can't wait!
Title: Re: Elements 1.25
Post by: Bloodshadow on August 08, 2010, 09:09:21 PM
ZANZ. U GOD. 'NUFF SAID.
Title: Re: Elements 1.25
Post by: guolin on August 08, 2010, 09:18:53 PM
Zanz,

You just made me feel bad that I stopped playing Elements for a little while a few months ago. I will continue to show my full-fledged loyalty to the game from now on. :)
Title: Re: Elements 1.25
Post by: Marvaddin on August 08, 2010, 09:43:12 PM
I'm enjoying all the new things except the Pufferfish buff.
Agreed. I really hate making FG harder, dunno really what the point of this change.

Anyway, this is a great update. And you remember how I was not excited by the last ones, but this one is really something I want to see alive.

Congratz, zanz.

Ps: if Chimera is that thing Dragoon said, looks like it will be a card to finish the battle.
Title: Re: Elements 1.25
Post by: Kejixu93 on August 08, 2010, 10:18:52 PM
Wow, this is going to be a great patch!!!
Title: Re: Elements 1.25
Post by: CB! on August 08, 2010, 11:17:31 PM
Zanz, whatever you ate or drank yesterday, take more of it!
I'm pretty sure Zanz drinks triple pump awesome sauce lattes with an extra shot of awesome.

Also, Jmizzle's surprise?
Title: Re: Elements 1.25
Post by: sSethia on August 08, 2010, 11:46:21 PM
I'm enjoying all the new things except the Pufferfish buff.
Agreed. I really hate making FG harder, dunno really what the point of this change.
The Pufferfish buff is caused by the new scorpions. If the Pufferfish did 2 for 5 :water while the Forest Scorpion did 2 for 3 :life, it would be way too under-powered.
Title: Re: Elements 1.25
Post by: Marvaddin on August 09, 2010, 12:06:59 AM
I'm enjoying all the new things except the Pufferfish buff.
Agreed. I really hate making FG harder, dunno really what the point of this change.
The Pufferfish buff is caused by the new scorpions. If the Pufferfish did 2 for 5 :water while the Forest Scorpion did 2 for 3 :life, it would be way too under-powered.
Forest scorpion is 2/2 for 3 quanta. Old Pufferfish was 2/4 for 5 quanta. More balanced than the new fish, that is much more powerfull than scorpion now that its 3/5 for 5. Also, I dont think a poison creature should have attack 3 or more, because most shields cant stop them, and now Oty shouldnt eat them too. Why not reduce cost of Fish to 4 instead?

Even if it was under powered? Arent we supposed to have some under  powered cards? Whats being done about buff Gnome Rider, for example? Its under powered too. And this makes me to come to another point: should all elements have same balance? If water have a better stall skill with permafrost, congeal and octopus, shouldnt that be considered a support to a usual poison strategy? So, I dont think we should keep balancing Puffer Fish every time a poison card is created. Let it be... and more important: dont make FG harder.
Title: Re: Elements 1.25
Post by: Demagog on August 09, 2010, 12:21:44 AM
The next person that says we shouldn't make FG's harder gets a kick to the face.

I also think it should be 3/4, but 3/5 is good enough...
Title: Re: Elements 1.25
Post by: tallguy2241 on August 09, 2010, 12:34:00 AM
Zanz, whatever you ate or drank yesterday, take more of it!  Amazing update, and if Jmizzle7 finishes his surprise before the update, this will be the perfect patch.
Adrenaline, obviously...he's working at 4 times the pace!

Looking forward to the new cards, particularly pendula!
Title: Re: Elements 1.25
Post by: Dragoon1140 on August 09, 2010, 12:35:06 AM
Chimera is now officially announced.

http://www.elementsthegame.com/development.html
Title: Re: Elements 1.25
Post by: twinsbuster on August 09, 2010, 01:27:42 AM
Chimera is now officially announced.

http://www.elementsthegame.com/development.html
it is extremely full of fun!

combine all creatures into one
Title: Re: Elements 1.25
Post by: smuglapse on August 09, 2010, 02:13:46 AM
(And are you ever going to change your personal text? XD. "I am a noob" is really ironic and funny and all, but you could personalize it a bit  ::) ).
I want to be a noob.
Title: Re: Elements 1.25
Post by: kobisjeruk on August 09, 2010, 04:06:31 AM
ETA for this update? i just cant wait to play with some of this goodies
Title: Re: Elements 1.25
Post by: killfer8 on August 09, 2010, 04:07:14 AM
Finally there has been sometime since Dark gets a card, this is a great update
Title: Re: Elements 1.25
Post by: Dragoon1140 on August 09, 2010, 04:10:47 AM
ETA for this update? i just cant wait to play with some of this goodies
Zanz said he expects to release it next week.
Title: Re: Elements 1.25
Post by: DrunkDestroyer on August 09, 2010, 05:53:52 AM
This. Update. Is. Amazing.

But would it be possible, for the next 12 days to award one of each pillar, in a separate stack to the rest with the old card image, to make it for collectors  :D
I would love that. Just to show off, really, and a bit of memorabilia.
Or you could award some every element birthday from now on. Or the days of certain horoscopes which are linked to the elements.
So on whatever day Cancer is, the oracle would always give a now 'old' pillar.
But thats just to fufill my selfish wants. This update is win, for me and for everyone (apart from Shard users...)
Title: Re: Elements 1.25
Post by: GRANLEE on August 09, 2010, 08:32:01 AM
ive been saving up just for this im counting on you guys to make great decks
Title: Re: Elements 1.25
Post by: smuglapse on August 09, 2010, 10:08:37 AM
The bazaar and the "manage deck" tools will now show only the image for the last card in the stack, this should improve CPU performance and make a big difference for old/slow CPU's. It might be worth the little loss in details since the cards are almost completely covered anyway.
This is great, but there appears to be a bug in the Upgrade Card screen because of this.  The bottom card in a full column does not display properly.
Looks like this is fixed.   :)
Title: Re: Elements 1.25
Post by: RavingRabbid on August 09, 2010, 10:27:26 AM
Yo, 1.21. IMMA HAPPY FOR YOU, IMMA LET YOU FINISH, BUT 1.25 HAD ONE OF THE BEST UPDATE EVAR. EVAR.
Title: Re: Elements 1.25
Post by: xxxdeathxxx on August 09, 2010, 02:49:20 PM
I like all the new cards :)

- Puffer Fish stats increased to 3/5
thanks to that, scorpio is a lot harder now :(

Title: Re: Elements 1.25
Post by: 7_Deadly_Sins on August 09, 2010, 02:51:56 PM
Nah just time to pick a different shield against him :)
Title: Re: Elements 1.25
Post by: RedWarrior0 on August 09, 2010, 03:06:13 PM
Yo, 1.21. IMMA HAPPY FOR YOU, IMMA LET YOU FINISH, BUT 1.25 HAD ONE OF THE BEST UPDATE EVAR. EVAR.
You don't mind if I put that in my sig, do you?
Title: Re: Elements 1.25
Post by: JJ 52 on August 09, 2010, 03:28:57 PM
I like all the new cards :)

- Puffer Fish stats increased to 3/5
thanks to that, scorpio is a lot harder now :(
The next person that says we shouldn't make FG's harder gets a kick to the face.

I also think it should be 3/4, but 3/5 is good enough...
  ;) Better cover your face :-X
Title: Re: Elements 1.25
Post by: edunavas on August 09, 2010, 03:30:29 PM
Nice update!!

Didnīt liked the pufferfish buff, but all the other ideas are great.

Gratz Zanz
Title: Re: Elements 1.25
Post by: MYF on August 09, 2010, 04:31:18 PM
Nice update! Makes the game even more interesting and distracting  :P  I do like the old quantum pillar art better than the newer one though. But I don't mind the change.
Title: Re: Elements 1.25
Post by: Xinef on August 09, 2010, 04:55:37 PM
I like all the new cards :)

- Puffer Fish stats increased to 3/5
thanks to that, scorpio is a lot harder now :(
The next person that says we shouldn't make FG's harder gets a kick to the face.

I also think it should be 3/4, but 3/5 is good enough...
  ;) Better cover your face :-X
He only said that scorpio is a lot harder, not that he shouldn't be. It's a difference. Such as is a difference between a kick in your face or an awesome update.
Title: Re: Elements 1.25
Post by: RedWarrior0 on August 09, 2010, 07:43:56 PM
The sadface may denote otherwise.
Title: Re: Elements 1.25
Post by: confetti on August 09, 2010, 09:44:13 PM
great! can not wait to play it!!!!

THANKS A LOT!!!

just the "Balance" ... ;)
Title: Re: Elements 1.25
Post by: smuglapse on August 09, 2010, 10:10:59 PM
When loading a deck it does not automatically clear the previous deck.  So if the previous deck size is greater than the one you are loading, the extra card images will remain, even after pressing "Remove All."  Just a visual bug.

Also, the last column of cards covers the Import/Export code sequence input box.
Title: Re: Elements 1.25
Post by: Essence on August 10, 2010, 05:46:11 PM
The next person that says we shouldn't make FG's harder gets a kick to the face.
Yo, 1.21. IMMA HAPPY FOR YOU, IMMA LET YOU FINISH, BUT 1.25 HAD ONE OF THE BEST UPDATE EVAR. EVAR.

These. 

Also, the changelog mentions Puffer FIsh, but not the +1|+0 bonus to Toadfish. :)

Title: Re: Elements 1.25
Post by: guolin on August 10, 2010, 06:49:25 PM
Also, the changelog mentions Puffer FIsh, but not the +1|+0 bonus to Toadfish. :)
I was thinking Zanz did not like the buff...which is really sad, because Toadfish are my favorite unupped Water attacker.
Title: Re: Elements 1.25
Post by: nilsieboy on August 10, 2010, 09:45:50 PM
Also, the changelog mentions Puffer FIsh, but not the +1|+0 bonus to Toadfish. :)
I was thinking Zanz did not like the buff...which is really sad, because Toadfish are my favorite unupped Water attacker.
i agree witht his,it'd make mono water more attractive for some new players :(
Title: Re: Elements 1.25
Post by: jmizzle7 on August 10, 2010, 09:49:01 PM
Another change that really needs to happen is Wyrm's Dive ability. Please, please make it only cost :air to use instead of :air :air...
Title: Re: Elements 1.25
Post by: Essence on August 10, 2010, 10:00:56 PM
Code: [Select]
5aa 5aa 5aa 5aa 5bt 5c2 5c2 5c7 5c7 5cg 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5um 5um 5um 5um 5um 5um 5uo 5uq 5uq 5ur 5ut 5ut 5ut 5ut 5ut 5ut 5uu 5uu 5uv 5uv 5uv 5uv 5v8
This is just a brute of a deck when it goes off, but it's large enough that it doesn't go off consistently, and it's vulnerable to creature control and permanent control.  It should put a bit of a crimp on AI3 rush killers, though. :)


???s are 4x Earth Pendulum and 12x Life Pendulum.
Title: Re: Elements 1.25
Post by: Essence on August 10, 2010, 10:02:35 PM
Keep the buff to Toadfish!
Title: Re: Elements 1.25
Post by: guolin on August 10, 2010, 11:21:31 PM
Another change that really needs to happen is Wyrm's Dive ability. Please, please make it only cost :air to use instead of :air :air...
Yeah, Mono-air really needs that buff. I don't even care if the summoning cost is increased, but this buff would be well appreciated.

Keep the buff to Toadfish!
As I said earlier, Toadfish are my favorite unupped Water attacker.

If the buff goes through, both of us would probably be using it in Trials. That could get awkward.
Title: Re: Elements 1.25
Post by: Ant-n-ero on August 10, 2010, 11:39:59 PM
ta z-dog
Title: Re: Elements 1.25
Post by: Boingo on August 11, 2010, 03:41:21 AM
Yo, 1.21. IMMA HAPPY FOR YOU, IMMA LET YOU FINISH, BUT 1.25 HAD ONE OF THE BEST UPDATE EVAR. EVAR.
Priceless.

Good stuff to look forward to, but I'm sure gonna miss the old pillars.  Maybe an option to play with "classic" art vs new art?
Title: Re: Elements 1.25
Post by: Dragoon1140 on August 11, 2010, 04:44:57 AM
The big Z has announced in chat that Titan has had its HP reduced to 50 when flying, just so everyone knows.
Title: Re: Elements 1.25
Post by: jmdt on August 11, 2010, 05:22:02 AM
The big Z has announced in chat that Titan has had its HP reduced to 50 when flying, just so everyone knows.
There goes the flying titan deck  :'(.  So gravity, arguably the current weakest element, gets one of its best decks nerfed because of a new card that really isn't all that great IMHO.  I really don't like this.
Title: Re: Elements 1.25
Post by: jmdt on August 11, 2010, 05:26:47 AM
Another change that really needs to happen is Wyrm's Dive ability. Please, please make it only cost :air to use instead of :air :air...
I totally agree with this.  Air either needs wyrm buffed or a new midrange attacker.  Preferably both.
Title: Re: Elements 1.25
Post by: twinsbuster on August 11, 2010, 05:34:25 AM
The big Z has announced in chat that Titan has had its HP reduced to 50 when flying, just so everyone knows.
There goes the flying titan deck :/.  So gravity, arguably the current weakest element, gets one of its best decks nerfed because of a new card that really isn't all that great IMHO.  I really don't like this.
I'm happy to see gravity finally have some buff, but actually it's a nerf. We are all cheated! >:D

Flying Titan is NOT OP and don't need such nerf.
There are many counters such as rewind, freeze, shockwave, mutate and b.blood
Title: Re: Elements 1.25
Post by: kobisjeruk on August 11, 2010, 05:45:17 AM
what are you guys talking about? 50HP is still huge imo
how many damage spell can take out a 50HP flying titan? its not a big nerf like sundial
Title: Re: Elements 1.25
Post by: 7_Deadly_Sins on August 11, 2010, 05:50:38 AM
Elements 1.25 Patch notes.





