Elements the Game Forum - Free Online Fantasy Card Game

News and Announcements => Patch Notes and Development News => Topic started by: zanzarino on December 13, 2010, 05:45:26 am

Title: Elements 1.26
Post by: zanzarino on December 13, 2010, 05:45:26 am
Elements 1.26 Patch notes.

New cards:
- Schrödinger's cat
- Soul Catcher
- Crusader
- Silence
- Sky Blitz
- Cloak
- Catapult

Bug Fix:
- Voodoo Doll Effects are immediately applied for both the AI and the player (AI effect was delayed before, causing desynch)
- Empathic Bond recoded: it is not the creature doing the healing anymore, it is now the empathic bond card, and it does it only if healing is needed
- Dive does not cancel antimatter anymore
- Adrenaline effect should now stack properly with the scramble(discord) and the dissipation field effects
- Fahrenheit and other weapons with an atk bonus do not attack anymore if frozen/delayed
- Pendulum random limit removed
- AI can use graveyard even when the player's field is full


Balance:
Empathic Bond cost reduced to 5/4
Colossal Dragon Stats increased to 7/15
Massive dragon cost reduced to 11
Fractal cost increased to 10/9 (no, you can not whine, it is still ridiculously good)
Solar Shield now generates light quanta while absorbing damage - cost increased to 3/2
Chimera cost reduced to 7/6
Stoneskin cap increased to 75HP
Steam Machine gains 5 charges per turn instead of 4
Unupgraded Steam Machine stats reduced to 0/6
Luciferin/luciferase effect added: "heal yourself for up to 10HP's"
Luciferin/luciferase cost increased to 2/1 generic quanta

Light nymph:
cost:9
stats: 1/9
skill cost:4 (3 if upgraded)

Nymph queen stats increased to 1/3 - 1/4
Grey Nymph skill cost decreased to 1. Stats increased to 0/4 - 0/7
Upgraded Sundial skill cost reduced to 1

AI5 has 30% in upgraded cards now

Interface:
Modified "you lost" screen.
Added turns and time statistics to the "you won" / "you lost" screens


1.261 bug fix:
Catapult does not kill sound effects anymore
Crusader works correctly with momentum (titan)
Attacking a gravity pull creature with a vampire does not cause desync anymore
The oracle does not mistake crusaders for "hope" anymore
Removing nightfall does not cause random voodoo effects anymore
The chat button works again

Catapulting frozen creatures has now a bonus of 30% (was 20%)
Title: Re: Elements 1.26
Post by: Scaredgirl on December 13, 2010, 05:47:30 am
First.

Also, it's looking very good. I'm looking forward to Voodoo Doll bug fix.
Title: Re: Elements 1.26
Post by: willng3 on December 13, 2010, 05:48:23 am
First.

Also, it's looking very good. I'm looking forward to Voodoo Doll bug fix.
I second that.  Also the Pendulum issue fix sounds awesome too; keep up the hard work zanz! :)
Title: Re: Elements 1.26
Post by: coinich on December 13, 2010, 05:48:48 am
Yay!
Title: Re: Elements 1.26
Post by: Sir Valimont on December 13, 2010, 05:49:16 am
Interesting.

I love the Cat, Sky Blitz and most of all Crusader.

Perhaps not the right place to mention Sanctuary (?) but I have some doubts about that one unless the cost is fairly high (read: at least 5 Light quanta upped) to prevent its use with fewer than 3 Supernovas.
Title: Re: Elements 1.26
Post by: EvaRia on December 13, 2010, 05:51:45 am
Cool, you fixed quite a few bugs =D

Another awesome update Zanz, thanks for all the effort you put into this game even though you're so busy with your work ^^
Title: Re: Elements 1.26
Post by: TheCrazyMango on December 13, 2010, 05:53:12 am
thanks zanz. this is the first update that ive been around for, and so far it looks awesome
Title: Re: Elements 1.26
Post by: tinkady on December 13, 2010, 06:03:56 am
first page! lol
looks like good stuff. especially the cat/soul catcher combo. im excited for the T500 update!  8)
Title: Re: Elements 1.26
Post by: TheonlyrealBeef on December 13, 2010, 06:16:36 am
My favorite Doll gets fixed :D Awesome, new cards look great so far, too!
Title: Re: Elements 1.26
Post by: MrMojo on December 13, 2010, 06:22:33 am
New cards!
:D
Title: Re: Elements 1.26
Post by: Malduk on December 13, 2010, 06:42:38 am
My favorite Doll gets fixed :D Awesome, new cards look great so far, too!
Hehe, look here:

- Fahrenheit and other weapons with an atk bonus do not attack anymore if frozen/delayed
Doll deck just got 0,13% better win rate.  8)
Title: Re: Elements 1.26
Post by: Memorystick on December 13, 2010, 07:06:42 am
My favorite Doll gets fixed :D Awesome, new cards look great so far, too!
Hehe, look here:

- Fahrenheit and other weapons with an atk bonus do not attack anymore if frozen/delayed
Doll deck just got 0,13% better win rate.  8)
Lulz.

OT; :o Zanz you are even moar epicsauce than ever! Certain bugs still need fixing (like g-pull/vampire), and bond decks just got an indirect nerf (harder to EM now :[), but aside from that, this looks like it's going to be an update to rival the last one :o *gives zanz applesauce*
Title: Re: Elements 1.26
Post by: twinsbuster on December 13, 2010, 09:21:23 am
Bug Fix:

- Fahrenheit and other weapons with an atk bonus do not attack anymore if frozen/delayed

do ice bolt on player has chance to freeze weapon?
Title: Re: Elements 1.26
Post by: pikachufan2164 on December 13, 2010, 09:40:52 am
Yay, new update -- thanks, Zanz! :D

Bug Fix:

- Fahrenheit and other weapons with an atk bonus do not attack anymore if frozen/delayed

do ice bolt on player has chance to freeze weapon?
No, but an Ice Bolt hitting your own Voodoo Doll may freeze the opponent's weapon.
Title: Re: Elements 1.26
Post by: TimerClock14 on December 13, 2010, 07:40:39 pm
I ♥ zanz!
Title: Re: Elements 1.26
Post by: Kamietsu on December 13, 2010, 07:43:25 pm
Awesome update Zanz. Wonderful work as always :)
Title: Re: Elements 1.26
Post by: ElemantalCaek on December 13, 2010, 08:04:49 pm
I do not get if it is out yet. Is it? If it is not, then I can't wait for it to come out!
Title: Re: Elements 1.26
Post by: Hyroen on December 13, 2010, 08:06:08 pm
Coming soon... I can't wait to see the new cards, I'm ready to see this and all the changes that will be done to T50.

Good to see you back zanzarino.
Title: Re: Elements 1.26
Post by: Ajit on December 13, 2010, 08:31:33 pm
Legit update, even if it is the first one I've been around for :)
Title: Re: Elements 1.26
Post by: thatnewguy on December 13, 2010, 08:33:41 pm
This is epic, zanz is great.
Title: Re: Elements 1.26
Post by: ddevans96 on December 13, 2010, 09:24:16 pm
Yes, voodoo can haz fixed :D

Love this update. Hope there's a lot more to it soon :)

Title: Re: Elements 1.26
Post by: $$$man on December 13, 2010, 09:52:46 pm
1.25 I'ma Let you finish, but 1.26 is the best UPDATE EVER
RR's]
Title: Re: Elements 1.26
Post by: Terroking on December 13, 2010, 10:08:13 pm
I do not get if it is out yet. Is it? If it is not, then I can't wait for it to come out!
No, at the moment it is merely out in the trainer, not in beta or real game.

Incredible work Zanz, and, indeed, this may well be an update to rival 1.25, especially if there are no more awful Voodoo bugs.

PS: Earth needs some love! It's last card was SS, and all the other elements have already gotten (Or are getting) one D:
Title: Re: Elements 1.26
Post by: edunavas on December 13, 2010, 10:20:25 pm
Nice, EB fix will let the game faster.
Great update. Thanks Zanz

PS: Earth needs some love! It's last card was SS, and all the other elements have already gotten (Or are getting) one D:
Terro, I think Zanz is trying to let all elements have an equal amount of cards. Earth was always the element that have more cards. See at treiner, the elements have basicaly the same amount of cards now.
Title: Re: Elements 1.26
Post by: smuglapse on December 13, 2010, 10:23:38 pm
Bug fixes.  I'm cheap.
Just in time for Christmas. :D
Title: Re: Elements 1.26
Post by: Marvaddin on December 13, 2010, 10:26:57 pm
Good update. I love getting a lot of new cards per update :D Hmmm, of course, I would still adjust the arts a bit, mainly the silence image (interrupting a song is pretty ridiculous... if Im playing vs a FG and play the card, will the FG theme song be interrupted? :P ), but I like the cards in fact.

Bug Fixes are always welcome. Although I dont know many of them, its good to know they are solved. Oh, is there a deck that uses Voodoo Doll? Lol, I think I never saw this card in play. :P

I dislike, however, the Empathic Bond change. Its not a bug fix, in fact, and I dislike something that change a card we are accostumed to use. Is there a reason for this change?

About the pendulum limit, a little suggestion. The deck building screen has a text "No more than 6 copies of each card (except pillars)". Time to include pendulum in the text?
Title: Re: Elements 1.26
Post by: Nume on December 13, 2010, 10:34:37 pm
The empathic bond wont change anything as far as how it works, it will simply make it so that it only heals when you have less than max hp, saving time and resources.
Edit: Err well I guess having not tested it, I'm not sure if that means it wont heal until after creatures attack? If so, than that would be a bit of a nerf for em purposes but yeah.
Title: Re: Elements 1.26
Post by: edunavas on December 13, 2010, 11:05:55 pm
The empathic bond wont change anything as far as how it works, it will simply make it so that it only heals when you have less than max hp, saving time and resources.
Edit: Err well I guess having not tested it, I'm not sure if that means it wont heal until after creatures attack? If so, than that would be a bit of a nerf for em purposes but yeah.
"- Empathic Bond recoded: it is not the creature doing the healing anymore, it is now the empathic bond card, and it does it only if healing is needed"


Wel...maybe like shards it will heal after creatures attack, what I think it´s wrong. When i firts read this I only though about the saving time and resources as well as working like it always worked.
Title: Re: Elements 1.26
Post by: plastiqe on December 13, 2010, 11:21:58 pm
What is the pendulum random limit?

Will balance changes (eg +2 Fractal cost) be included? 
It's nice to have those in the patch notes.
Title: Re: Elements 1.26
Post by: Kamietsu on December 13, 2010, 11:30:18 pm
What is the pendulum random limit?

Will balance changes (eg +2 Fractal cost) be included? 
It's nice to have those in the patch notes.
Pendum random limit was a bug that wouldnt let you add more pendulums if the pendulums were on the bottom of a row.
Title: Re: Elements 1.26
Post by: smuglapse on December 13, 2010, 11:30:42 pm
What is the pendulum random limit?
http://elementscommunity.org/forum/index.php/topic,15870.0.html
Title: Re: Elements 1.26
Post by: plastiqe on December 13, 2010, 11:47:09 pm
Ohhhhh THAT pendulum random limit.  Of course I knew about that.

 ::)

Thanks guys.
Title: Re: Elements 1.26
Post by: pikachufan2164 on December 14, 2010, 12:19:14 am
The empathic bond wont change anything as far as how it works, it will simply make it so that it only heals when you have less than max hp, saving time and resources.
Edit: Err well I guess having not tested it, I'm not sure if that means it wont heal until after creatures attack? If so, than that would be a bit of a nerf for em purposes but yeah.
Yep, Bond has been nerfed again -- its healing comes in at around the same time that SoG does.
(http://imageplay.net/img/m7Gbd110321/Feral_Bond_Nerf.jpg)Tested in trainer.
Title: Re: Elements 1.26
Post by: Kamietsu on December 14, 2010, 12:33:21 am
Bond nerf makes me a sad panda :(
Title: Re: Elements 1.26
Post by: implosion on December 14, 2010, 12:34:28 am
That isn't exactly a nerf... it just means bond can't help with EMs.

Epic update is epic.
Title: Re: Elements 1.26
Post by: pikachufan2164 on December 14, 2010, 12:40:02 am
That isn't exactly a nerf... it just means bond can't help with EMs.

Epic update is epic.
The big drawing point of Bond (over other options like SoG) is that it helps you get EM more easily than SoGs (i.e. less precise timing needed in giving the weapon the game-winning hit) -- which it doesn't anymore, hence the nerfing.

But yes, the update is awesome.
Title: Re: Elements 1.26
Post by: Essence on December 14, 2010, 01:59:21 am
I honestly think that this calls for a -1 cost to Feral Bond.  It was only really popular because of it's ability to ensure an EM against FGs -- and with FFQ already unnecessarily nerfed, Feral Bond's draw rate is going to drop to near-zero levels unless some other new way to get quick creatures out Alpha Wolf pops up in the near future.  Even with a reduced cost, I just don't see Feral Bond getting much play this way.
Title: Re: Elements 1.26
Post by: jmdt on December 14, 2010, 02:11:28 am
I honestly think that this calls for a -1 cost to Feral Bond.  It was only really popular because of it's ability to ensure an EM against FGs -- and with FFQ already unnecessarily nerfed, Feral Bond's draw rate is going to drop to near-zero levels unless some other new way to get quick creatures out Alpha Wolf pops up in the near future.  Even with a reduced cost, I just don't see Feral Bond getting much play this way.
100% in agreement.  Bond could use a -1 or even -2 drop in cost, or more spammable critters for :life Alpha Wolf
Title: Re: Elements 1.26
Post by: DrunkDestroyer on December 14, 2010, 02:24:04 am
I honestly think that this calls for a -1 cost to Feral Bond.  It was only really popular because of it's ability to ensure an EM against FGs -- and with FFQ already unnecessarily nerfed, Feral Bond's draw rate is going to drop to near-zero levels unless some other new way to get quick creatures out Alpha Wolf pops up in the near future.  Even with a reduced cost, I just don't see Feral Bond getting much play this way.
100% in agreement.  Bond could use a -1 or even -2 drop in cost, or more spammable critters for :life Alpha Wolf
Also, a very slight buff, make them stack like pillars (yet not targetable by EQ) so they can be protected by one Enchant artifact. Should help lessen the gap between it and SoGs.
Title: Re: Elements 1.26
Post by: rotface on December 14, 2010, 02:25:44 am
loving the new cards  :electrum
Title: Re: Elements 1.26
Post by: plastiqe on December 14, 2010, 02:29:11 am
I frown on using this thread to lobby for your card ideas to get added to the game.  If everybody started asking zanz for their cards to get made this thread might implode ! (http://elementscommunity.org/forum/index.php/topic,7033.0.html)

So instead I'll lobby for EvaRia's desync fix:
OKAY! I FOLLOWED UP ON THAT^
I THINK I FOUND OUT WHAT'S CAUSING SOME OF THE DESYNCS!

I tested this out by opening up multiple tabs in my browser, opening up elements 4 times, and getting 4 of my accounts to play each other, while doing nothing the entire time. And yes, you can do that.

More or less this is what happens.

Lets say that 2 players play each other.
Player 1 plays some amount of cards and ends their turn. According to player 1's screen, as soon as he clicked the Done button or hit the spacebar, and the attack animation ends, it is now player 2's turn. the timer shows up, and starts running down.
But then this happens- Player 1 and Player 2 are far from each other, so then the information goes through the server and to player 2, and let's say this takes about 15 seconds because of their bad connection. Then player 2 watches a computer recreate player 1's turn exactly, and let's say this takes 5 seconds. At this point the timer on player 1's screen has gone down 20 seconds, and on player 2's screen, it just showed up. I think the game attempts to compensate my matching up the timers (40 seconds). So now lets say player 2, for whatever reason, plays his turn and waits out the entire timer. The information takes another 15 seconds to get back to Player 1. HOWEVER, on player 1's screen, when the timer ran out, he gets the not responding, cpu takeover message when the timer ran out. This lasts 10 seconds. So then, Player 1 plays the CPU, except since player 1 still responds on time, THE CPU DOES NOT TAKE OVER ON PLAYER 2'S SCREEN. As a result, player 1 still sends information about his turns to player 2, but player 2's turn is replaced by a computer. This causes the desync. Now if Player 1 is playing much quicker now that he is against the CPU, more than one turn may show up in information as player 2's opponent while player 2 is taking his own turn. This causes strange things to happen, like negative quanta and playing cards you normally wouldn't be able to, simply because the CPU is processing information from multiple turns and playing it as one turn.