Bug fix:
- The skill berserk was not working in pvp games. It does now.
- Nightfall/Eclipse now should stack properly
So 6 Nightfalls or 6 Eclipse's Stack?
Title: Re: Elements 1.25
Post by: smuglapse on August 11, 2010, 05:55:11 AM
So 6 Nightfalls or 6 Eclipse's Stack?
I'm sure he is referring to this from the list of known bugs:
Quote
Eclipse and Nightfall

If you have both an eclipse and a nightfall on the field, strange bugs happen.  First put on a nightfall, then play creatures.  When you play eclipse, anything already on gets +2/+1, but new creatures you add after the eclipse is played only get +1/+1.

Boingo pointed out that these cards stack if the AI plays Eclipse/Nightfall after the player casts his/her own Eclipse/Nightfall.
Title: Re: Elements 1.25
Post by: jmdt on August 11, 2010, 05:56:07 AM
what are you guys talking about? 50HP is still huge imo
how many damage spell can take out a 50HP flying titan? its not a big nerf like sundial
Titan's Hp is not about surviving CC, its is for use in conjunction with gravity pull to give you more hp.  Sadly this nerf severly hurts the flying titan deck, arguably the best mono gravity deck one can make.

Nerfing Titan to make room for Chimera is a net negative for mono gravity, as Chimera is a very situational card that will end up more useful in rainbows than anything.  If Titan is a problem just lower Chimera's max stats, don't nerf Titan.
Title: Re: Elements 1.25
Post by: twinsbuster on August 11, 2010, 05:58:16 AM
what are you guys talking about? 50HP is still huge imo
how many damage spell can take out a 50HP flying titan? its not a big nerf like sundial
If you played a classic flying titan, you know the difference when it is with gravity pull. 20HP means one B.Blood and can absorb damage for 1-2 more turns.
Title: Re: Elements 1.25
Post by: Ant-n-ero on August 11, 2010, 08:52:11 AM
....per titan!
Title: Re: Elements 1.25
Post by: asymmetry on August 11, 2010, 09:55:48 AM
Woooh
Ouch titan & puffer
SoG's are perfect
Aside from that, this upgrade will be huge!! i'm somewhat too impatient @0@
Title: Re: Elements 1.25
Post by: Kael Hate on August 11, 2010, 02:06:39 PM
Zanz has added some detail to Balances and Fixes in the first post.

Quite great overall.
The new Pendulums and Mind Gate are awesome and quite game changing.

My only objection is to the pufferfish with its 3 attack.
Can you detail what your reasoning for this change was?
I am confused at this change and the purpose it serves except to push its power level above the curve.
(if it is stated somewhere else can someone point it out to me?)

Thanks for spending the time on the game we enjoy Zanz.
Title: Re: Elements 1.25
Post by: Scaredgirl on August 11, 2010, 02:17:21 PM
Can you detail what your reasoning for this change was?
Zanz doesn't have to explain his actions to us mortals. Would you ask God why he made trees? :)

I'm sure there is a reason, and if it turns out to be a disaster, it can always be reverted. Until then..

Go Puffer Fish!
Title: Re: Elements 1.25
Post by: Kael Hate on August 11, 2010, 02:27:14 PM
Can you detail what your reasoning for this change was?
Zanz doesn't have to explain his actions to us mortals. Would you ask God why he made trees? :)

I'm sure there is a reason, and if it turns out to be a disaster, it can always be reverted. Until then..

Go Puffer Fish!
I understand if it was never answered.
It is like those that pray to god, if he has the time or sees fit to answer he does.
If not, life goes on and the question remains unanswered.
Title: Re: Elements 1.25
Post by: Scaredgirl on August 11, 2010, 02:47:25 PM
I understand if it was never answered.
It is like those that pray to god, if he has the time or sees fit to answer he does.
Yes, but those who pray, usually do so privately by themselves. You on the other hand called out Zanz by asking this question publicly. You are basically saying:

"Zanz, I don't agree with this buff. Explain to me why you did it."

I find it to be a bit disrespectful because you are "forcing" him to reply. Giving feedback is of course very important, but please start a new topic about it. Demanding explanations is not cool when you are not really entitled to them in the first place (remember, this is a free game).

If game developers of free flash games were forced to explain all their actions to random people on the internet, they would waste huge amounts of their time and no games would ever be finished.

Go Puffer Fish!
Title: Re: Elements 1.25
Post by: Kael Hate on August 11, 2010, 02:56:53 PM
Yes, but those who pray, usually do so privately by themselves. You on the other hand called out Zanz by asking this question publicly. You are basically saying:

"Zanz, I don't agree with this buff. Explain to me why you did it."

I find it to be a bit disrespectful because you are "forcing" him to reply. Giving feedback is of course very important, but please start a new topic about it. Demanding explanations is not cool when you are not really entitled to them in the first place (remember, this is a free game).

If game developers of free flash games were forced to explain all their actions to random people on the internet, they would waste huge amounts of their time and no games would ever be finished.

Go Puffer Fish!
I spend a lot of time on Kongregate and developers seem to get asked questions and are given feedback and sometimes they respond sometimes they don't. There is no obligation for the developer to do so, but without us the consumer asking, how can they know that we'd like to know or how we feel?

Lets not take this any further.
Title: Re: Elements 1.25
Post by: timtwins on August 11, 2010, 03:06:10 PM
I also don't like the puffer fish buff.  I think the nightfall buff will also hurt.  Those two buffs will hurt some decks vs. false gods a lot.
Title: Re: Elements 1.25
Post by: Demagog on August 11, 2010, 03:09:28 PM
Kael, I'm quite certain the pufferfish was buffed due to the new scorpion cards. The life version has half the attack as the old puffer, but cost less than half to play. So buffing puffer was necessary for balance.
Title: Re: Elements 1.25
Post by: Kael Hate on August 11, 2010, 03:10:33 PM
I also don't like the puffer fish buff.  I think the nightfall buff will also hurt.  Those two buffs will hurt some decks vs. false gods a lot.
The Nightfall / Eclipse change makes them work how they are supposed to work. There was problems where adding and removing Eclipse left creatures with the wrong values.
Title: Re: Elements 1.25
Post by: Scaredgirl on August 11, 2010, 03:10:51 PM
I spend a lot of time on Kongregate and developers seem to get asked questions and are given feedback and sometimes they respond sometimes they don't. There is no obligation for the developer to do so, but without us the consumer asking, how can they know that we'd like to know or how we feel?
You are talking about a different thing. I'm not saying we shouldn't give feedback. We have a forum section just for that purpose where I recommend everyone to post as much feedback as they want. The difference here is that you didn't give feedback, you demanded answers by calling out the lead developer.

Lets say I started a topic called "Zanz, why did you nerf SoG?! I demand an explanation!!". See how that kind of topic is calling out the developer because if he doesn't reply, it looks like he is avoiding the question. Of course your question is a very mild version of that, but the basic principle is the same: you didn't agree with the buff and you are demanding an explanation.

The correct way to give feedback on the game is to start a new topic in the "Suggestions and Feedback" area like everyone else. There you can explain in detail why you think that Puffer Fish shouldn't have been buffed. This way the developers can read it at their own time without the added pressure of having to reply and defend their actions.

As this is off-topic, any further discussion will be done using PM's or in the GMod area.

Go Puffer Fish!
Title: Re: Elements 1.25
Post by: jmdt on August 11, 2010, 03:21:04 PM
Go Puffer Fish!
This.

Water needed a small buff and this critter was never used, perfect buff candidate.  I personally love the buff.

Even more excited about the toadfish buff.  Unupped water had a few more struggles than upped water, and this helps greatly.
Title: Re: Elements 1.25
Post by: Kael Hate on August 11, 2010, 03:22:31 PM
Kael, I'm quite certain the pufferfish was buffed due to the new scorpion cards. The life version has half the attack as the old puffer, but cost less than half to play. So buffing puffer was necessary for balance.
I Don't think it balances things.
Title: Re: Elements 1.25
Post by: Demagog on August 11, 2010, 03:30:07 PM
I got excited when I saw nightfall was "fixed." I thought Zanz meant it stacks.  Sad day.
Title: Re: Elements 1.25
Post by: ike1218 on August 11, 2010, 03:41:57 PM
when is Elements 1.25 available ?
Title: Re: Elements 1.25
Post by: Dragoon1140 on August 11, 2010, 03:53:49 PM
when is Elements 1.25 available ?
Assuming bug fixing doesn't screw up the entire game, the patch should be out within the week most likely.
Title: Re: Elements 1.25
Post by: VacUmber on August 11, 2010, 04:21:52 PM
Zanz doesn't have to explain his actions to us mortals. Would you ask God why he made trees? :)
yes i would if i could
Title: Re: Elements 1.25
Post by: zanzarino on August 11, 2010, 04:30:31 PM
About Puffer Fish.

Forest scorpion. Cost:3 stats 2/2, venom -      general comment: meh, maybe I'll use it.
Puffer Fish. Cost:5 stats 3/5, venom -     general comment: ruins ver 1.25

???

Why do I have the impression that the only reason comments are raised against the 3/5 puffer fish is because of the FG scorpio?
FG's are the very last reason used to determine balance. Scorpio might be replaced with another FG tomorrow, or its deck changed.

All the poison cards look quite balanced to me now, what really got a buff are the poison decks. Chrysaora was pretty much the only viable option until now, puffer fish was rarely used because it was simply worse than a simple unupgraded Chrysaora.


About Toadfish.

It is still 6/4 in the trainer, I just need to check a few things before I make it official

About Titan.
Test it before you jump to conclusions, I'll do the same. If Flying Titans are now useless we'll go back to 70hp. But we'll have to compromise and add exceptions with any new card that uses the HP stat for new effects if that is the case.

About Wyrm.
The skill cost in not going to simply go down to :air
It would otherwise be just a much better version of a Pegasus, that is already useful and perfectly balanced.
Pegasus. cost:4  stats 3/2  :air :dive
Wyrm. cost:4 stas 3/3  :air :dive
Better stats and just one element to use = why should I ever use a Pegasus again?

I like the fact that wyrm is different and heavy in air quanta use, its stats probably need to be adjusted to make it more efficient. But reducing the skill cost is too much.
Title: Re: Elements 1.25
Post by: Dragoon1140 on August 11, 2010, 04:36:10 PM
FG's are the very last reason used to determine balance. Scorpio might be replaced with another FG tomorrow, or its deck changed.
^  This.   I say decrease the PF's HP to 4, but that is purely my opinion.  The 3 attack will actually make it used though.
Title: Re: Elements 1.25
Post by: Demagog on August 11, 2010, 04:38:54 PM
Why do I have the impression that the only reason comments are raised against the 3/5 puffer fish is because of the FG scorpio?

That's the only reason I've heard people mention. I haven't really payed attention, but I think it's mostly just the inexperienced players saying that. I've thought pufferfish needed a buff for a long time, as well as the toadfish. I've never used either.
Title: Re: Elements 1.25
Post by: Kael Hate on August 11, 2010, 04:52:10 PM
About Puffer Fish.

Forest scorpion. Cost:3 stats 2/2, venom -      general comment: meh, maybe I'll use it.
Puffer Fish. Cost:5 stats 3/5, venom -     general comment: ruins ver 1.25

???

Why do I have the impression that the only reason comments are raised against the 3/5 puffer fish is because of the FG scorpio?
FG's are the very last reason used to determine balance. Scorpio might be replaced with another FG tomorrow, or its deck changed.

All the poison cards look quite balanced to me now, what really got a buff are the poison decks. Chrysaora was pretty much the only viable option until now, puffer fish was rarely used because it was simply worse than a simple unupgraded Chrysaora.

I like Forest Scorpion. Its Meh quality is due to life already having a combat engine that is more effective as is currently is without the Scorpion. I can do more damage with an adrenalined frog than I can with an Adrenalined Scorpion.


As for Pufferfish, it on its own can now breach all shield except Diamond on its own and the poison will stack up without running the only cure purify. What can a time deck ever do to solve this situation? Second to its now shield breaking power, it has 5 hp requiring 2 cards in most situations just to deal with it and by then you've been poisoned considerably. You can't Eat it without first pumping the your Otyughs HP and then the Oty is poisoned, you can't Paradox it and if your opponent quints it, you're doomed to an inevitable death. This is my dislike of the pufferfish buff. If its hp was reduced to 2 then a solution can be used, just as you solve a chyrosara.


Regardless of my dislike of Pufferfish, thankyou for spending the time to explain it and Thanks again for the Game so far and Thanks for this new version to come.
Title: Re: Elements 1.25
Post by: 7_Deadly_Sins on August 11, 2010, 04:55:03 PM
Zanzarino... guess what? I <3 your update.
Title: Re: Elements 1.25
Post by: BluePriest on August 11, 2010, 05:22:16 PM
- If a desync is detected during a pvp game, a small warning icon is going to appear.