I'm pretty sure you can force these desyncs to happen with a lag switch.
Forget the lag switch, I'm pretty sure you can force desyncs just by waiting out the timer for a few turns.

Here's a desync I got by testing my ideas.
(http://img44.imageshack.us/img44/7382/desync.jpg)
My deck was 60 quantum pillars, nothing else.
I played them as I had them.
I waited all the timers I had to zero and just as I expected, a major desync happened.

The turn before the one I posted, all he had out on the field was like 4 gravity pillars.
Next turn this.
This supports my theory, will post more as I test them out.
Desync test #2, Opened up elements in 2 different windows, pvp dueled each other.
both decks were 60 quantum pillars.
both strats were playing all pillars, then letting the timer run out without clicking done.


(http://img205.imageshack.us/img205/2088/35694934.jpg)
window #1


(http://img228.imageshack.us/img228/6044/43182498.jpg)
window #2
note that the opponent has not drawn any cards but has pillars on the field, and full hands, in BOTH windows.


(http://img651.imageshack.us/img651/7862/32137618.jpg)
the desync message popped up on both screens when the timer length eventually dwindled to 0.
I no longer had enough time to click, and did not gain quanta. However, my opponent did, in both windows.
Note that timers on both windows also disappear.


(http://img227.imageshack.us/img227/2918/68029417.jpg)
Eventually, the game decided to give an instant win to one of the windows.


(http://img202.imageshack.us/img202/3476/56762644.jpg)
The other game simply froze, and nothing else happened. This screenshot was taken a few minutes after the last one.


Hope this can help Zanz solve some Desync issues^^.
OK, SORRY FOR MULTIPOSTING, but I have arrived at a simple way to fix most of these minor desyncs.

Just a few simple and small changes to the timer/timing out system should do wonders.

Let's draw another scenario-
It is Player 1's turn, Player 2 is waiting.

-Lock player 1's timer so that it always starts at 60, and don't make it shrink.
-Because of connection/animations, Player 2's timer indicating how much time player 1 has left will run out first. (This just happens, not much to do about it).
-When this timer runs out, instead of giving an "Opponent not responding, CPU will take over in __ seconds" message, just make a message show up that says "Waiting for your Opponent", maybe with an hourglass next to it.
-on Player 1's side, when his timer runs out, run a message that says, in the caps, "END YOUR TURN IN __ SECONDS OR YOU WILL LOSE THE MATCH."
-The first time this happens, make it 9 seconds. The second time, 6 seconds. The third time, 3 seconds. and the fourth time is an instant kick. (Remember, this is only on Player 1's side, Player 2 will just have the waiting for your opponent message.)
-If this times out, Player 1 will get sent to the you have lost screen. (Who needs a whole minute to take a turn anyways?)
-AFTER Player 1 has been kicked, Player 2 will get the message "Your opponent has LEFT the game, The CPU will take over in __ seconds."

THIS SHOULD SOLVE MOST OF THE MINOR DESYNC PROBLEMS.
Title: Re: Elements 1.26
Post by: Memorystick on December 14, 2010, 03:49:21 am
About feral bond- while I haven't tested this yet, I've theorized that creatures that die during your turn (i.e. due to infection) will no longer count to feral bond, similarly to how hope currently works. The cards that can cause infection are: :death virus|retrovirus, plague|improved plague, aflatoxin, grey nymph|death nymph (although afla and the nymph replace it with a malignant cell), :entropy chaos seed, pandemonium, :darkness parasite|bloodsucker, liquid shadow, black nymph|dark nymph, :life thorn carapace|spine carapace, and :water/ :air toadfish (that's 6 elements with access to mass/reusable infection, and others can splash). If I'm right, that's a massive nerf to feral bond, which, frankly, it doesn't need.

As I said, I haven't tested this yet, so I would like someone to check it out (my fail of a desktop isn't really up to the task right now :[) Also, shouldn't feral bond be in the "card changes" board? Or is it there, but my desktop not showing it (which has happened to me before >_>')
Title: Re: Elements 1.26
Post by: Amilir on December 14, 2010, 04:16:02 am
You know "don't use FGs to determine balance"?  Let me add a corollary:  "Don't use EMs to determine balance."  It's idiotic.  Now, feral bond should really have its nerf undone anyway, NOT because of this change, but because it's UP.  FB was only used so much because it was the only decent form of healing widely available.  Miracle is a rare, so it wasn't used in beginner's FG decks, and it doesn't let you EM, so people didn't want to use it solely.  With the FFQ nerf its only other use was nipped in the bid anyway.

Similarly, FFQ didn't really need the nerf.  It was and is used so much because it was the only way to make lots of creatures.  Even now, what else are you going to use?  Pharaoh?  Even more expensive, less damaging, and of a worse element.  Aflatoxin?  Requires two cards and more time to set up.  Also doesn't do much damage.  Low substitutability makes for high usage.
Title: Re: Elements 1.26
Post by: kobisjeruk on December 14, 2010, 04:30:28 am
Bond does NOT need a nerf right now.
Does it cause desync or performance issue before? How critical is this change?
This is a major nerf in my opinion.
Title: Re: Elements 1.26
Post by: twinsbuster on December 14, 2010, 06:22:03 am
Bond does NOT need a nerf right now.
Does it cause desync or performance issue before? How critical is this change?
This is a major nerf in my opinion.
In fact, bond causes bug with the existing coding.
Something like vampire and adrenaline cause extra healing with bond.
Thus, the recode is just a perfect solution,
and causing you harder to EM isn't actually a nerf.
Title: Re: Elements 1.26
Post by: Drobbit on December 14, 2010, 09:57:18 am
Quote
New cards:
- More to come
This card is awesome  :P

Nice! Thanks Zanz
Title: Re: Elements 1.26
Post by: Daxx on December 14, 2010, 11:34:19 am
and causing you harder to EM isn't actually a nerf.
But creatures which die during combat due to poison or a fire shield now do not heal you. That's a nerf.
Title: Re: Elements 1.26
Post by: catalyzeme on December 14, 2010, 12:16:18 pm
. The cards that can cause infection are: :death virus|retrovirus, plague|improved plague, aflatoxin, grey nymph|death nymph (although afla and the nymph replace it with a malignant cell), :entropy chaos seed, pandemonium, :darkness parasite|bloodsucker, liquid shadow, black nymph|dark nymph, and :life thorn carapace|spine carapace (that's 4 elements with access to mass/reusable infection, and others can splash).
I think you missed :water Toadfish. But also, Aflatoxin/Death Nymph wouldn't affect Feral Bond, since you would be replacing the creature 1:1 anyway. The rest are valid, though, and I agree that maybe a 1 :life decrease in cost could be warranted.
Title: Re: Elements 1.26
Post by: Malduk on December 14, 2010, 12:28:27 pm
You know "don't use FGs to determine balance"?  Let me add a corollary:  "Don't use EMs to determine balance."  It's idiotic.  Now, feral bond should really have its nerf undone anyway, NOT because of this change, but because it's UP.  FB was only used so much because it was the only decent form of healing widely available.  Miracle is a rare, so it wasn't used in beginner's FG decks, and it doesn't let you EM, so people didn't want to use it solely.  With the FFQ nerf its only other use was nipped in the bid anyway.

Similarly, FFQ didn't really need the nerf.  It was and is used so much because it was the only way to make lots of creatures.  Even now, what else are you going to use?  Pharaoh?  Even more expensive, less damaging, and of a worse element.  Aflatoxin?  Requires two cards and more time to set up.  Also doesn't do much damage.  Low substitutability makes for high usage.
What he said, with slight remark: Feral Bond is UP only due to current metagame where building up an army in practice is possible only with Fractal. And you usually dont need Bond after Fractal.
Afla, creature generating creatures, or simply playing creatures from hand, is too slow for the game, so people generally take overpowered SoG.

Give us means to spam our board fast, even with 0|X creatures, and Feral Bond will be a super strong card. If we had a card that say generates 5 0|4 creatures on the field when played, hell yeah I'd use Feral Bond. Nothing else heals for up to 23 per turn, per Bond.
IMO, no need to lower cost on Bonds; I'd rather have a decent way to spam creatures. Maybe Flood will see some use then too.
Title: Re: Elements 1.26
Post by: Falcon4415 on December 14, 2010, 03:25:09 pm
The Bond nerf also prejudices the player using them in the (very specific) scenario of a Bonds vs Gravity Pull Voodoo Dolls, so this is good for everybody grinding with Shak'ar's revenge or similar, and as Bonds don't see light that much in PvP, this is in theory good for everybody.
Title: Re: Elements 1.26
Post by: EvaRia on December 14, 2010, 03:52:41 pm
Fractal will not be the only alternative to spawn copies soon.