I like this change. Even though I dont do much pvp matches, its a nice change to know what the heck is going on. Maybe we will get less "bugs and hackers" threads due to desync now
Title: Re: Elements 1.25
Post by: smuglapse on August 11, 2010, 06:16:04 PM
What can a time deck ever do to solve this situation?
Obviously a Time mono couldn't stop Pufferfish from venoming before, so what are you referring to?
Title: Re: Elements 1.25
Post by: ddevans96 on August 11, 2010, 06:18:30 PM
It looks like I'm the only one who's happy about the Titan nerf. 70 HP is a lot, even for for gravity. 50 seems slightly more balanced. And chimera isn't that much of a situational card when put in the right deck, IMO
Title: Re: Elements 1.25
Post by: Kael Hate on August 11, 2010, 06:35:12 PM
What can a time deck ever do to solve this situation?
Obviously a Time mono couldn't stop Pufferfish from venoming before, so what are you referring to?
Time could sub various solutions previously, but now the solution is only Diamond shield.
Title: Re: Elements 1.25
Post by: Glitch on August 11, 2010, 06:52:19 PM
Or...  you know... take the damage?

It's kind of easy to out speed pufferfish.
Title: Re: Elements 1.25
Post by: jmdt on August 11, 2010, 06:56:46 PM
Or...  you know... take the damage?

It's kind of easy to out speed pufferfish.
This.

Even buffed, pretty much any rush deck will blitz these critters down pretty quick.  In a rush deck, crawlers are still prefered to puffers.  Honestly from my testing in the trainer, puffer could get buffed to 4 cost  with 3/5 and still wouldn't be OP.  Poison is just a slow mechanic in this fast paced game.
Title: Re: Elements 1.25
Post by: jmizzle7 on August 11, 2010, 07:04:19 PM
One of the biggest reasons why people never used Puffer Fish is because of its 2 attack! Why use a creature in an upped format (solo play and some PvP) if most of the shields you face completely nullify it? Even Permafrost Shield completely shuts it down, and that's coming from the same element. Puffer Fish is perfectly fine as a 3 attack creature. I do think that it should be a 3|4 instead of a 3|5, because then it could be eaten by a 0|5 Otyugh. Because it is poisonous, it is still immensely threatening to the Otyugh's owner, because once the Otyugh devours one Puffer Fish, it will most likely die soon, especially if there are Physalias and more Puffer Fish on the way.

@Zanz: The Wyrm's skill cost reduction was just wishful thinking on my part. I understand why its skill cost is :air :air and it's still a fine creature. Maybe there should be another mid-ranged creature for Air...
Title: Re: Elements 1.25
Post by: jmdt on August 11, 2010, 07:55:08 PM
Maybe there should be another mid-ranged creature for Air...
Yeah, a midrange attacker and another gravity card or two are hign on my want list right now (catapult please :) )
Title: Re: Elements 1.25
Post by: guolin on August 11, 2010, 08:28:07 PM
As a Water user, I'm most excited about the Toadfish/Puffer Fish buffs. This makes Mono-Water (even with Air splashed in) both viable unupped and upped.
Title: Re: Elements 1.25
Post by: Dragoon1140 on August 11, 2010, 08:32:35 PM
Just to say, the new patch is now in Beta:

http://elementsthegame.com/beta
Title: Re: Elements 1.25
Post by: Xinef on August 11, 2010, 08:35:52 PM
What can a time deck ever do to solve this situation?
Obviously a Time mono couldn't stop Pufferfish from venoming before, so what are you referring to?
Well, procrastination is still better than 2 damage reducing shields now because it halves the amount of poison counters you gather in the given amount of turns. Sundials also stop puffer fishes from attacking even if you still take damage from poison. Scarabs are better at eating puffers than otyughs. And dragons outrush puffers. So I think Time has enough arsenal in this case, though facing poison rush indeed requires a carefully designed deck.
Title: Re: Elements 1.25
Post by: BluePriest on August 11, 2010, 08:49:47 PM
Just to say, the new patch is now in Beta:

http://elementsthegame.com/beta
but no new cards yet :(
Title: Re: Elements 1.25
Post by: Dragoon1140 on August 11, 2010, 08:51:58 PM
Just to say, the new patch is now in Beta:

http://elementsthegame.com/beta
but no new cards yet :(
No, but everything else is there.

In case nobody else knows, you can grind in the beta.  Everything you do on your account, if saved, is permanent.
Title: Re: Elements 1.25
Post by: guolin on August 11, 2010, 08:56:47 PM
Just to say, the new patch is now in Beta:

http://elementsthegame.com/beta
but no new cards yet :(
I get to use my Toadfish deck in duels with 6|4 Toadfish. :D
Title: Re: Elements 1.25
Post by: Ant-n-ero on August 11, 2010, 09:23:37 PM
Just to say, the new patch is now in Beta:

http://elementsthegame.com/beta
omg we have a beta too! >_<
Title: Re: Elements 1.25
Post by: rotface on August 11, 2010, 10:25:28 PM
love it i cant wait
Title: Re: Elements 1.25
Post by: implosion on August 11, 2010, 11:54:37 PM
1.25 is LIVE!!!!! (Without the new cards as of now)
Title: Re: Elements 1.25
Post by: rotface on August 11, 2010, 11:57:13 PM
yea im in bazzar staring at the new pillars
Title: Re: Elements 1.25
Post by: harry959 on August 12, 2010, 12:00:53 AM
The new pillar art is awesome! I've played a few pvp games and told people about it.
Title: Re: Elements 1.25
Post by: bongoz on August 12, 2010, 12:23:28 AM
i think the titan need to go back to 70hp. i've tried with the 50hp titan in the trainer and i fine it needs more hp for the flying titan deck to be a good deck. if the titan is going to be 50HP then it will be easy to make decks that are better than the flying titan deck for way less money and no rare cards :o. just my opinion  ::)
Title: Re: Elements 1.25
Post by: guolin on August 12, 2010, 12:27:04 AM
1.25 is LIVE!!!!! (Without the new cards as of now)
Zanz is probably still coding the Pendulums so that you can have more than 6.
Title: Re: Elements 1.25
Post by: vrt on August 12, 2010, 12:45:57 AM
The new QT art looks really funky in the slots.


Shame mine came in late. :p
Title: Re: Elements 1.25
Post by: SickPillow on August 12, 2010, 01:47:49 AM
yea im in bazzar staring at the new pillars

me too haha   ;D
Title: Re: Elements 1.25
Post by: Evil Combat on August 12, 2010, 01:52:33 AM
wait for the new cards :D
Title: Re: Elements 1.25
Post by: collimatrix on August 12, 2010, 01:58:13 AM
Noticeably faster performance.
Title: Re: Elements 1.25
Post by: rotface on August 12, 2010, 02:01:14 AM
yea mine is runner lot fast in the bazzar  deck  area esp
Title: Re: Elements 1.25
Post by: wizelsnarf on August 12, 2010, 02:06:32 AM
I am getting dizzy watching the quantum pillars spin around...
Title: Re: Elements 1.25
Post by: twinsbuster on August 12, 2010, 02:09:49 AM
Balance:
- Attack power and HP of creatures are now capped at 499/499
- Shard of Gratitude Cost increased to 3
- Puffer Fish stats increased to 3/5
- Toadfish stats increased to 6/4
- Chaos power adds at least +1/+1 (+5/+5 max).
- Nymph's tears cost decreased to 7 (6 upgraded)
- Titan HP's reduced to 50

love all except Titan HP's reduced to 50
creatures usually only get a 1-2 stat decrease when nerf, decrease in 20 is really a lot
we can let the HP of creatures capped at a further smaller number such as 300, but not nerf Titan
Title: Re: Elements 1.25
Post by: timtwins on August 12, 2010, 02:17:06 AM
Are the new cards coming too, or are they in a later update?
Title: Re: Elements 1.25
Post by: Boingo on August 12, 2010, 02:20:43 AM
Bug fix:
- The skill berserk was not working in pvp games. It does now.
- Nightfall and Eclipse now should work properly if used at the same time
- Using multiple graveyards/boneyards grants a correct number of skeletons even when creatures die while affected by shields
Best.  Update.  Evar.
Title: Re: Elements 1.25
Post by: rotface on August 12, 2010, 02:23:19 AM
ha i agree wiz and  i  likie the 7  for  tears and 6 upgraded thats good one
Title: Re: Elements 1.25
Post by: RedWarrior0 on August 12, 2010, 02:25:24 AM
Bug fix:
- The skill berserk was not working in pvp games. It does now.
- Nightfall and Eclipse now should work properly if used at the same time
- Using multiple graveyards/boneyards grants a correct number of skeletons even when creatures die while affected by shields
Best.  Update.  Evar.
It means that they shouldn't stack. There was something f'd up about playing Nightfall then Eclipse.
Title: Re: Elements 1.25
Post by: Drawckab on August 12, 2010, 02:28:09 AM
The new QT art looks really funky in the slots.
Yeah, it does.  Has it always spun the QT until it lands on something else?  I never noticed before.  The new ones stand out better.
Title: Re: Elements 1.25
Post by: rotface on August 12, 2010, 02:29:52 AM
whn will the actually cards comingout
Title: Re: Elements 1.25
Post by: timtwins on August 12, 2010, 02:39:26 AM
whn will the actually cards comingout
^+1

Are they coming out in the next update then?
Title: Re: Elements 1.25
Post by: Dragoon1140 on August 12, 2010, 02:46:02 AM
whn will the actually cards comingout
^+1

Are they coming out in the next update then?
The cards will be released over the next 20 or so hours.  This is expected.
Title: Re: Elements 1.25
Post by: draven848 on August 12, 2010, 03:02:13 AM
Interesting updates.  Lets see what happens.   :earth
Title: Re: Elements 1.25
Post by: rotface on August 12, 2010, 03:29:13 AM
k i gotta get to farming so i can up my  nightmare deck
Title: Re: Elements 1.25
Post by: guolin on August 12, 2010, 03:34:21 AM
The new QT art looks really funky in the slots.
Yeah, it does.  Has it always spun the QT until it lands on something else?  I never noticed before.  The new ones stand out better.
Lol, it's funny how many people have never noticed there were Quantum Towers in the slots. (For some reason, I've always noticed...)
Title: Re: Elements 1.25
Post by: jacada on August 12, 2010, 03:46:47 AM
Awesome update.  Look forward to the new cards!

As part of the "balance," did the AI get a little "wiser"?  For example, when using a ROL/Hope deck, I noticed that at least a couple of FGs with Explosion (Diving Glory, Eternal Phoenix) now explode SoGs ahead of Electrocuter.  There go my decoys!

EDIT:  Wiser in some cases.  Chaos Lord stole a SoG instead of my Elec - which isn't so smart.  I was free to neuter Druids / any mutants that got dangerous.  But it does appear the heirachy has changed: SoG>Elec.
Title: Re: Elements 1.25
Post by: CB! on August 12, 2010, 04:31:03 AM
Speaking of smarter AI... I've seen Graviton cast gravity pull on his own otys/firemasters to block my 37/31 quinted lava destroyer in an attempt to cause me to deck out... o.O
Title: Re: Elements 1.25
Post by: eirwen on August 12, 2010, 04:31:47 AM
Wonderful update ^_^  For a sec i thought cards got swapped out.  I LOVE the new graphics :D
Title: Re: Elements 1.25
Post by: Marvaddin on August 12, 2010, 04:50:53 AM
The new QT art looks really funky in the slots.


Shame mine came in late. :p
Zanz could surely adjust this in a blink. Dunno if he will, but new QT have the worst art of all Elements history. Im also a bit sad about having that new earth tower, and that gravity tower without the planet like sphere. Other than that, new Tower arts are at least acceptable.

Puffer fish increased attack and reduced Titan health are also unpleasant. Lets hope new cards can compensate that.

Title: Re: Elements 1.25
Post by: Nume on August 12, 2010, 04:51:58 AM
I definitely agree that the new QT Vrt posted was far better than the current. I still think the current is better than the old though :P.
Title: Re: Elements 1.25
Post by: draven848 on August 12, 2010, 05:49:29 AM
Lol, it's funny how many people have never noticed there were Quantum Towers in the slots. (For some reason, I've always noticed...)
I think its the blue in the background that is catching peoples eye. I am like you I always noticed they were there but never really cared too much.  Personally I love the new pillar art, and the towers are kool once you upgrade them. But i think the new Quantum pillar will take some getting used to.  :time
Title: Re: Elements 1.25
Post by: twinsbuster on August 12, 2010, 06:12:49 AM
I think its the blue in the background that is catching peoples eye. I am like you I always noticed they were there but never really cared too much.  Personally I love the new pillar art, and the towers are kool once you upgrade them. But i think the new Quantum pillar will take some getting used to.  :time
In fact, I hate the upgrade towers since the added arrow signs on them block and destroy the wonderful new art.

Title: Re: Elements 1.25
Post by: DrunkDestroyer on August 12, 2010, 06:36:31 AM
I hate the quantum towers in the spins. Just saying.