Zanz mentioned a Life card that will give a creature the ability to spawn copies of itself.
Title: Re: Elements 1.26
Post by: Memorystick on December 14, 2010, 03:55:00 pm
. The cards that can cause infection are: :death virus|retrovirus, plague|improved plague, aflatoxin, grey nymph|death nymph (although afla and the nymph replace it with a malignant cell), :entropy chaos seed, pandemonium, :darkness parasite|bloodsucker, liquid shadow, black nymph|dark nymph, and :life thorn carapace|spine carapace (that's 4 elements with access to mass/reusable infection, and others can splash).
I think you missed :water Toadfish. But also, Aflatoxin/Death Nymph wouldn't affect Feral Bond, since you would be replacing the creature 1:1 anyway. The rest are valid, though, and I agree that maybe a 1 :life decrease in cost could be warranted.
Ah, yes, I did forget toadfish (mainly because I don't use it :-X) I included afla and death nymph because, while they won't affect feral bond, they do cause infection, which I was listing. I'll edit in :water/ :air toadfish now.

Fractal will not be the only alternative to spawn copies soon.

Zanz mentioned a Life card that will give a creature the ability to spawn copies of itself.
Really? Epic. Did he say if it'll overrwrite the existing ability or be a passive? *imagines using this card on scarabs*
Title: Re: Elements 1.26
Post by: EvaRia on December 14, 2010, 04:02:29 pm
It will overwrite the ability, and I think it will spawn in your hand to prevent SoR Abuse.
Title: Re: Elements 1.26
Post by: Malduk on December 14, 2010, 04:18:10 pm
Fractal will not be the only alternative to spawn copies soon.

Zanz mentioned a Life card that will give a creature the ability to spawn copies of itself.
It will overwrite the ability, and I think it will spawn in your hand to prevent SoR Abuse.
It is unlikely that will be a good option for fast creature swarm. Creature that gives you copies of already played creatures is epic regardless (well, depending on its implementation).
Title: Re: Elements 1.26
Post by: confetti on December 14, 2010, 11:27:13 pm
first of all thanks to zanz for doing a great job!!!

looks lika an new great update to come... :)

just about the idea of t500 i am not so sure - of course the stupid farming should be somehow limited. on the other hand: the idea of rare cards that you might get very difficult is not a good one (especially if you realy need them to build competitive decks).

In my point rare cards (if this "rare thing" really is a must) should be more like collectors cards - quite "useless"  ;)

so if zanz puts a lot of effort in relizing new ideas - why limit players using them?

so...

greetings,
c.
Title: Re: Elements 1.26
Post by: Marvaddin on December 15, 2010, 03:42:24 am
Just let me ask again... is there a reason for Bonds nerf? Is it needed? I think the card is not broken, so no need to fix. Want to reduce turn time, use low quality settings.
Title: Re: Elements 1.26
Post by: suxerz on December 15, 2010, 03:52:59 am
Just let me ask again... is there a reason for Bonds nerf? Is it needed? I think the card is not broken, so no need to fix. Want to reduce turn time, use low quality settings.
I might be wrong about this, but I'm pretty sure that this is to correct few bugs; namely the voodoo dolls  (http://elementscommunity.org/forum/index.php/topic,16712.msg237768#msg237768)and vampire  (http://elementscommunity.org/forum/index.php/topic,16131.msg220331#msg220331)bugs.

With that said, I don't like the nerf either, but killing bugs is more important.
Title: Re: Elements 1.26
Post by: Kamietsu on December 15, 2010, 03:53:44 am
Just let me ask again... is there a reason for Bonds nerf? Is it needed? I think the card is not broken, so no need to fix. Want to reduce turn time, use low quality settings.
It's an indirect nerf, I believe. It was causing a few bugs, so in order to fix that, the mechanic was slightly changed.

Edit: Ninja'd
Title: Re: Elements 1.26
Post by: Essence on December 15, 2010, 03:57:02 am
Quote
Give us means to spam our board fast,
Alpha Wolf should make it into the Armory within the next 24 hours.  Maybe Zanz'll see it before he decides to be done with this round of card creation. :)

Title: Re: Elements 1.26
Post by: BluePriest on December 15, 2010, 04:28:49 am
bond changing is not a nerf... Not allowing you to get EMs does not nerf the card. It just changes the mechanics. It effects the battles in NO way whatsoever. the only thing it effects is your electrum... If anything, Zanz mentioned actually BUFFING bond i do believe... (cant find the reference, so maybe I was imagining it... hmmm..)
Title: Re: Elements 1.26
Post by: Marvaddin on December 15, 2010, 05:31:32 am
What the bugs involving bonds do? I didnt hear about them.

Its a nerf, because you wont be healed by creatures that died during your attack (poison, fire shield). Or will it have a "memory" about this? Even considering just the EM difficulties, it turns the card worse, so it is a nerf anyway, I think.
Title: Re: Elements 1.26
Post by: smuglapse on December 15, 2010, 05:40:23 am
What the bugs involving bonds do? I didnt hear about them.

Its a nerf, because you wont be healed by creatures that died during your attack (poison, fire shield). Or will it have a "memory" about this? Even considering just the EM difficulties, it turns the card worse, so it is a nerf anyway, I think.
suxerz already replied with two links to the bugs in question.  Please look carefully at his post before repeating the same objection.


Also, it will probably get a cost decrease:

[00:06:00] jmdt: you think we may see a cost decrease to bond?
[00:06:22] zanzarino: jmdt: probably
Title: Re: Elements 1.26
Post by: Hyroen on December 15, 2010, 06:46:00 am
Quick reminder: Cloak, Catapult and Grey Nymph changes should be mentioned in original post.

Thank you.
Title: Re: Elements 1.26
Post by: Marvaddin on December 15, 2010, 12:58:11 pm
What the bugs involving bonds do? I didnt hear about them.

Its a nerf, because you wont be healed by creatures that died during your attack (poison, fire shield). Or will it have a "memory" about this? Even considering just the EM difficulties, it turns the card worse, so it is a nerf anyway, I think.
suxerz already replied with two links to the bugs in question.  Please look carefully at his post before repeating the same objection.


Also, it will probably get a cost decrease:

[00:06:00] jmdt: you think we may see a cost decrease to bond?
[00:06:22] zanzarino: jmdt: probably
I didnt see the links. Strange bugs. I dont think its really related to Bonds, but looks like very difficult to find the bug origin, so maybe its a necessary change. Anyway... how about just make the healing before the attack, so criatures that die also heal you?

Grey Nymph change (that I dont have, by the way) looks interesting, but isnt 1 quanta for the aflatoxin effect a very low cost?
Title: Re: Elements 1.26
Post by: Daxx on December 15, 2010, 01:55:26 pm
bond changing is not a nerf... Not allowing you to get EMs does not nerf the card. It just changes the mechanics. It effects the battles in NO way whatsoever. the only thing it effects is your electrum... If anything, Zanz mentioned actually BUFFING bond i do believe... (cant find the reference, so maybe I was imagining it... hmmm..)
As numerous people have pointed out already, it is indeed a nerf.

and causing you harder to EM isn't actually a nerf.
But creatures which die during combat due to poison or a fire shield now do not heal you. That's a nerf.
Title: Re: Elements 1.26
Post by: jmdt on December 15, 2010, 02:05:44 pm
Catapult is a great card for :gravity.  However, gravity still has no 'speed deck' due to he lack of good attackers.  After a bit of testing colassol dragon and/or merc could use a slight buff to help out.
Title: Re: Elements 1.26
Post by: BluePriest on December 15, 2010, 02:27:47 pm
bond changing is not a nerf... Not allowing you to get EMs does not nerf the card. It just changes the mechanics. It effects the battles in NO way whatsoever. the only thing it effects is your electrum... If anything, Zanz mentioned actually BUFFING bond i do believe... (cant find the reference, so maybe I was imagining it... hmmm..)
As numerous people have pointed out already, it is indeed a nerf.

and causing you harder to EM isn't actually a nerf.
But creatures which die during combat due to poison or a fire shield now do not heal you. That's a nerf.
hmm... didnt see that post, sorry. Ok yeah, if that happens, then man, thats a pretty major nerf...
Title: Re: Elements 1.26
Post by: Rastafla on December 15, 2010, 04:20:42 pm
Elements 1.26 Patch notes.