Also, (maybe this was there before) but I like how the stats of a card are written Over the freeze image.
And yes, generally pillars look better than towers now. Apart from QT which makes is almost slightly bearable.
Title: Re: Elements 1.25
Post by: phalgast on August 12, 2010, 11:12:57 AM
were can I find the upgraded versions of the new cards? can't find them updated in the trainer... anyone can give me a link? thanx

other question: How do the pendulums exactly function? after playing them in the trainer they seems that they only produce quanta every second turn, right? How will also the pendulums look upgraded?
Title: Re: Elements 1.25
Post by: Hodari on August 12, 2010, 11:53:13 AM
were can I find the upgraded versions of the new cards? can't find them updated in the trainer... anyone can give me a link? thanx

other question: How do the pendulums exactly function? after playing them in the trainer they seems that they only produce quanta every second turn, right? How will also the pendulums look upgraded?
The new cards are all in the trainer under bazaar, but can't be obtained yet by the get all cards button.  To get the upgraded ones, you'd have to buy the normal version and then upgrade it using the upgrade card quest.

As for pendulums, they will produce quanta of their own element on one turn and then quanta of the element matching your mark the next turn.  So if you have a mark of time, an Aether pendulum will produce Aether quanta the first turn, then time the next, then back to aether and so on.  Also all pendulums in the same stack will produce the same element on any given turn.  Upgraded pendulums will also produce one quanta of their own type when they are first played.
Title: Re: Elements 1.25
Post by: phalgast on August 12, 2010, 12:23:42 PM
were can I find the upgraded versions of the new cards? can't find them updated in the trainer... anyone can give me a link? thanx

other question: How do the pendulums exactly function? after playing them in the trainer they seems that they only produce quanta every second turn, right? How will also the pendulums look upgraded?
The new cards are all in the trainer under bazaar, but can't be obtained yet by the get all cards button.  To get the upgraded ones, you'd have to buy the normal version and then upgrade it using the upgrade card quest.

As for pendulums, they will produce quanta of their own element on one turn and then quanta of the element matching your mark the next turn.  So if you have a mark of time, an Aether pendulum will produce Aether quanta the first turn, then time the next, then back to aether and so on.  Also all pendulums in the same stack will produce the same element on any given turn.  Upgraded pendulums will also produce one quanta of their own type when they are first played.
hi Hodari

Thanks for your answer. Seems you missunderstood my first question (probably a cause of my bad english ;-) )...

I know that at the moment the cards are only available in the trainer. but in the trainer I can only get the unupgraded ones and can not upgrade them. So I would wonder to know how are the upgraded cards - what changes in regard of the unupgrades ones...
I think there will be a thread in the card-design-forum, but I didn't find it...
Title: Re: Elements 1.25
Post by: BluePriest on August 12, 2010, 12:25:59 PM
to get the upgraded ones yo have to buy them and then click the all quests button. After you do that, click quests and you have the option to upgrade cards for electrum. (so you might want to click the more money button too)
Title: Re: Elements 1.25
Post by: TheoCT on August 12, 2010, 03:04:15 PM
Zanz could surely adjust this in a blink. Dunno if he will, but new QT have the worst art of all Elements history. Im also a bit sad about having that new earth tower, and that gravity tower without the planet like sphere. Other than that, new Tower arts are at least acceptable.

Puffer fish increased attack and reduced Titan health are also unpleasant. Lets hope new cards can compensate that.
Do you ever not complain? Every single patch all you do is complain and complain about how you hate this or hate that. It's a game that we don't have to pay for. Read Zanz's post about puffer-fish and about titans health decrease. As for the art, it's art, has nothing to do with the gameplay of the game, who are you to say that the art is, 'at least acceptable'?

I love the new patch. A lot of new cards, game play will change with pendulums, and awesome new art. Keep it up Zanz!
Title: Re: Elements 1.25
Post by: confetti on August 12, 2010, 03:36:39 PM
Zanz could surely adjust this in a blink. Dunno if he will, but new QT have the worst art of all Elements history. Im also a bit sad about having that new earth tower, and that gravity tower without the planet like sphere. Other than that, new Tower arts are at least acceptable.

Puffer fish increased attack and reduced Titan health are also unpleasant. Lets hope new cards can compensate that.
Do you ever not complain? Every single patch all you do is complain and complain about how you hate this or hate that. It's a game that we don't have to pay for. Read Zanz's post about puffer-fish and about titans health decrease. As for the art, it's art, has nothing to do with the gameplay of the game, who are you to say that the art is, 'at least acceptable'?

I love the new patch. A lot of new cards, game play will change with pendulums, and awesome new art. Keep it up Zanz!
Actually I love the new patch as well! Everything is going to change & because of that I have no idea yet about the consequences of the changes of puffer fish & co...

of course this is going to make FG a little harder (skorpio...) but on the other hand - who knows how we are going to figth them in a few days...

BUT:

on the other hand I think that everyone shall have a right to write when he does not like something!!! i think noone shall be offended because of that - does not matter if the game is free or not! i even think that this kind of critics sometimes can give the developers good ideas as well!

and honestly now: do you like the art of the new QT? ;)

greetings,
c.

Title: Re: Elements 1.25
Post by: BluePriest on August 12, 2010, 03:37:50 PM
fgs shouldnt be considered when talking about card balance...
Title: Re: Elements 1.25
Post by: Essence on August 12, 2010, 04:13:12 PM
QT art and Titan HP change are the only things that are even vaguely disagreeable about this update. 

Puffer/Toadfish: Win
SoG CC: Win
Tears: Win
Chaos Power: Win
Desync Icon: WIN!

And I LOVE the speed with which the deckbuidler and Bazaar respond now!  If I wasn't required to wear a shirt and tie, I'd totally wear a home-made Elements T-shirt on the air today. :)


That's what we need between updates: some swag!  Hey, Zanz, can I buy non-exclusive marketing rights to Elements for a 50/50 profit split?  I can get some swag on (damn you, soulja boy!) pretty decently. :)
Title: Re: Elements 1.25
Post by: MrJ0shua on August 12, 2010, 04:17:28 PM
New pillar art is excellent
Title: Re: Elements 1.25
Post by: JJ 52 on August 12, 2010, 04:32:12 PM
I actually think the new QT art looks kinda cool in the spins, its all colorful and stuff.

I like this update, Itll only help elements get better IMO
Title: Re: Elements 1.25
Post by: Daraxyl on August 12, 2010, 05:27:29 PM
I actually think the new QT art looks kinda cool in the spins, its all colorful and stuff.
I had just noticed the samething and I like it!

Awesome update Zanz!
Title: Re: Elements 1.25
Post by: PlayerOa on August 12, 2010, 05:32:48 PM
Great update!
Keep up the good work, Zanz ;)

(How do you get that great card ideas?)
Title: Re: Elements 1.25
Post by: juom on August 12, 2010, 06:13:51 PM
I actually won one of the new cards (Dune Scorpion) when playing T50. I tought they were only playable in the trainer, at least I can't seem to find them in the bazaar. But nevertheless, I'm a happy owner of a Dune Scorpion now :). Great update btw.
Title: Re: Elements 1.25
Post by: Ant-n-ero on August 12, 2010, 06:45:35 PM
Zanz could surely adjust this in a blink. Dunno if he will, but new QT have the worst art of all Elements history. Im also a bit sad about having that new earth tower, and that gravity tower without the planet like sphere. Other than that, new Tower arts are at least acceptable.

Puffer fish increased attack and reduced Titan health are also unpleasant. Lets hope new cards can compensate that.
Do you ever not complain? Every single patch all you do is complain and complain about how you hate this or hate that. It's a game that we don't have to pay for. Read Zanz's post about puffer-fish and about titans health decrease. As for the art, it's art, has nothing to do with the gameplay of the game, who are you to say that the art is, 'at least acceptable'?

I love the new patch. A lot of new cards, game play will change with pendulums, and awesome new art. Keep it up Zanz!
I agree, all Marvaddin does is complain, but he got angry last time I said that to him  :-X
Title: Re: Elements 1.25
Post by: Wolfunit on August 12, 2010, 06:56:15 PM
1 question whats the cap for pendulums, 6 or how ever much you want? :D
Title: Re: Elements 1.25
Post by: CB! on August 12, 2010, 07:03:58 PM
1 question whats the cap for pendulums, 6 or how ever much you want? :D
Yeah, anyone know?  Time to spend all my hard earned money...  ;D
Title: Re: Elements 1.25
Post by: Amilir on August 12, 2010, 07:07:21 PM
"- The bazaar and the "manage deck" tools will now show only the image for the last card in the stack, this should improve CPU performance and make a big difference for old/slow CPU's. It might be worth the little loss in details since the cards are almost completely covered anyway."

I, personally, do not see this as worth the CPU performance.  If it's reasonably simple to do, a toggle in those screens to revert to the old behavior would be greatly appreciated.

I love the other changes.
Title: Re: Elements 1.25
Post by: teffy on August 12, 2010, 09:21:12 PM
Yeah, the cards are now ingame.
Title: Re: Elements 1.25
Post by: Thelonesun on August 12, 2010, 09:29:40 PM
Yeah, the cards are now ingame.
I don't see em.

EDIT: Nvm, cleared cache and now I see them.
Title: Re: Elements 1.25
Post by: guolin on August 12, 2010, 09:31:21 PM
"- The bazaar and the "manage deck" tools will now show only the image for the last card in the stack, this should improve CPU performance and make a big difference for old/slow CPU's. It might be worth the little loss in details since the cards are almost completely covered anyway."

I, personally, do not see this as worth the CPU performance.  If it's reasonably simple to do, a toggle in those screens to revert to the old behavior would be greatly appreciated.

I love the other changes.
^this. In game, I usually don't have a problem with lag, as I don't have a huge collection of cards yet. However, in the Trainer, I really appreciate this.

Also, if you can't see the new cards, please clear cache.
Title: Re: Elements 1.25
Post by: Kael Hate on August 12, 2010, 10:29:28 PM
1 question whats the cap for pendulums, 6 or how ever much you want? :D
Yeah, anyone know?  Time to spend all my hard earned money...  ;D
When playing last night there appeared to be no cap on pendulums. I was running 30 of one type without issue.
Title: Re: Elements 1.25
Post by: zzz123 on August 13, 2010, 07:39:25 AM
The next person that says we shouldn't make FG's harder gets a kick to the face.
i play occasionally, but i am very casual at best - maybe 50 PvE battles between version updates :P

so making FGs harder essentially means they grow in power much faster than i do!

i'm not complaining (and i also don't want a kick to the face!), but at some point it may make sense to cut them loose and introduce a level 7 instead.
Title: Re: Elements 1.25
Post by: Atico on August 13, 2010, 07:52:56 AM
Sorry for my bad English ;)

New cards are very good, but I think that there is one problem with them. You gave for us new poison cards, but there is no antidotum for this. There is only one card (Purify), which can healing us (not creatures). But one card in only one color (Water) is in my opinion not much. I know, that there are the shields, but a lot of them can't protect us. How we can protect/heal our creatures? I think that You should think about it. Maybe heal ability should annul poison from target creatures and from player? It will be better than giving new healing cards.
Title: Re: Elements 1.25
Post by: Ant-n-ero on August 13, 2010, 08:15:50 AM
also, we have new cool music on the login screen
(took me like 3 minutes to realise what it was at first XD)
Title: Re: Elements 1.25
Post by: jmizzle7 on August 13, 2010, 08:16:35 AM
also, we have new cool music on the login screen
(took me like 3 minutes to realise what it was at first XD)
You're welcome. ;)
Title: Re: Elements 1.25
Post by: smuglapse on August 13, 2010, 08:17:47 AM
You're welcome. ;)
Ah...
that was your surprise.

(goes to listen)
Title: Re: Elements 1.25
Post by: RavingRabbid on August 13, 2010, 08:44:58 AM
Sorry for my bad English ;)

New cards are very good, but I think that there is one problem with them. You gave for us new poison cards, but there is no antidotum for this. There is only one card (Purify), which can healing us (not creatures). But one card in only one color (Water) is in my opinion not much. I know, that there are the shields, but a lot of them can't protect us. How we can protect/heal our creatures? I think that You should think about it. Maybe heal ability should annul poison from target creatures and from player? It will be better than giving new healing cards.
So...

Purify has got three times a boost in 1.25, and people keep complaining about it?
Title: Re: Elements 1.25
Post by: kobisjeruk on August 13, 2010, 08:54:13 AM
So...

Purify has got three times a boost in 1.25, and people keep complaining about it?
hes not complaining about purify, hes complaining that we only have purify to counter poison effect
not that hard to understand imo
Title: Re: Elements 1.25
Post by: ntz on August 13, 2010, 09:20:23 AM
hi there ..

i was been vacationing several past days and just need to say: wtf ??

it just don't seem to me very balanced .. the first thing which i consider as doubtful is, that a lot of elements other then *death have now a poisoning capabilities .. (scorpions)

second thing is that bloody new pendulums ... right. good idea but what should we do with tons of upped pillars ??

i'm .. i'm, i'm so confused

regards
Title: Re: Elements 1.25
Post by: RavingRabbid on August 13, 2010, 10:24:17 AM
So...

Purify has got three times a boost in 1.25, and people keep complaining about it?
hes not complaining about purify, hes complaining that we only have purify to counter poison effect
not that hard to understand imo
He is complaining about purify being only water. Why should we nerf purify again?
Title: Re: Elements 1.25
Post by: IStoneI on August 13, 2010, 10:27:04 AM
whoa, big update. looks awesome. i dont like the new quantum pillar art, though. should be changed again imo.
Title: Re: Elements 1.25
Post by: Atico on August 13, 2010, 11:34:36 AM
So...

Purify has got three times a boost in 1.25, and people keep complaining about it?
hes not complaining about purify, hes complaining that we only have purify to counter poison effect
not that hard to understand imo
He is complaining about purify being only water. Why should we nerf purify again?

@kobisjeruk has got right. I complain that ONLY Purify (Water card) can cancel our poison status. There is no cards, which can counter this effect from creatures. In my opinion it is a problem. What is more - why this defence has got  :water, but no  :life and  :light? Maybe heal ability (Archangel has got it) should remove poison from creatures and from player? Maybe some shields should protect us from poison (having shield makes poison uneffective)? It is only simple suggestion ;)
Title: Re: Elements 1.25
Post by: Marvaddin on August 13, 2010, 01:06:03 PM
Zanz could surely adjust this in a blink. Dunno if he will, but new QT have the worst art of all Elements history. Im also a bit sad about having that new earth tower, and that gravity tower without the planet like sphere. Other than that, new Tower arts are at least acceptable.

Puffer fish increased attack and reduced Titan health are also unpleasant. Lets hope new cards can compensate that.
Do you ever not complain? Every single patch all you do is complain and complain about how you hate this or hate that. It's a game that we don't have to pay for. Read Zanz's post about puffer-fish and about titans health decrease. As for the art, it's art, has nothing to do with the gameplay of the game, who are you to say that the art is, 'at least acceptable'?

I love the new patch. A lot of new cards, game play will change with pendulums, and awesome new art. Keep it up Zanz!
In fact, I said this about this upgrade:

Anyway, this is a great update. And you remember how I was not excited by the last ones, but this one is really something I want to see alive.

Congratz, zanz.
Looks like that was not realized because I was just one more person in the "oh, you are soooo great, zanz" band. But in fact, this is a forum and people are supposed to post what they think. Who am I? Im a player, and I think that when I say I like or dislike something about the game, it will possibly help the developer with the game progress. Even if I know what are their reasons to increase a creature attack, etc, it doesnt mean I should agree with him like if I was a brainless zombie, right? But I agree with most things, like increased SoG cost. The point is: its easier to point some things I dislike than the many things I like about the game. ;)

Im not even the single one complaining, so take it easy.

Ps: Im not angry, Ant-n-ero.
Ps2: Looks like we think the same way. Thanks for the support, confetti.
Ps3: Keep it up, Zanz. I see your big effort although Im not always liking the things you implement.
Title: Re: Elements 1.25
Post by: Untelligent on August 13, 2010, 02:36:07 PM
The only thing I don't really like about 1.25 is the new quantum pillar art. Everything else is awsome, 'specially the Mindgates.
Title: Re: Elements 1.25
Post by: guolin on August 13, 2010, 02:40:27 PM
hi there ..

i was been vacationing several past days and just need to say: wtf ??

it just don't seem to me very balanced .. the first thing which i consider as doubtful is, that a lot of elements other then *death have now a poisoning capabilities .. (scorpions)

second thing is that bloody new pendulums ... right. good idea but what should we do with tons of upped pillars ??

i'm .. i'm, i'm so confused

regards
First off, Chrysaoras and Puffer Fish say hi.

Besides, Death's primary theme is benefiting off killing creatures. Poison is only a secondary theme - they also have a new poison card too - Deathstalker.

Secondly, Pendulums in now way will fully replace pillars. They are supposed to work alongside with pillars. If you have a water pendulum and a fire mark, you get ONE water quanta this turn, then you get ONE fire quanta NEXT turn.
Title: Re: Elements 1.25
Post by: CB! on August 13, 2010, 03:09:04 PM
You're welcome. ;)
Ah...
that was your surprise.

(goes to listen)
Oh snap... I had my speakers turned off.  I figured it was music related though...

EDIT: Flippin' awesome, jmizzle... great job!!
Title: Re: Elements 1.25
Post by: asymmetry on August 13, 2010, 03:57:55 PM
You're welcome. ;)
Ah...
that was your surprise.

(goes to listen)
Oh snap... I had my speakers turned off.  I figured it was music related though...

EDIT: Flippin' awesome, jmizzle... great job!!
Too awesome
Title: Re: Elements 1.25
Post by: YoungSot on August 13, 2010, 04:17:39 PM
where do I find the new cards from 1.25? none of them show up in the bazaar, but I keep running into other players who have them. Can anyone help me with this, or direct me to someone who can?
Thanks ahead of time!
Title: Re: Elements 1.25
Post by: Nume on August 13, 2010, 05:13:24 PM
Try clearing your cache on your browser then reloading the game. I had to do that but once I did the cards were there and the game loaded much faster :P.
Title: Re: Elements 1.25
Post by: YoungSot on August 13, 2010, 06:59:37 PM
Try clearing your cache on your browser then reloading the game. I had to do that but once I did the cards were there and the game loaded much faster :P.
 That worked. Thanks!
Title: Re: Elements 1.25
Post by: Ant-n-ero on August 13, 2010, 10:05:13 PM
You're welcome. ;)
Ah...
that was your surprise.

(goes to listen)
Oh snap... I had my speakers turned off.  I figured it was music related though...

EDIT: Flippin' awesome, jmizzle... great job!!
Too awesome
I thought a group of elves or something had crept into my room, scared the shit out of me XD
Title: Re: Elements 1.25
Post by: Uncle Jellyfish on August 13, 2010, 10:08:41 PM
You're welcome. ;)
Ah...
that was your surprise.

(goes to listen)
Oh snap... I had my speakers turned off.  I figured it was music related though...

EDIT: Flippin' awesome, jmizzle... great job!!
Too awesome
I completely agree. Way to go JM! Also, when will we start to hear music on the main menu, too? I loved the music before, and this is even better, but I hate not being able to hear it after logging in. Also, JM, you should make new FG music, too. :D
Title: Re: Elements 1.25
Post by: Ant-n-ero on August 13, 2010, 10:11:01 PM

I completely agree. Way to go JM! Also, when will we start to hear music on the main menu, too? I loved the music before, and this is even better, but I hate not being able to hear it after logging in. Also, JM, you should make new FG music, too. :D
lol, first thing I did was check the FG music :D (cost me 30 god damn coins >:( grr)
Title: Re: Elements 1.25
Post by: Dragoon1140 on August 13, 2010, 10:14:26 PM
Also, JM, you should make new FG music, too. :D
Do you want to know what his next surprise is?
Title: Re: Elements 1.25
Post by: Ant-n-ero on August 13, 2010, 10:25:39 PM
also game now pauses in whatever it's doing if you switch tab, AI stops playing cards/ending go/gaining quanta from end go/you card doesn't draw ---> all until you switch back (now someone's going to say it did that before  :'( )

btw - yes, what is the other suprise?
Title: Re: Elements 1.25
Post by: Dragoon1140 on August 13, 2010, 10:53:48 PM
also game now pauses in whatever it's doing if you switch tab, AI stops playing cards/ending go/gaining quanta from end go/you card doesn't draw ---> all until you switch back (now someone's going to say it did that before  :'( )

btw - yes, what is the other suprise?
Actually, that has been happening to me since... ever.

As for the surprise, I think it is pretty self explanatory.   :))
Title: Re: Elements 1.25
Post by: JennyP81 on August 14, 2010, 06:58:28 AM
So my poison counters from changed purple to yellow when a dune scorpion was played.  I killed the dune scorpion, but every card I played after that I was still poisoned for.  I think this is a little silly and it know requires me to carry a purify in my deck.  I think this scorpion is way over powered.  It's either I play a card and get poisoned further, discard, or carry a purify.  Other than I think this one card is a little messed up, this is an overall awesome upgrade. 
Title: Re: Elements 1.25
Post by: jmizzle7 on August 14, 2010, 07:05:39 AM
Try to kill your opponent before you die of poison. That's another counter to poison - speed.
Title: Re: Elements 1.25
Post by: Atico on August 14, 2010, 09:07:18 AM
@JennyP81 - I also think, that poison cards are now overpowerder, because there is no counter for this.
Title: Re: Elements 1.25
Post by: kobisjeruk on August 14, 2010, 09:37:58 AM
@JennyP81 - I also think, that poison cards are now overpowerder, because there is no counter for this.
(http://elementscommunity.org/images/Cards/purify-up.jpg)

only time will tell if we'll get any other counter to poison but as for now, this^ is the only 'hard' counter
other than that, you need to push through the poison and beat them before the poison did you in
Title: Re: Elements 1.25
Post by: Valakhyte on August 14, 2010, 10:36:06 AM
Loving the new title music!
Title: Re: Elements 1.25
Post by: Ant-n-ero on August 14, 2010, 11:08:10 AM
idk bout you but I don''t play elements as much as I should (there ya go - I said it!) so please tell me the 'super obvious' secret >_< lol ta :L
Title: Re: Elements 1.25
Post by: Atico on August 14, 2010, 12:51:26 PM
@JennyP81 - I also think, that poison cards are now overpowerder, because there is no counter for this.
(http://elementscommunity.org/images/Cards/purify-up.jpg)

only time will tell if we'll get any other counter to poison but as for now, this^ is the only 'hard' counter
other than that, you need to push through the poison and beat them before the poison did you in
It doesn't effect on creatures and this card needs water quantum ;)
Title: Re: Elements 1.25
Post by: coinich on August 14, 2010, 01:05:02 PM
Funny, because a poison decks (good ones anyways) are completely built around what they do, and Purify can completely wreck that in one shot for 1 :water quanta.  Now which is overpowered?

Not that I won't mind more counters to Poison.  Yet we have Miracle that wrecks a deck's effort for 12 :light and Holy Light and Heal that do far more manageable amounts for less.  Why not extend that?
Title: Re: Elements 1.25
Post by: Uncle Jellyfish on August 14, 2010, 04:24:54 PM
Funny, because a poison decks (good ones anyways) are completely built around what they do, and Purify can completely wreck that in one shot for 1 :water quanta.  Now which is overpowered?

Not that I won't mind more counters to Poison.  Yet we have Miracle that wrecks a deck's effort for 12 :light and Holy Light and Heal that do far more manageable amounts for less.  Why not extend that?
You have a point, however, most GOOD poison decks are not hindered my Purify too much. As a point, I went to Congregate and asked someone to build a deck with purifies and try to beat my poison deck (standard Speed Poison), and the only thing they did was slow me down a couple turns. Stalling poison decks will take a big hit, but rushers will not.
Title: Re: Elements 1.25
Post by: jmdt on August 14, 2010, 04:36:39 PM
Funny, because a poison decks (good ones anyways) are completely built around what they do, and Purify can completely wreck that in one shot for 1 :water quanta.  Now which is overpowered?

Not that I won't mind more counters to Poison.  Yet we have Miracle that wrecks a deck's effort for 12 :light and Holy Light and Heal that do far more manageable amounts for less.  Why not extend that?
You have a point, however, most GOOD poison decks are not hindered my Purify too much. As a point, I went to Congregate and asked someone to build a deck with purifies and try to beat my poison deck (standard Speed Poison), and the only thing they did was slow me down a couple turns. Stalling poison decks will take a big hit, but rushers will not.
You didn't ask the right person on Kongregate ;).
Title: Re: Elements 1.25
Post by: smuglapse on August 15, 2010, 01:27:33 AM
idk bout you but I don''t play elements as much as I should (there ya go - I said it!) so please tell me the 'super obvious' secret >_< lol ta :L
It has nothing to do with playing Elements.  It has everything to do with reading someone's entire post.
Title: Re: Elements 1.25
Post by: 918273645 on August 15, 2010, 07:12:03 AM
TITAN? 50 HP? NOOOOOOOOOOOOOOOO!!!!!
Title: Re: Elements 1.25
Post by: Ant-n-ero on August 15, 2010, 08:53:20 AM
idk bout you but I don''t play elements as much as I should (there ya go - I said it!) so please tell me the 'super obvious' secret >_< lol ta :L
It has nothing to do with playing Elements.  It has everything to do with reading someone's entire post.
*sigh* tbh i cba, I tried but idk so I don't care lol
I have other stuff to do
Title: Re: Elements 1.25
Post by: Mastermind79 on August 15, 2010, 04:32:41 PM
Also, (maybe this was there before) but I like how the stats of a card are written Over the freeze image.

Aha! I just noticed this today! I'm not (completely) insane!
Title: Re: Elements 1.25
Post by: ddevans96 on August 15, 2010, 04:36:39 PM
Also, (maybe this was there before) but I like how the stats of a card are written Over the freeze image.