New cards:
- Schrödinger's cat
- Soul Catcher
- Crusader
- Silence
- Sky Blitz
- Cloak
- Catapult

Bug Fix:
- Voodoo Doll Effects are immediately applied for both the AI and the player (AI effect was delayed before, causing desynch)
- Empathic Bond recoded: it is not the creature doing the healing anymore, it is now the empathic bond card, and it does it only if healing is needed
- Dive does not cancel antimatter anymore
- Adrenaline effect should now stack properly with the scramble(discord) and the dissipation field effects
- Fahrenheit and other weapons with an atk bonus do not attack anymore if frozen/delayed
- Pendulum random limit removed

Zanzarino

I want to argue that "- Dive does not cancel antimatter anymore" needs to be fixed even more.

1.25 if you AM a Wyrm it will get -5 apply dive and its -10 then it goes back to  5 after attack.

The current fix: AM a Wyrm it'll go to -5 apply dive and its -10 then goes back to -5 after attack .
This makes mathematically sense as 2x-5 = -10

My proposed fix. AM a Wyrm it will go to -5 apply dive and its a 0 then goes back to -5 after attack. AMs only counter is now Rewind (hurts yourself by setting you back) Liquid Shadow or a second Antimatter. There should be more defenses and AIR could certainly need this soft defense.
Title: Re: Elements 1.26
Post by: Malduk on December 15, 2010, 04:24:10 pm
AMs only counter is now Rewind (hurts yourself by setting you back) Liquid Shadow or a second Antimatter. There should be more defenses and AIR could certainly need this soft defense.
While I wouldnt mind that "fix", its air... Shockwave it, or better yet, snipe it with EE.
Title: Re: Elements 1.26
Post by: Kamietsu on December 17, 2010, 03:59:33 am
Wow! Awesome balancing! Sundial buff. Fractal nerf is only +1 quanta. Lucifarse has an extra ability now, which buffs light nymph, But light nymph has lowered stats.
Title: Re: Elements 1.26
Post by: willng3 on December 17, 2010, 04:07:57 am
"Luciferin/luciferase effect added: "heal yourself for up to 10HP's"
Luciferin/luciferase cost increased to 2/1 generic quanta

Light nymph:
cost:9
stats: 1/9
skill cost:4 (3 if upgraded)"

That's amazing simply amazing.
Title: Re: Elements 1.26
Post by: Sodomir on December 17, 2010, 04:15:01 am
I don't know if I'm happy or sad.

Happy because I like the new ability for  :light nymphs and the balancing  for  :death ...
Sad, because destroy my fractal nymph deck totally...

But I think Zanzarion knows what he is doing, he had a master plan, because he is the god of elements
Title: Re: Elements 1.26
Post by: twinsbuster on December 17, 2010, 04:27:56 am
Oh NO! my light nymph rush with nymph tears is totally destroyed!
Title: Re: Elements 1.26
Post by: EvaRia on December 17, 2010, 04:32:01 am
Sad, but the new ability is more than epic =O

Light nymph is gonna own in RoL Hope now ^^ I'm glad I have 2
Title: Re: Elements 1.26
Post by: willng3 on December 17, 2010, 04:34:54 am
Sad, but the new ability is more than epic =O

Light nymph is gonna own in RoL Hope now ^^ I'm glad I have 2
You're going to need a Dragon in there too; an attack of 1 now is going to make killing the opponent pretty difficult :)
Title: Re: Elements 1.26
Post by: EvaRia on December 17, 2010, 04:39:31 am
Ofc.

I take 2 nymphs and 2 dragons.

Solar shield and aflatoxin anyone? =O
Title: Re: Elements 1.26
Post by: timtwins on December 17, 2010, 04:39:51 am
it would be worth making deck bigger to put those in :)
Title: Re: Elements 1.26
Post by: Uncle Jellyfish on December 17, 2010, 06:52:51 am
Gotta say, I am LOVING this update. The new Solar Shield has an effect that has been in discussion since the old forums, and I'm VERY eager to see how it performs in the current meta. Way to go Zanz!
Title: Re: Elements 1.26
Post by: Malduk on December 17, 2010, 07:00:24 am
The Age of Light update  :o
Title: Re: Elements 1.26
Post by: geekz_always_win on December 17, 2010, 07:43:51 am
Wow. This update is so massive, about 6 new cards, about another existing 7 are being changed and a complete overhaul of AI4

Shouldn''t this be called Elements 1.3 by now?
Title: Re: Elements 1.26
Post by: Malduk on December 17, 2010, 07:47:10 am
Wow. This update is so massive, about 6 new cards, about another existing 7 are being changed and a complete overhaul of AI4

Shouldn''t this be called Elements 1.3 by now?
I doubt T500 idea will happen in 1.26. But when it does, it warrants 1.3 name for sure.
Title: Re: Elements 1.26
Post by: jmizzle7 on December 17, 2010, 07:48:36 am
The Age of Light update  :o
For real... Crusader, huge buffs to Luciferine and Solar Shield, plus the upped Sundial buff... I love it.
Title: Re: Elements 1.26
Post by: PlayerOa on December 17, 2010, 08:47:48 am
And :light is suddenly much better.
My two unused Light Nymphs... And the Solar Shield... And the Crusader... :D
Title: Re: Elements 1.26
Post by: Kamietsu on December 17, 2010, 08:51:14 am
Zanz said in chat t500 most likely won't happen until june of 2011 :)

And he's also trying he best to get this update to use before christmas.
Title: Re: Elements 1.26
Post by: PlayerOa on December 17, 2010, 08:53:20 am
Before Christmas is... Great!
Let's hope so ;)
Title: Re: Elements 1.26
Post by: thorozar on December 17, 2010, 05:29:18 pm
Not sure if this is just happening to me, but Fractal doesn't just cost 10/9, it costs all your aether to play, happened to me 3 times.  I was set up to do a double or triple fractal on one turn, played the first, had nothing left.  Watched this happen in the next 2 games as well.  Is it costing me 9/10 per creature it is copying perhaps?
Title: Re: Elements 1.26
Post by: Shantu on December 17, 2010, 05:30:07 pm
Read the card text.
Title: Re: Elements 1.26
Post by: Kamietsu on December 17, 2010, 06:13:01 pm
Not sure if this is just happening to me, but Fractal doesn't just cost 10/9, it costs all your aether to play, happened to me 3 times.  I was set up to do a double or triple fractal on one turn, played the first, had nothing left.  Watched this happen in the next 2 games as well.  Is it costing me 9/10 per creature it is copying perhaps?
When you use fractal, it depletes all of your aether quanta, just like it says on the card :P
Title: Re: Elements 1.26
Post by: thorozar on December 17, 2010, 09:47:29 pm
Doh, so it does!  Have not touched aether cards in a very long time and never noticed it.
Title: Re: Elements 1.26
Post by: Mastermind79 on December 18, 2010, 09:05:56 pm
I noticed when you lose (lol, who loses in the trainer?) there is a new screen:


The screen also dims and says, "You Lost" [Details] [Main Menu] upon loss.

1.26 is awesome.

EDIT: Picture added.
(http://i.imgur.com/0KFj3.png)

I'm gonna test loss by damage next.

EDIT:
(http://i.imgur.com/5u0ly.png)

You can still see the last card, which should mean no more completely unknown fire bolt etc kills.


IT slows things down a little, but that's motivation to not lose!
Title: Re: Elements 1.26
Post by: Kamietsu on December 18, 2010, 09:10:29 pm
I noticed when you lose (lol, who loses in the trainer?) there is a new screen:


The screen also dims and says, "You Lost" [Details] [Main Menu] upon loss.

1.26 is awesome.
EDIT: Picture added.
(http://i.imgur.com/0KFj3.png)

I'm gonna test loss by damage next.

EDIT:
(http://i.imgur.com/5u0ly.png)

You can still see the last card, which should mean no more completely unknown fire bolt etc kills.