Aha! I just noticed this today! I'm not (completely) insane!
I noticed that too. Nice little change.
Title: Re: Elements 1.25
Post by: Drawckab on August 16, 2010, 05:55:34 AM
OMG! Quantum towers and pillars just changed in like the last 5 minutes!  I played a PVP game with the old art, let someone else use the computer for about 5 minutes or so, came back, and they were new!
Title: Re: Elements 1.25
Post by: Daraxyl on August 16, 2010, 11:48:51 AM
I like the new "new" quantum artwork. It looks more professional to me.
Title: Re: Elements 1.25
Post by: Chronophasic on August 16, 2010, 12:26:22 PM
Yeah, it's definitely a big improvement. Much better than the popsicles.  ;)
Title: Re: Elements 1.25
Post by: asymmetry on August 16, 2010, 02:30:17 PM
New QT's are plain beautiful, good job (whoever's work of art it is)
Title: Re: Elements 1.25
Post by: vrt on August 16, 2010, 03:11:10 PM
That'd be me. Thanks for liking it!
Title: Re: Elements 1.25
Post by: eirwen on August 16, 2010, 04:15:55 PM
After more thought the only thing that I cannot wrap my head around is a poison creature in a life deck.  It just seems so... counter to what the deck is supposed to represent.  :\
Title: Re: Elements 1.25
Post by: jmdt on August 16, 2010, 04:42:27 PM
New QT's are plain beautiful, good job (whoever's work of art it is)
Yeah I was pleasantly surprised to see the new QT's today.  Great art vrt.
Title: Re: Elements 1.25
Post by: CB! on August 16, 2010, 04:50:12 PM
New QT's are plain beautiful, good job (whoever's work of art it is)
Yeah I was pleasantly surprised to see the new QT's today.  Great art vrt.
^^^ This... Good job, vrt...
Title: Re: Elements 1.25
Post by: MYF on August 16, 2010, 04:59:41 PM
Now that is more like it! The new Quantum Towers look both powerful, elegant, and cool! Good Job!
Title: Re: Elements 1.25
Post by: Cancerplus on August 16, 2010, 05:31:38 PM
I love the new artwork for the quantum tower!

The old one was kinda getting on my nerves!
Title: Re: Elements 1.25
Post by: guolin on August 16, 2010, 05:49:34 PM
About time we got new QT art. I mean, it's probably the thing people complain about the most about v1.25. Another karma for vrt.
Title: Re: Elements 1.25
Post by: wizelsnarf on August 16, 2010, 07:14:47 PM
Thank you vrt! Thank you Zanz for the new quantum tower art. I love vrt's "serious" art that makes the game a little less childish.
Title: Re: Elements 1.25
Post by: PlayerOa on August 16, 2010, 07:31:25 PM
Am I the only one who liked the "old" QT art?
But new one is even better!
Thanks vrt ;)
Title: Re: Elements 1.25
Post by: smuglapse on August 16, 2010, 09:57:44 PM
I found an Easter Egg.

Actually, it's a change in the Fate Egg.

It no longer behaves like this post.

Fate Egg has been removed from the Hatch/Mutation list!

Stand-alone creatures not in the Hatch/Mutation list: Chimera, Fate Egg, Devonian Dragon, Scarab, and Immortal.
Title: Re: Elements 1.25
Post by: Dragoon1140 on August 16, 2010, 10:34:02 PM
I found an Easter Egg.

Actually, it's a change in the Fate Egg.

It no longer behaves like this post.

Fate Egg has been removed from the Hatch/Mutation list!

Stand-alone creatures not in the Hatch/Mutation list: Chimera, Fate Egg, Devonian Dragon, Scarab, and Immortal.
I thought it was common knowledge, but yea, no more Fate Egg hatching a Fate Egg.
Title: Re: Elements 1.25
Post by: smuglapse on August 16, 2010, 11:01:28 PM
I thought it was common knowledge, but yea, no more Fate Egg hatching a Fate Egg.
Ah well, I'm not in the chat.  I didn't know everyone else was, either.
Title: Re: Elements 1.25
Post by: eirwen on August 16, 2010, 11:20:08 PM
ooooh.  like the new pillars for the quantum towers.
Title: Re: Elements 1.25
Post by: Marvaddin on August 17, 2010, 12:07:01 AM
Too bad we cant have mutated Chimeras. Those would be good cards to reverse with Eternity, and then play, killing the opponent.

I also dont understand why Devonian Dragon and Immortal cant be in the list.
Title: Re: Elements 1.25
Post by: smuglapse on August 17, 2010, 12:15:32 AM
Too bad we cant have mutated Chimeras. Those would be good cards to reverse with Eternity, and then play, killing the opponent.

I also dont understand why Devonian Dragon and Immortal cant be in the list.
The Chimera's skill is passive, so it would automatically combine its stats and remove all creatures as soon as it was hatched or mutated.

The Scarab has the 'swarm' passive, but unless that is bugged, I don't see why that couldn't be included, as well.

I can see no reason why Devonian Dragon and Immortal are not on the list, either.
Title: Re: Elements 1.25
Post by: Dragoon1140 on August 17, 2010, 12:49:04 AM
I thought it was common knowledge, but yea, no more Fate Egg hatching a Fate Egg.
Ah well, I'm not in the chat.  I didn't know everyone else was, either.
Perhaps I should have phrased that incorrectly.  I thought everybody in the forum knew as well as the chat.  It is no biggie though, and it isn't game breaking anyway.
Title: Re: Elements 1.25
Post by: ddevans96 on August 17, 2010, 01:17:47 AM
I thought it was common knowledge, but yea, no more Fate Egg hatching a Fate Egg.
Ah well, I'm not in the chat.  I didn't know everyone else was, either.
Perhaps I should have phrased that incorrectly.  I thought everybody in the forum knew as well as the chat.  It is no biggie though, and it isn't game breaking anyway.
...what? (Yes I know what you mean, but pointing out typos is fun :D)

Anyways, has anyone seen the desynch warning yet?
Title: Re: Elements 1.25
Post by: Dragoon1140 on August 17, 2010, 01:19:21 AM
I thought it was common knowledge, but yea, no more Fate Egg hatching a Fate Egg.
Ah well, I'm not in the chat.  I didn't know everyone else was, either.
Perhaps I should have phrased that incorrectly.  I thought everybody in the forum knew as well as the chat.  It is no biggie though, and it isn't game breaking anyway.
...what? (Yes I know what you mean, but pointing out typos is fun :D)

Anyways, has anyone seen the desynch warning yet?
Wow, epic typo fail in on my part.

Actually, I didn't run into it yet.  I wonder what's up.
Title: Re: Elements 1.25
Post by: Hodari on August 17, 2010, 03:03:34 AM
Anyways, has anyone seen the desynch warning yet?
I was getting it in perhaps as many as half my pvp games a couple days ago
Title: Re: Elements 1.25
Post by: Uncle Jellyfish on August 17, 2010, 07:54:21 PM
Am I the only one that noticed that the new QT art doesn't change between upgraded and unupgraded versions.
Title: Re: Elements 1.25
Post by: Bloodshadow on August 17, 2010, 10:54:20 PM
Am I the only one that noticed that the new QT art doesn't change between upgraded and unupgraded versions.
I noticed that too.
Title: Re: Elements 1.25
Post by: jmdt on August 18, 2010, 12:06:41 AM
Am I the only one that noticed that the new QT art doesn't change between upgraded and unupgraded versions.
I noticed that too.
I gave it a hard look over today looking for the differences.  I wonder if he will add the 3 bard on the upped one eventually.
Title: Re: Elements 1.25
Post by: miggui on August 19, 2010, 10:33:39 AM
1.26 should be dedicated to rethinking some nymphs and dragons :P
grey nymph sucks (and I got one in the oracle, so it would be nice if it was revamped :P)
Title: Re: Elements 1.25
Post by: Marvaddin on August 21, 2010, 02:04:21 AM
Im feeling that now, after I use a creature skill, there is a much bigger time delay before I can use another skill. This makes grinding take much more time. Is it just me / my PC or is someone else experiencing it?
Title: Re: Elements 1.25
Post by: Dragoon1140 on August 21, 2010, 02:15:35 AM
Im feeling that now, after I use a creature skill, there is a much bigger time delay before I can use another skill. This makes grinding take much more time. Is it just me / my PC or is someone else experiencing it?
It is sort of a hidden update, along with the new Malignant Cell delay.
Title: Re: Elements 1.25
Post by: jmdt on August 21, 2010, 03:02:49 AM
Im feeling that now, after I use a creature skill, there is a much bigger time delay before I can use another skill. This makes grinding take much more time. Is it just me / my PC or is someone else experiencing it?
I posted a thread about this earlier.  A delay was added between allowing clicks to fix some bugs.  Its annoying as can be when trying to speed grind.
Title: Re: Elements 1.25
Post by: zanzarino on August 21, 2010, 03:51:31 AM
Players with slow CPU's managed to activate a creature skill, play a card and use the "cancel" button in a rapid sequence to re-use cards in an infinite loop.

In 1.25, after using a creature skill, a 1/10 of a second pause is added (same as the one used for playing a new card). It is the time required for the script to complete its function, during that time a new command (another creature skill, card, etc.) can not be used.

P.S. : this is also the reason why creature's skills do not have a "real" cancel option; giving back the cost of the skill would create a huge array of fast click combos and it would force me to make the UI much less fluid to keep control of all the possible exploits.
It is not because, as commonly believed, I am punishing the player for a bad choice. I said something similar once in the flash forum, but I was joking, and someone mistakenly left his sarcasm detector in the microwave while nuking a smurfberry pop tart.
Title: Re: Elements 1.25
Post by: Korugar on August 21, 2010, 03:53:21 AM
....and someone mistakenly left his sarcasm detector in the microwave while nuking a smurfberry pop tart.
ROFLOL ;D
Title: Re: Elements 1.25
Post by: RedWarrior0 on August 21, 2010, 03:57:20 AM
....and someone mistakenly left his sarcasm detector in the microwave while nuking a smurfberry pop tart.
ROFLOL ;D
Sigging the zanz quote SO HARD.
Title: Re: Elements 1.25
Post by: Ant-n-ero on August 21, 2010, 12:57:16 PM
so there has been no answer to why Dev Dragon and Immortal are not on the fate egg hatch list
(thanks for removing FE itself, idk if you got it from where I wrote somewhere but thanks anyways :D)
Title: Re: Elements 1.25
Post by: ddevans96 on August 21, 2010, 03:26:41 PM
....and someone mistakenly left his sarcasm detector in the microwave while nuking a smurfberry pop tart.
 :))
Title: Re: Elements 1.25
Post by: Marvaddin on August 21, 2010, 05:19:28 PM
I wonder how many people were able to exploit that trick and had the knowledge of this bug. Thanks to that, now my Lava Destroyer deck is much slower (as if nerfing the main card wasnt enough). Time to think about other deck, like life rush.
Title: Re: Elements 1.25
Post by: Essence on August 21, 2010, 08:54:08 PM
Seriously, you're griping about 1/10th of a second -- maybe an average of 3/10ths of a second per turn over the course of an entire game?  With a Destroyer deck that wins in 6 turns, that's a whopping 1.8 extra seconds!  If you're put off by 1.8 seconds per game, you're just this much too obsessive about maximizing your electrum/hour rate, my friend.
Title: Re: Elements 1.25
Post by: SickPillow on August 21, 2010, 11:26:46 PM
Seriously, you're griping about 1/10th of a second -- maybe an average of 3/10ths of a second per turn over the course of an entire game?  With a Destroyer deck that wins in 6 turns, that's a whopping 1.8 extra seconds!  If you're put off by 1.8 seconds per game, you're just this much too obsessive about maximizing your electrum/hour rate, my friend.
in actuality it slows the game down much more than that.  you now wait after clicking; maybe a second each time.  or you keep clicking constantly until it registers, which hurts your fingers   :(
Title: Re: Elements 1.25
Post by: smuglapse on August 21, 2010, 11:59:48 PM
in actuality it slows the game down much more than that.  you now wait after clicking; maybe a second each time.  or you keep clicking constantly until it registers, which hurts your fingers   :(
I'm not griping because stability and exploit-proofing is better than ultra-speed, but what SickPillow says is true.  You have to "monitor" if the action took place, and move your mouse back to the creature if it did not.  So your paying extra attention and muscle memory will slow you down much more.
Title: Re: Elements 1.25
Post by: Chronophasic on August 22, 2010, 03:11:22 AM
Players with slow CPU's managed to activate a creature skill, play a card and use the "cancel" button in a rapid sequence to re-use cards in an infinite loop.

In 1.25, after using a creature skill, a 1/10 of a second pause is added (same as the one used for playing a new card). It is the time required for the script to complete its function, during that time a new command (another creature skill, card, etc.) can not be used.

P.S. : this is also the reason why creature's skills do not have a "real" cancel option; giving back the cost of the skill would create a huge array of fast click combos and it would force me to make the UI much less fluid to keep control of all the possible exploits.
It is not because, as commonly believed, I am punishing the player for a bad choice. I said something similar once in the flash forum, but I was joking, and someone mistakenly left his sarcasm detector in the microwave while nuking a smurfberry pop tart.
Wow, that's pretty interesting. Thanks for sharing this.
Title: Re: Elements 1.25
Post by: jmdt on August 22, 2010, 03:39:03 AM
Seriously, you're griping about 1/10th of a second -- maybe an average of 3/10ths of a second per turn over the course of an entire game?  With a Destroyer deck that wins in 6 turns, that's a whopping 1.8 extra seconds!  If you're put off by 1.8 seconds per game, you're just this much too obsessive about maximizing your electrum/hour rate, my friend.
What's irritating is when I click to fast, animate weapon doesn't go off, and then the gavel does causing me to lose a gavel or when I click a card and then space to see that it didn't go off.  Also, try playing a rustler based deck now; its an exercie in futility.