IT slows things down a little, but that's motivation to not lose!
Don't forget to say that when you click on "Details" it shows you the normal loss screen, but has an added element of how long the duel took in seconds, and how many turns it took.
Title: Re: Elements 1.26
Post by: Assassine on December 19, 2010, 12:48:17 am
So, any chance on knowing when this patch will hit the real game?
Title: Re: Elements 1.26
Post by: Dragoon1140 on December 19, 2010, 12:57:25 am
So, any chance on knowing when this patch will hit the real game?
It depends on what else needs to be done with it.  My bet is that it will be live a day or two before Christmas, but you should take my opinion for a grain of salt.
Title: Re: Elements 1.26
Post by: smuglapse on December 19, 2010, 12:57:39 am
So, any chance on knowing when this patch will hit the real game?
...
And he's also trying he best to get this update to use before christmas.
Title: Re: Elements 1.26
Post by: wizelsnarf on December 19, 2010, 02:47:52 am
Refresh yall, it is out now. Expect new cards tomorrow.
Title: Re: Elements 1.26
Post by: BluePriest on December 19, 2010, 02:57:19 am
I know I read that he increased the chance to win a rare card against ai5s... I wonder if this is on the now live version. It isnt noted in the patch notes.
Title: Re: Elements 1.26
Post by: TheCrazyMango on December 19, 2010, 02:59:54 am
wait is the chance of winning ups, unupps, or just winning
Title: Re: Elements 1.26
Post by: hainkarga on December 19, 2010, 03:23:50 am
Thanks for your great work zanz. I tried to tell something on chat to you, but it was very crowded in there.

The way it is now, there are two losing screens. One choosing for details&menu, another the details screen itself. Don't you think this actually made it slower to process ? It could be like you would directly go to details screen without the previous fancy "skull" screen. Now if we want details, we need to close two screens to return to menu. And it didn't make going to menu without details faster too, it is still one click. I think going directly to details screen without asking would make things faster. On the other hand, the skull does look good :)
Title: Re: Elements 1.26
Post by: Essence on December 19, 2010, 04:48:29 am
wait is the chance of winning ups, unupps, or just winning

Technically, he increased the number of ungraded cards in a halfblood's deck from 15% to 30%, making it about twice as likely to win an upgraded card.  So now it's about 2%. :D
Title: Re: Elements 1.26
Post by: Glitch on December 19, 2010, 04:52:08 am
Time to update the known bugs list.  Love you zanz!
Title: Re: Elements 1.26
Post by: Rainmaker on December 19, 2010, 07:52:43 am
wait is the chance of winning ups, unupps, or just winning

Technically, he increased the number of ungraded cards in a halfblood's deck from 15% to 30%, making it about twice as likely to win an upgraded card.  So now it's about 2%. :D
i think that the actual chances of winning at least a card (that means 1, 2 or 3) is 2,6% [I used binomial distribution with n=3, r=0,1,2,3 and p=0,008 (1/5^3)]

Now the chances of that card being unupped or upped is: 2,6*0,7 for unuped and 2,6*0,3 for upped.

(I assumed all 5 cards selected by the slot machine are different, it gets roughy and calculating if 2 are equal)
Title: Re: Elements 1.26
Post by: teffy on December 19, 2010, 11:16:56 am
You must use p= 0,04. There are 5 cards in the slot machine. Every card of them can be won.
So chances are higher than 11,5 %, for a card or more in 3 spins.
And chances for upped cards are higher than 3,45 %.(11,5% * 0,3 ).

Edit: Calculation mistake.
Title: Re: Elements 1.26
Post by: funplay on December 19, 2010, 11:22:05 am
Nice update....but where to get the new cards? what about their rarity?
Title: Re: Elements 1.26
Post by: teffy on December 19, 2010, 11:23:54 am
The cards are only in the trainer , now.
Title: Re: Elements 1.26
Post by: mfoley118 on December 19, 2010, 11:24:14 am
just noticed the new update this mornng. not seeing the new cards, are they upgrades to existing and if so, which ones?
Title: Re: Elements 1.26
Post by: pikachufan2164 on December 19, 2010, 11:27:07 am
just noticed the new update this mornng. not seeing the new cards, are they upgrades to existing and if so, which ones?
The cards are only in the trainer , now.
Nice update....but where to get the new cards? what about their rarity?
All the new cards are now live (not just in trainer). They will not be loaded into the Bazaar for the next little while, so the only way to win them for now is from card spins.
Title: Re: Elements 1.26
Post by: edunavas on December 19, 2010, 11:50:05 am
Zanz said in page 1 that AI5 now have 30% of upgraded cards, but how many upgraded cards AI5 used to have?
Title: Re: Elements 1.26
Post by: Kamietsu on December 19, 2010, 11:52:36 am
Zanz said in page 1 that AI5 now have 30% of upgraded cards, but how many upgraded cards AI5 used to have?
15%
Title: Re: Elements 1.26
Post by: Assassine on December 19, 2010, 12:45:24 pm
I just encountered a new AI3 Deck using time as a mark and several different pendulums. It has catapult.

Edit: Hit an eather deck with silence now as well.
Title: Re: Elements 1.26
Post by: teffy on December 19, 2010, 03:51:22 pm
The new AI3 look challenging.

Can we get a list of the new AI3, or is it a task for the commuity to find them out ?
Title: Re: Elements 1.26
Post by: tallguy2241 on December 19, 2010, 04:59:28 pm
New AI3 so far:
Water, with pendula for earth aether death and earth!
Life, with entropy (fallen elves!)
Gravity, with chimera!
Air, with life pendula and empathic bonds
Title: Re: Elements 1.26
Post by: Baily18 on December 19, 2010, 05:09:23 pm
^also, time/gravity(scarabs)
time/light(blessed deja vu with rewind)
mono aether(silence and chain of dim shield)
Light/air(Blessed Crusader)
Death/Entropy(Schrodinger and Soul Catcher)
Dark/Entropy(Pandadoll)
Dark/Fire(Raging Doll)
Earth/Gravity(earth stall+Catapults. Has earth nymph!)
Title: Re: Elements 1.26
Post by: Dm on December 19, 2010, 05:12:22 pm
Most of them are still rush-able, though I feel sorry for those that run Shrieker Rush (Un-upped) as some of them pack shields.

DEMA with a Unstoppable is pretty good, and USEM still works.
Title: Re: Elements 1.26
Post by: jmdt on December 19, 2010, 06:03:52 pm
Most of them are still rush-able, though I feel sorry for those that run Shrieker Rush (Un-upped) as some of them pack shields.

DEMA with a Unstoppable is pretty good, and USEM still works.
Yeah I'll have to put some testing in to find the optimal AI3 deck under the new conditions; I haven't played them yet.  Upped rushes should still do OK, but unupped rushes such as the shrieker rush may suffer.  For a deck like V2 that can win in 3-4 turns, setting up come of these complex strategies in the first place.  My gut feel is that DEMA in some modification may be the new go to deck, but I will obviously have many games of testing to come to any conclusions.  My ttw study essentially starts from scratch now :(.  Oh well, stats are easy to get now.
Title: Re: Elements 1.26
Post by: funplay on December 19, 2010, 06:04:51 pm
The new AI3 look challenging.

Can we get a list of the new AI3, or is it a task for the commuity to find them out ?
I think its up to us....started a new thread here: http://elementscommunity.org/forum/index.php/topic,17902.0.html

and btw, for newbs like me: which decks are DEMA and USEM?

edit: never mind, search function rules! found em. but they are no decks for newbs anyway^^
Title: Re: Elements 1.26
Post by: Avenger on December 19, 2010, 06:31:12 pm
The aether ai3 has silence, the darkness one has cloak. Some of them are quite challenging. As AI5 is rather idiotic, I bet ai3 can be tougher.

Whee, won a crusader from an air/light duo :)
Title: Re: Elements 1.26
Post by: Dr. Dystopia on December 19, 2010, 08:07:48 pm
First, let me say that the majority of changes and additions with the issue look quite good.  Unfortunately, my positive response is heavily tempered by the alterations to Empathic/Feral Bond.  Those of you not wishing to read (yet another) rant on this topic, please disregard the rest of the post.
Otherwise (rant on):

Well, heck, the Quest For Electrum has gotten even slower and more grindtastic now that Empathic/Feral Bond's operations have been changed.  With the 'during the turn' functioning, Elemental Mastery was, of course, much more accessible, allowing for greater gains... this is a change that (as noted) hasn't altered actual gameplay at all, just reduced the potential rewards for gameplay.  To put it another way, I will win the same number of games, with the same tactics, and by the same margin, I'll just get less for doing so.

Lovely.
Thanks for the change - I really didn't like getting rewarded for winning that much, anyway.  I think the playerbase will agree that toning down rewards is a good way of motivating players.