This change basically means I'm going to play life and death rushes over fiire and earth drushes due to less clicking.
Title: Re: Elements 1.25
Post by: Iblis on August 22, 2010, 10:26:20 AM
Anyone else not liking the new Upgraded Permanent thingy? Now I can hardly see which of my Permanents have a skill to activate and which are just my eyes playing tricks on me. I don't even see the need to have Upgraded symbols on Permanents.
Title: Re: Elements 1.25
Post by: Dragonerdamon on August 22, 2010, 11:39:44 AM
Iblis I agree, plus it's making some permaments not work.
http://elementscommunity.org/forum/index.php/topic,11709.0.html
Title: Re: Elements 1.25
Post by: jmdt on August 22, 2010, 02:00:14 PM
Anyone else not liking the new Upgraded Permanent thingy? Now I can hardly see which of my Permanents have a skill to activate and which are just my eyes playing tricks on me. I don't even see the need to have Upgraded symbols on Permanents.
Maybe it was a lack of sleep last night, but it seemed like weapons took longer to fire off after the halo change.  Anyone else notice this?
Title: Re: Elements 1.25
Post by: teffy on August 22, 2010, 06:30:51 PM
What is the difference between ver 1.25 and 1.251 or 1.252 ?
Title: Re: Elements 1.25
Post by: JJ 52 on August 22, 2010, 06:35:11 PM
What is the difference between ver 1.25 and 1.251 or 1.252 ?
I believe the halos were added for 1.251, and some bug was removed for 1.252. Im not entirely sure though.
Title: Re: Elements 1.25
Post by: Tea is good on August 23, 2010, 06:58:07 PM
Thank you for 1.252 I really needed the double anti desync bar. Waiting like to click my leaf dragon was taking like 30 seconds to make 16 life quanta.

The difference was the anti desync bar as well. Zanz added two, one to delay cards from hand and one for creature skills. It helps if you want to rapidly burrow a field full of devourers or use photosynthesis to gain a bunch of quanta faster.
Title: Re: Elements 1.25
Post by: twinsbuster on August 25, 2010, 07:04:48 AM
why the new card code keep showing ? ? ? after they are released for more than one week?
Title: Re: Elements 1.25
Post by: jmizzle7 on August 25, 2010, 07:11:58 AM
why the new card code keep showing ? ? ? after they are released for more than one week?
The new cards have to be uploaded to the deck image generator. The application is owned and operated by PlanPlan, so only he can install them.
Title: Re: Elements 1.25
Post by: Thelonesun on August 25, 2010, 10:53:36 PM
May I ask what the major exploit that was fixed in 1.252 was?
Title: Re: Elements 1.25
Post by: Bloodshadow on August 25, 2010, 10:57:42 PM
May I ask what the major exploit that was fixed in 1.252 was?
I think it was something about pressing "Done" during your opponent's turn, which may instantly kill all his creatures. I've read that from somewhere.
Title: Re: Elements 1.25
Post by: wizelsnarf on August 26, 2010, 12:46:27 AM
umm, i don't know if my computer just sucks more than usual or what, but today elements is taking 99% of my cpu usage and is too slow to play. It was working fine yesterday.

Any thoughts? I know my computer sucks but in its defense i have been playing elements with it for quite a long time
Title: Re: Elements 1.25
Post by: smuglapse on August 26, 2010, 12:50:00 AM
umm, i don't know if my computer just sucks more than usual or what, but today elements is taking 99% of my cpu usage and is too slow to play. It was working fine yesterday.

Any thoughts? I know my computer sucks but in its defense i have been playing elements with it for quite a long time
Reports of game running slowly (http://elementscommunity.org/forum/index.php/topic,11857.0.html)
Title: Re: Elements 1.25
Post by: WeslieJJ on August 30, 2010, 09:35:40 AM
Okay i dont know how i make a new topic, so i start it here..

I am banned at elements, because my brother was playing on my account or the same IP adres. He was cheating and now i cant play anymore on my account.. :(  can anyone unbanned me ??

Please thank you
Title: Re: Elements 1.25
Post by: Dragoon1140 on August 30, 2010, 04:29:45 PM
Okay i dont know how i make a new topic, so i start it here..

I am banned at elements, because my brother was playing on my account or the same IP adres. He was cheating and now i cant play anymore on my account.. :(  can anyone unbanned me ??

Please thank you
Everything can be explained here (http://elementscommunity.org/forum/index.php/topic,3440.0.html).
Title: Re: Elements 1.25
Post by: Jel-El on August 31, 2010, 08:28:28 AM
I like the new cards, but the nightmare card will kill all non-dark monocolored decks.
It's been a while since there were any new gravity cards, when will you add some?
Title: Re: Elements 1.25
Post by: Kael Hate on August 31, 2010, 09:14:41 AM
I like the new cards, but the nightmare card will kill all non-dark monocolored decks.
It's been a while since there were any new gravity cards, when will you add some?
Chimera isn't new enough for you?
Title: Re: Elements 1.25
Post by: edunavas on August 31, 2010, 08:21:18 PM
I like the new cards, but the nightmare card will kill all non-dark monocolored decks.
It's been a while since there were any new gravity cards, when will you add some?
With a non-dark monocolored deck you wonīt play get a card 1 turn, the others you can discard the cards you donīt wanna use.
Title: Re: Elements 1.25
Post by: guolin on August 31, 2010, 10:11:33 PM
I like the new cards, but the nightmare card will kill all non-dark monocolored decks.
It's been a while since there were any new gravity cards, when will you add some?
Chimera isn't new enough for you?
Chimera is a big disappointment for me, and I rarely play Gravity. I'm sure Gravity users (more specifically the mono- ones) have felt worse. Yes, Chimera has its uses. However, it's way too situational for my tastes and doesn't help Mono-Gravity as much as it should.
Title: Re: Elements 1.25
Post by: Ant-n-ero on August 31, 2010, 10:16:01 PM
tbh, if you are going for filling enemy hands for cluttering, it only stops them for 1 go, stops them drawing for 1 go, then they can continue as normal, as you can't draw the 1st go after it is played as you already have 8 cards, after that it is discard 1 you don't want and then you can draw again (unless another nightmare is played) so effectively it is a 1 turn stall

the only other benefit is it stops Hourglass reliant decks down as the player can still only really draw 1 card a go, and hourglass decks are usually rainbow so the cards from nightmare can be used eventually

the only real thing this card will do will force you to possibly play only certain cards, E.g. photon (which imo everyone would play if their hand was filled with 8 of them) and then the person nightmaring would just put up a shield to block damage for 1 point = 8 lost spaces on your side -- followed by repeating nightmare photons until you realise not to play them >_<

in short - this card - does nothing but delay for 1 turn's draw
Title: Re: Elements 1.25
Post by: guolin on August 31, 2010, 10:28:20 PM
tbh, if you are going for filling enemy hands for cluttering, it only stops them for 1 go, stops them drawing for 1 go, then they can continue as normal, as you can't draw the 1st go after it is played as you already have 8 cards, after that it is discard 1 you don't want and then you can draw again (unless another nightmare is played) so effectively it is a 1 turn stall

the only other benefit is it stops Hourglass reliant decks down as the player can still only really draw 1 card a go, and hourglass decks are usually rainbow so the cards from nightmare can be used eventually

the only real thing this card will do will force you to possibly play only certain cards, E.g. photon (which imo everyone would play if their hand was filled with 8 of them) and then the person nightmaring would just put up a shield to block damage for 1 point = 8 lost spaces on your side -- followed by repeating nightmare photons until you realise not to play them >_<

in short - this card - does nothing but delay for 1 turn's draw
Nightmare is a very flexible card. Since you fill your opponent's hand, they can't Fractal efficiently or Draw using Hourglass unless they play Photons (which, coupled with you playing your shield, can fill up board space) or Sparks (which, coupled with a Bone Wall, increases said Bone Wall and may activate a bunch of death triggers). On top of that, they "skip" their draw, and are forced to destroy a card. (which will usually be the Photon or Spark)
Title: Re: Elements 1.25
Post by: Ant-n-ero on August 31, 2010, 10:54:29 PM
that's kinda what I was saying, it stops the first turn after it being played's draw
it stops hourglasses pretty much completely (unless you cna play some 'normal' cards)
and can be used to boost your shield (bonewall) or fill slots (photons etc) that can't damage you (if you have a -1 attack shield)
yer, forgot about fractal, shuts down fractal decks too (sorta) --maybe just slows them
but then again, the nightmared person doesn't have to play a single card as they can all be discarded....
Title: Re: Elements 1.25
Post by: guolin on September 01, 2010, 10:37:30 PM
that's kinda what I was saying, it stops the first turn after it being played's draw
it stops hourglasses pretty much completely (unless you cna play some 'normal' cards)
and can be used to boost your shield (bonewall) or fill slots (photons etc) that can't damage you (if you have a -1 attack shield)
yer, forgot about fractal, shuts down fractal decks too (sorta) --maybe just slows them
but then again, the nightmared person doesn't have to play a single card as they can all be discarded....
I never said they HAD to. If they want to fractal or Hasten efficiently, gotta play a few of those and suffer the consequences. If they don't, they've got a hand-lock that will take some time to eliminate. Add that with Nightmare's cheap cost...
Title: Re: Elements 1.25
Post by: twinsbuster on September 02, 2010, 04:23:42 AM
I never said they HAD to. If they want to fractal or Hasten efficiently, gotta play a few of those and suffer the consequences. If they don't, they've got a hand-lock that will take some time to eliminate. Add that with Nightmare's cheap cost...
I think the most useful purpose is to skip opponents' next draw. I've tried a deck with 6 nightmare. Chaining nightmare at early game help a completely rush down, especially when opponent don't have more than 2 pillars in the beginning hand.
Title: Re: Elements 1.25
Post by: RazorSkunk on September 04, 2010, 02:06:18 AM
Nightmare doesn't bother me too much. What bothers me is the frickin' frackin' Dune Scorpion. It inflicts a condition that can only be countered by one card in one element, and in the meanwhile forces you to kill yourself by adding a poison counter every time you play a card. I don't see how it's balanced at all. 
Title: Re: Elements 1.25
Post by: jumpoffduck on September 04, 2010, 04:47:20 AM
Nightmare doesn't bother me too much. What bothers me is the frickin' frackin' Dune Scorpion. It inflicts a condition that can only be countered by one card in one element, and in the meanwhile forces you to kill yourself by adding a poison counter every time you play a card. I don't see how it's balanced at all.
What's wrong with it? You usually only play one card / turn anyway unless you fractal / hourglass, so 1 poison from dune + 1 poison from playing a card = same as deathstalker.

You might argue that deathstalker can be CCed, but I assume there's a reason why deathstalker is in the "buff this card!" section.
Title: Re: Elements 1.25
Post by: jmizzle7 on September 04, 2010, 04:56:29 AM
Dune Scorpion is only really powerful against decks that want to play a lot of cards before they kill you (i.e. control/stall decks). Against rush decks, the Dune Scorpion deck must try to survive as long as possible and force the opponent to play more cards in order to win. Hard-hitting decks like speed rainbow, mono fire, and Shriekers typically perform well against Dune Scorpion decks.
Title: Re: Elements 1.25
Post by: jmdt on September 10, 2010, 11:53:58 PM
I've noticed a problem with Scorpion/Dune Scorpion/Deathstalker + Adrenaline. A 1/4 Dune Scorpion (Unstoppable) will attack 4 times for a total of 4 damage, but only poison the opponent twice. The same thing happens with the Scorpion and Deathstalker (results in +4 poison instead of +8). All six (regular+upgraded) suffer this problem, and I didn't know where else to post it. Maybe I'm missing something, but it seems wrong.
its supposed to work this way.
Title: Re: Elements 1.25
Post by: twinsbuster on September 11, 2010, 02:00:27 AM
I'm sad that the forum deck code of 1.25 new cards never update. We keep seeing full of blank slots when there are deck with pendulums.
Title: Re: Elements 1.25
Post by: miniwally on September 11, 2010, 02:16:09 AM
I'm sad that the forum deck code of 1.25 new cards never update. We keep seeing full of blank slots when there are deck with pendulums.
Nothing to do with zanz/ the actual game though.
Title: Re: Elements 1.25
Post by: Ant-n-ero on September 11, 2010, 09:14:02 AM
but where is planplan? and if he's gone then he could have at least given the deck image code thing to SG or zanz :(
Title: Re: Elements 1.25
Post by: miniwally on September 11, 2010, 09:22:17 AM
but where is planplan? and if he's gone then he could have at least given the deck image code thing to SG or zanz :(
He's updated the helltgivre or whatever it's called site.
Title: Re: Elements 1.25
Post by: Dragoon1140 on September 11, 2010, 04:49:03 PM
Yes, planplan has updated the code to fit with the new cards.

Now we just need to wait for a certain admin to update the forum code to use this new code.   ;)
Title: Re: Elements 1.25
Post by: miggui on September 19, 2010, 04:10:02 PM
Did anything change on the Oracle or is there a score bottom cap to start getting Nymphs? I never got a Nymph until 1.25, and then I got 5 (2 Grey, 1 Queen, 1 Golden and 1 Purple)...
Title: Re: Elements 1.25
Post by: Dragoon1140 on September 19, 2010, 04:20:40 PM
Did anything change on the Oracle or is there a score bottom cap to start getting Nymphs? I never got a Nymph until 1.25, and then I got 5 (2 Grey, 1 Queen, 1 Golden and 1 Purple)...
Nope, nothing has changed there as far as the general public know.
Title: Re: Elements 1.25
Post by: miggui on September 19, 2010, 05:16:22 PM
Did anything change on the Oracle or is there a score bottom cap to start getting Nymphs? I never got a Nymph until 1.25, and then I got 5 (2 Grey, 1 Queen, 1 Golden and 1 Purple)...
Nope, nothing has changed there as far as the general public know.
then either I'm really lucky or... is there any other possibility? =P

edit: taking of the emoticon. : P emoticon sucks
Title: Re: Elements 1.25
Post by: BobSpirit on September 24, 2010, 07:14:16 PM
I didn't read all the post, if so, my apologies ...