Right?
Title: Re: Elements 1.26
Post by: Fan of Rainbows on December 19, 2010, 08:26:31 pm
well, first of all Empathic Bond still heals at the end of a turn, so if your able to calculate the damage you'll do and adjust accordingly, getting an EM would only take only a bit more effort and would not decrease rewards by any substantial amount.

Just my 2 cents and playing devil's advocate here

FoR
Title: Re: Elements 1.26
Post by: Ryli on December 19, 2010, 09:09:54 pm
How do I see the new cards? They re not in the bazzar, and I hven't encountered an AI with any. The modified cards, lose screen, etc are showing up though.
Title: Re: Elements 1.26
Post by: johannhowitzer on December 19, 2010, 09:24:29 pm
The bazaar may not have them yet, but I've seen Crusader and Cat in the slots, and one AI3 used Cloak.
Title: Re: Elements 1.26
Post by: ArcanisX on December 19, 2010, 09:30:31 pm
OK, I've made it through th topic.
1) Thank you Zanzarino.

2) Empatic Bond... make it back. The big reason for EB was that it hepled with Elemental Mastery in pretty common cases where you are poisoned or just royally humped. It's not a bug fix, and I can live with how it works now... BUT> it was the one "natural answer" to poison, like, a SECOND card in whole game (first being purify obviously). I do not think it is a good design to deny us this feature of a rather conditional card - it's nowhere near imba or whatever.
Matter of fact, I do NOT run EB in my FG deck as of now - just happy to steal it from that "life-water-aether" dude. What the change did is merely off some well-deserved Masteries and probably abit less server load... People (like me) like those EMs. Give us the Bond tech back, please.

3) Thank you again. We do recognize the dedication it takes.
Title: Re: Elements 1.26
Post by: BC on December 19, 2010, 10:06:37 pm
Man, these new elders are pretty hardcore. I can't take my silly decks against them anymore if I want to win almost every time.  :(
I can see popular ai3 grinders having problems too. Looks like those would need a bit of rework now.
Title: Re: Elements 1.26
Post by: teffy on December 19, 2010, 10:26:09 pm
Is it´s only randomness, or have the AI3 higher chances to give the new cards ?
I got: 2 Cats, 1 Crusader, 1 Silence, 1 Relic today and only little from the rest.
Title: Re: Elements 1.26
Post by: Ryli on December 19, 2010, 10:28:45 pm
Man, these new elders are pretty hardcore. I can't take my silly decks against them anymore if I want to win almost every time.  :(
I can see popular ai3 grinders having problems too. Looks like those would need a bit of rework now.
Agreed. I was testing against the new AI3s with a shrieker rush and lost 11/20 matches against them. My Destroyer rush did a bit better with only 7/20 losses, but I was still shocked.
Title: Re: Elements 1.26
Post by: smuglapse on December 19, 2010, 10:30:37 pm
Is it´s only randomness, or have the AI3 higher chances to give the new cards ?
I got: 2 Cats, 1 Crusader, 1 Silence, 1 Relic today and only little from the rest.
Luck.  I only received one Catapult, plus a bunch of Quints and other things.

Man, these new elders are pretty hardcore. I can't take my silly decks against them anymore if I want to win almost every time.  :(
I can see popular ai3 grinders having problems too. Looks like those would need a bit of rework now.
Agreed. I was testing against the new AI3s with a shrieker rush and lost 11/20 matches against them. My Destroyer rush did a bit better with only 7/20 losses, but I was still shocked.
Weird.  I don't think I've lost once with USEM.
Title: Re: Elements 1.26
Post by: Falcon4415 on December 19, 2010, 10:37:05 pm
Weird.  I don't think I've lost once with USEM.
Lucky you. I'm losing twice as much and with a slower ttw rate.
USEM works, but not nearly as well as it used to, and with other decks now you can expect to take a beating.
Title: Re: Elements 1.26
Post by: JJ 52 on December 19, 2010, 10:54:17 pm
Just something I thought of while playing the new AI3:

Dune scorpions should get a priority for buffing. The AI had 2 dune scorps out and it buffed the same one twice when it should of buffed both. just something minor that I thought Id share.

Ive been using USEM and havent lost yet either. I also have noticed Im winning a  lot more cards but that might be because the new decks are more specialized than the old ones. So there are more repeated cards, increasing chance of winning one. Unfortunetly no new cards for me yet, but Ill keep trying.
Title: Re: Elements 1.26
Post by: smuglapse on December 19, 2010, 10:57:26 pm
Just something I thought of while playing the new AI3:

Dune scorpions should get a priority for buffing. The AI had 2 dune scorps out and it buffed the same one twice when it should of buffed both. just something minor that I thought Id share.

Ive been using USEM and havent lost yet either. I also have noticed Im winning a  lot more cards but that might be because the new decks are more specialized than the old ones. So there are more repeated cards, increasing chance of winning one. Unfortunetly no new cards for me yet, but Ill keep trying.
True, I won a Duney off that deck.  First loss also just recorded after ~25 games, against FFQ/Hope/Bonds deck.
Title: Re: Elements 1.26
Post by: Ryli on December 19, 2010, 10:58:43 pm
Agreed. I was testing against the new AI3s with a shrieker rush and lost 11/20 matches against them. My Destroyer rush did a bit better with only 7/20 losses, but I was still shocked.
Weird.  I don't think I've lost once with USEM.
Most of the problems were against the Scarab/Pharoah one. My destroyer rush and shrieker rush all had low hp creatures, so the Scarabs just ate everything. The USEM is faster, so you have a much better chance to dodge the scarab army.

No other deck seemed to pose a major threat for me though.
Title: Re: Elements 1.26
Post by: JJ 52 on December 19, 2010, 10:59:25 pm
I just lost my first one too, against the mono aether
Title: Re: Elements 1.26
Post by: Smokefree on December 19, 2010, 11:37:42 pm
This is amazing!!  No need for happy pills today!!  ;D ;D
Title: Re: Elements 1.26
Post by: Avenger on December 19, 2010, 11:48:51 pm
2) Empatic Bond... make it back.
Swap one of your bonds to heal.
Title: Re: Elements 1.26
Post by: funplay on December 20, 2010, 12:42:12 am
decks mostly revealed...http://elementscommunity.org/forum/index.php/topic,17902.msg243725#msg243725

i think some are pretty strong and are probably quite a problem for absolute newbies^^

oh, if somebody could post that blessed crusader deck? it just wont face me...:(
Title: Re: Elements 1.26
Post by: GG on December 20, 2010, 05:34:14 am
Two things.

1. Upgraded Sundial buff is not mentioned on the thread.

2. Unupgraded Light Nymph is also Light Nymph. Seeing the naming scheme of most other nymphs, I think it has to be White Nymph as it was before 1.26. I'm assuming that this is a mistake by zanz.
Title: Re: Elements 1.26
Post by: Kamietsu on December 20, 2010, 05:41:55 am
Two things.

1. Upgraded Sundial buff is not mentioned on the thread.

2. Unupgraded Light Nymph is also Light Nymph. Seeing the naming scheme of most other nymphs, I think it has to be White Nymph as it was before 1.26. I'm assuming that this is a mistake by zanz.
Elements 1.26 Patch notes.

New cards:
- Schrödinger's cat
- Soul Catcher
- Crusader
- Silence
- Sky Blitz
- Cloak
- Catapult

Bug Fix:
- Voodoo Doll Effects are immediately applied for both the AI and the player (AI effect was delayed before, causing desynch)
- Empathic Bond recoded: it is not the creature doing the healing anymore, it is now the empathic bond card, and it does it only if healing is needed
- Dive does not cancel antimatter anymore
- Adrenaline effect should now stack properly with the scramble(discord) and the dissipation field effects
- Fahrenheit and other weapons with an atk bonus do not attack anymore if frozen/delayed
- Pendulum random limit removed
- AI can use graveyard even when the player's field is full


Balance:
Empathic Bond cost reduced to 5/4
Colossal Dragon Stats increased to 7/15
Massive dragon cost reduced to 11
Fractal cost increased to 10/9 (no, you can not whine, it is still ridiculously good)
Solar Shield now generates light quanta while absorbing damage - cost increased to 3/2
Chimera cost reduced to 7/6
Stoneskin cap increased to 75HP
Steam Machine gains 5 charges per turn instead of 4
Unupgraded Steam Machine stats reduced to 0/6
Luciferin/luciferase effect added: "heal yourself for up to 10HP's"
Luciferin/luciferase cost increased to 2/1 generic quanta

Light nymph:
cost:9
stats: 1/9
skill cost:4 (3 if upgraded)

Nymph queen stats increased to 1/3 - 1/4
Grey Nymph skill cost decreased to 1. Stats increased to 0/4 - 0/7
Upgraded Sundial skill cost reduced to 1

AI5 has 30% in upgraded cards now

Interface:
Modified "you lost" screen.
Added turns and time statistics to the "you won" / "you lost" screens
Title: Re: Elements 1.26
Post by: Troh on December 20, 2010, 07:12:36 am
1. Changing Bond is really a pain in the ass for those who hunts EM when fighting FG :(. But at least i think now the game is running faster when the table is full ( a problem that i have on my desktop that is a slower machine).

2. Zanzarino you really must focus on Desync problems. I prefer no more cards for 3 months but the problem with desyncs solved. Last tourney sucked hard due too massive desyncs. People here get most of fun from pvp ( tourney, war, etc) but desyncs are bringing lots of paranoya that you were cheated and etc.

3. The closing screen is pretty annoying but i think i'll get used :)
Title: Re: Elements 1.26
Post by: Goscar on December 20, 2010, 07:37:01 am
ARRRRGGGG Crusader can't be used with morning star  >:( please make it so it uses your weapon instead of target weapon  :).
Title: Re: Elements 1.26
Post by: willng3 on December 20, 2010, 07:39:15 am
ARRRRGGGG Crusader can't be used with morning star  >:( please make it so it uses your weapon instead of target weapon  :).
Then you couldn't use it with flown weapons, which is possibly a much better advantage here.
Title: Re: Elements 1.26
Post by: Daytripper on December 20, 2010, 10:18:47 am
Nice update for Christmas!

I can't believe people are complaining so much about their precious little EM's... If you've been around for a while, you really don't need all the money. Besides you can still EM quite often. Also, 1 extra  :aether for fractal? Not the end of the world. There was a lot won in other areas.

I always like new cards, gives you more to try strategies out. It's totally revitalizing the game. I don't know if they'll fit in any of my decks right now, but I'll be building others. Also I like every element is on 13 cards at least now. Hopefully the next stop is 14 for all. Even with the new cards, light and aether are still running low! That is, unless if you count miracle for light, but then the squid and the pharaoh also count, making life and aether the sad pandas with 13 choices only. (not counting rare weapon) While those are not really my elements, I think they deserve something. After all fractal is one of the most used, but you barely see it in aether because it drains all the aether.  :))

I hope the catapult will do something for gravity, though I still need to see how it works. I do like it people try to add new cards and develop unique strategies. If every element already had 2 midrange attackers and some good CC, we could throw the elements away. Everything would be the same. Now it's an everlasting struggle to see which strategy balances the other out.

Merry Christmas.

Day
Title: Re: Elements 1.26
Post by: itsnick on December 20, 2010, 11:48:54 am
First, let me say that the majority of changes and additions with the issue look quite good.  Unfortunately, my positive response is heavily tempered by the alterations to Empathic/Feral Bond.  Those of you not wishing to read (yet another) rant on this topic, please disregard the rest of the post.
Otherwise (rant on):

Well, heck, the Quest For Electrum has gotten even slower and more grindtastic now that Empathic/Feral Bond's operations have been changed.  With the 'during the turn' functioning, Elemental Mastery was, of course, much more accessible, allowing for greater gains... this is a change that (as noted) hasn't altered actual gameplay at all, just reduced the potential rewards for gameplay.  To put it another way, I will win the same number of games, with the same tactics, and by the same margin, I'll just get less for doing so.

Lovely.
Thanks for the change - I really didn't like getting rewarded for winning that much, anyway.  I think the playerbase will agree that toning down rewards is a good way of motivating players.

Right?

I'm so with you. My two main decks are pretty versatile and have been able to handle all the latest changes anyway, but over the course of a few games I'll end up with about half the electrum I used to.

So what's the point of this change?
Title: Re: Elements 1.26
Post by: Daxx on December 20, 2010, 12:18:58 pm
So what's the point of this change?
It fixes some relatively serious bugs.
Title: Re: Elements 1.26
Post by: GG on December 20, 2010, 03:37:33 pm
Two things.

1. Upgraded Sundial buff is not mentioned on the thread.

2. Unupgraded Light Nymph is also Light Nymph. Seeing the naming scheme of most other nymphs, I think it has to be White Nymph as it was before 1.26. I'm assuming that this is a mistake by zanz.
Elements 1.26 Patch notes.

New cards:
- Schrödinger's cat
- Soul Catcher
- Crusader
- Silence
- Sky Blitz
- Cloak
- Catapult

Bug Fix:
- Voodoo Doll Effects are immediately applied for both the AI and the player (AI effect was delayed before, causing desynch)
- Empathic Bond recoded: it is not the creature doing the healing anymore, it is now the empathic bond card, and it does it only if healing is needed
- Dive does not cancel antimatter anymore
- Adrenaline effect should now stack properly with the scramble(discord) and the dissipation field effects
- Fahrenheit and other weapons with an atk bonus do not attack anymore if frozen/delayed
- Pendulum random limit removed
- AI can use graveyard even when the player's field is full


Balance:
Empathic Bond cost reduced to 5/4
Colossal Dragon Stats increased to 7/15
Massive dragon cost reduced to 11
Fractal cost increased to 10/9 (no, you can not whine, it is still ridiculously good)
Solar Shield now generates light quanta while absorbing damage - cost increased to 3/2
Chimera cost reduced to 7/6
Stoneskin cap increased to 75HP
Steam Machine gains 5 charges per turn instead of 4
Unupgraded Steam Machine stats reduced to 0/6
Luciferin/luciferase effect added: "heal yourself for up to 10HP's"
Luciferin/luciferase cost increased to 2/1 generic quanta

Light nymph:
cost:9
stats: 1/9
skill cost:4 (3 if upgraded)

Nymph queen stats increased to 1/3 - 1/4
Grey Nymph skill cost decreased to 1. Stats increased to 0/4 - 0/7
Upgraded Sundial skill cost reduced to 1

AI5 has 30% in upgraded cards now

Interface:
Modified "you lost" screen.
Added turns and time statistics to the "you won" / "you lost" screens
Okay fine I got dyslexic.. but it's true that White Nymph became Light Nymph :(
Title: Re: Elements 1.26
Post by: BluePriest on December 20, 2010, 03:48:55 pm
Seriously. most people agree that huntig foor EMs is actually a slower way of gaining  :electrum I wish people would stop complaining about it. If you wannt to complain about bond, complain that creatures that die that turn dont count towards healing.
Title: Re: Elements 1.26
Post by: upnincs on December 20, 2010, 04:58:58 pm
The most awesome update since like 2 years. I attribute this mostly to the original and sharply designed new cards which I'm looking forward to use (unlike the last dozen). Thanks!
Title: Re: Elements 1.26
Post by: ddevans96 on December 20, 2010, 04:59:22 pm
The most awesome update since like 2 years. I attribute this mostly to the original and sharply designed new cards which I'm looking forward to use (unlike the last dozen). Thanks!
This game hasn't been around 2 years.
Title: Re: Elements 1.26
Post by: Marvaddin on December 20, 2010, 05:01:09 pm
The problem is, to defeat most FG you need massive healing anyway, so why not use it to get an EM once you are going to win anyway?

I have suggested before: if the healing from Bonds is to be done just once, why not before the attack? Maybe if will need some lines of code to make a permanent work before creatures, but doesnt seem too hard and I think it would benefit the players. Just my opinion.
Title: Re: Elements 1.26
Post by: Taffer on December 20, 2010, 05:35:02 pm
Okay fine I got dyslexic.. but it's true that White Nymph became Light Nymph :(
I noticed it, too, when I wanted to update card data at the "old" wiki (http://elementsthegame.wikia.com/wiki/Mark_of_Light).  :)
But I didn't rename the card - I hope the name will be fixed soon.

Another typo at Solar Shield/Buckler: "...the damaged absorbed..."
Title: Re: Elements 1.26
Post by: p4duke on December 20, 2010, 06:09:20 pm
Small question or something, I hope it's in the right thread.
I fought against someone with some crusaders and I've asked him where did he get them from, he said that he got them from the bazaar, but I can't find