Any Scorpion enchanted with Celerity hit correctly 4 times (if power less than 4) but don't apply poison counter.
Title: Re: Elements 1.25
Post by: Dragoon1140 on September 24, 2010, 07:16:33 PM
Any Scorpion enchanted with Celerity hit correctly 4 times (if power less than 4) but don't apply poison counter.
The Scorpion will inflict 2 doses of whatever poison they give.
Title: Re: Elements 1.25
Post by: silux on September 27, 2010, 02:32:39 PM
Andrenaline anyway
pufferfish + andrenaline now inflicts 12 dmg and 2 poison!
Title: Re: Elements 1.25
Post by: Wolfunit on September 28, 2010, 10:16:57 PM
Did anything change on the Oracle or is there a score bottom cap to start getting Nymphs? I never got a Nymph until 1.25, and then I got 5 (2 Grey, 1 Queen, 1 Golden and 1 Purple)...
Lol seems were all getting lucky ,last week  i won 3 nymphs  :D
Title: Re: Elements 1.25
Post by: Fallower on September 29, 2010, 04:54:20 PM
I won 2 last week. :D
Title: Re: Elements 1.25
Post by: gravity karl on October 11, 2010, 12:42:26 AM
Why did Titans life go down to 50?!?!?!
Title: Re: Elements 1.25
Post by: Dragoon1140 on October 11, 2010, 12:52:38 AM
Why did Titans life go down to 50?!?!?!
Because of the high HP of the old Titan, 70, it was harder to create a card that gives benefits based off of HP.
Title: Re: Elements 1.25
Post by: 918273645 on October 11, 2010, 01:18:50 AM
Why did Titans life go down to 50?!?!?!
Because of the high HP of the old Titan, 70, it was harder to create a card that gives benefits based off of HP.
Was Gravity Pull not good enough for Zanz? Sheesh.
Title: Re: Elements 1.25
Post by: teffy on October 11, 2010, 04:15:21 PM
Quote from:  gravity karl
Why did Titans life go down to 50?!?!?!
The HP went down to 50, because of the Chimera card.
Title: Re: Elements 1.25
Post by: Colloray on October 22, 2010, 10:30:30 PM
The pendulums r cool, but if u put mor than 1 out at the same time they mach up. like if it's ab and a is first and u put another pendulum out when the first 1 is going to make b that turn, then the second pendulum makes b that turn instead of a.  is that supposd 2 hapen? ???
Title: Re: Elements 1.25
Post by: smuglapse on October 22, 2010, 11:54:18 PM
The pendulums r cool, but if u put mor than 1 out at the same time they mach up. like if it's ab and a is first and u put another pendulum out when the first 1 is going to make b that turn, then the second pendulum makes b that turn instead of a.  is that supposd 2 hapen? ???
Yeah, all the pendulums go in the one stack and they produce whatever the stack is producing.  It would be hard to tell what you were getting if some of them were going the opposite direction in the same stack.
Title: Re: Elements 1.25
Post by: Seravy on October 23, 2010, 10:21:43 PM
The pendulums r cool, but if u put mor than 1 out at the same time they mach up. like if it's ab and a is first and u put another pendulum out when the first 1 is going to make b that turn, then the second pendulum makes b that turn instead of a.  is that supposd 2 hapen? ???
Yeah, all the pendulums go in the one stack and they produce whatever the stack is producing.  It would be hard to tell what you were getting if some of them were going the opposite direction in the same stack.
They should go to separate stacks then. This makes quanta production way too uneven.

I don't like pendulums all that much though for other reasons as well.

In case of mono, they do the same thing as towers.

In case of duo :
Let's assume you want a deck where you have a primary element which you need more, and a secondary one which you need less of. (Lava Destroyer decks are a great example for this, they need mostly Fire, and some Earth to function)
If you select the primary element as you mark, you are in trouble. Pendulums don't produce that element when played, and they don't produce it on their first turn either : You deck will be slowed down significantly....the card you normally play on turn 1 with towers will arrive into play on turn 3 instead...two whole additional turns is more than enough to make you lose in most damage race situations. (The remaining cards in your hand will be even further delayed...)
If you select your secondary element as the mark then...well, then you are better off with using towers because your mark will provide you with enough of the secondary element anyway.
In both cases, using pendulums wouldn't improve the deck performance, it would reduce it.

In case you need more than two elements, pendulums won't help. They are unable to produce more elements than a tower can : with the inclusion of a tower, you'll get access to the tower's element, while also having access to your mark element anyway, while with a pendulum you will get the pendulum element, and your mark element (which is NOT a new element...your mark already produces it), so in the end, it only changes the distribution, not the actual number of elements you can use.

In case of 5 or more elements, quantum tower is strictly superior to all other options, even though it's very slow and random for quanta production.

Pendulums would be much more useful if they produced quanta of your mark when played, and on their first turn as well, and their own element on the second turn only.
That way they could support decks where you need more of one element and less of another properly.

The best would be if you could select between the two behaviors, though, or a second set of pendulum cards for the second type of behavior.

In all cases though, they shouldn't stack with pendulums in the other phase of quanta production.
Title: Re: Elements 1.25
Post by: Nume on October 25, 2010, 10:16:15 PM
Pendelums arent made to replace towers in every single situation where you use more than one element. They are just another card to add to your arsenal that you can use in decks where it is beneficial. They definitely have their uses. Having them make more than one stack of the same exact pendelum would cause them to be even more useful against earthquake decks, which wouldnt really be a good thing. Their main use though is in decks where you either need even quanta usage between 2 elements (use only pendelums in that case) or in combination with towers in situations where you want more than just your marks quanta in a 2nd element but still need more of the other element, such as in lava rush as you mentioned (having 2 pendelums in place of 2 fire towers lets you grow more golems at once).
Title: Re: Elements 1.25
Post by: Drobbit on October 29, 2010, 02:24:20 PM
I use pendulums in my rainbow deck because I realized that I need more entropy, gravity and life quanta than the rest. So I replaced a few towers for pendulums (I use the mark of time) and it's very useful indeed.
Title: Re: Elements 1.25
Post by: Dan43 on October 30, 2010, 07:40:10 PM
Titan HP reduction? :(
Title: Re: Elements 1.25
Post by: Dragoon1140 on October 30, 2010, 09:31:39 PM
Titan HP reduction? :(
Zanz said in chat the Titan's extremely high HP interfered with the production of some new cards.  Thus, it was lowered.
Title: Re: Elements 1.25
Post by: Robsta43 on October 30, 2010, 10:12:47 PM
which unfortunatly reduces the power of my flying titan deck, but I hardly use that and chimera would probably bring it back up to power anyways. 
Title: Re: Elements 1.25
Post by: twinsbuster on November 01, 2010, 07:11:14 AM
are we going to have 1.26 before year 2011? :)
Title: Re: Elements 1.25
Post by: QuantumT on November 01, 2010, 08:30:26 AM
Titan HP reduction? :(
Zanz said in chat the Titan's extremely high HP interfered with the production of some new cards.  Thus, it was lowered.
Not quite sure what you mean here. Do you mean it caused balance problems, or was it for some technical 'behind the scenes' reason?
Title: Re: Elements 1.25
Post by: JJ 52 on November 01, 2010, 12:20:53 PM
Titan HP reduction? :(
Zanz said in chat the Titan's extremely high HP interfered with the production of some new cards.  Thus, it was lowered.
Not quite sure what you mean here. Do you mean it caused balance problems, or was it for some technical 'behind the scenes' reason?
He means it would cause balancing problems for the chimera card.
Title: Re: Elements 1.25
Post by: QuantumT on November 01, 2010, 04:58:05 PM
Titan HP reduction? :(
Zanz said in chat the Titan's extremely high HP interfered with the production of some new cards.  Thus, it was lowered.
Not quite sure what you mean here. Do you mean it caused balance problems, or was it for some technical 'behind the scenes' reason?
He means it would cause balancing problems for the chimera card.
I think it would have been fine. If it had been left alone, people might use chimera a bit more (or at all).
Title: Re: Elements 1.25
Post by: JJ 52 on November 01, 2010, 08:34:58 PM
Many people use chimera as an EMing device. Last turn they play that and LS and boom,  EMing attack that bypasses shields.
Title: Re: Elements 1.25
Post by: nerd1 on November 01, 2010, 10:19:42 PM
this is an epic edit, therefor i will reward you with a row of smileys
 :) :) :) :) :) :) :) :) :) :) :) :)
Title: Re: Elements 1.25
Post by: deepdown on November 16, 2010, 09:29:51 AM
I realized that spark/ball lightning has became "airborne". Since yesterday, I think. That's definetly a good thing.   
Title: Re: Elements 1.25
Post by: ddevans96 on November 16, 2010, 01:49:20 PM
I realized that spark/ball lightning has became "airborne". Since yesterday, I think. That's definetly a good thing.
Spark has always been airborne :)
Title: Re: Elements 1.25
Post by: deepdown on November 16, 2010, 06:12:55 PM
I realized that spark/ball lightning has became "airborne". Since yesterday, I think. That's definetly a good thing.
Spark has always been airborne :)
Really? Think i've played alot of games against AI3, and my wings always blocked the "airbrone" sparks, as i remember. Or maybe i was drunk during the whole time? Who knows...  :)
Title: Re: Elements 1.25
Post by: Uncle Jellyfish on November 16, 2010, 06:30:06 PM
I realized that spark/ball lightning has became "airborne". Since yesterday, I think. That's definetly a good thing.
Spark has always been airborne :)
Really? Think i've played alot of games against AI3, and my wings always blocked the "airbrone" sparks, as i remember. Or maybe i was drunk during the whole time? Who knows...  :)
Drunk or delusional. Also, your name is awesome. Eiffel 65 ftw, and Hyperlink is arguably one of their best songs. XD
Title: Re: Elements 1.25
Post by: deepdown on November 16, 2010, 09:24:30 PM
I realized that spark/ball lightning has became "airborne". Since yesterday, I think. That's definetly a good thing.
Spark has always been airborne :)
Really? Think i've played alot of games against AI3, and my wings always blocked the "airbrone" sparks, as i remember. Or maybe i was drunk during the whole time? Who knows...  :)
Drunk or delusional. Also, your name is awesome. Eiffel 65 ftw, and Hyperlink is arguably one of their best songs. XD
Yours too, just google it. :)) :)) :)) Also, **u **n *o ****w *******f ***********r.
Title: Re: Elements 1.25
Post by: Memorystick on November 16, 2010, 09:40:06 PM
I realized that spark/ball lightning has became "airborne". Since yesterday, I think. That's definetly a good thing.
Spark has always been airborne :)
How odd. MrBlonde was helping me test a deck, and his sparks didn't hit through my wings O_o
Bug much?
Title: Re: Elements 1.25
Post by: twinsbuster on December 01, 2010, 09:19:40 AM
Zanz, will you fix the adrenaline flying discord bug in 1.26?
Title: Re: Elements 1.25
Post by: TheIdioticIdiot on December 04, 2010, 01:50:42 PM
creature stats capped at 499/499?
er... is it even possilbe?
Title: Re: Elements 1.25
Post by: miniwally on December 04, 2010, 03:43:56 PM
creature stats capped at 499/499?
er... is it even possilbe?
Chimera, earth nymph, fire nymph, TUing dived creatures. etc.
Title: Re: Elements 1.25
Post by: CrazyJay94 on December 04, 2010, 07:12:21 PM
omg wally. everyone calls me jeremiah because of that song. my names jeremy though.
Title: Re: Elements 1.25/ MAGIC
Post by: EowynRoh13 on August 26, 2011, 06:12:22 AM
How many more cards can be added before the game becomes unbalanced or unplayable? What about removal of obsolete cards?
Title: Re: Elements 1.25/ MAGIC
Post by: Thalas on August 28, 2011, 08:19:39 AM
How many more cards can be added before the game becomes unbalanced or unplayable? What about removal of obsolete cards?
That's still faraway. Even if number of cards doubled it game still wouldn't be unbalanced. (Assuming that new cards were balanced)
Wait about 15 years.
Title: Re: Elements 1.25
Post by: Jappert on August 28, 2011, 08:32:37 AM
What about removal of obsolete necroposts?
Title: Re: Elements 1.25
Post by: Xenocidius on August 28, 2011, 08:35:18 AM
What about removal of obsolete necroposts?
*Like*
Title: Re: Elements 1.25
Post by: ddevans96 on August 28, 2011, 03:04:09 PM
What about removal of obsolete necroposts?
*Like*
You and Xenocidius like this comment.

At least I think that's the wording, I haven't been on Facebook in forever.


Anyways, like Thalas said, there aren't very many cards in this game at the moment, and all of the elements are balanced with each other, so I agree it will be a long time before the game becomes unbalanced.
blarg: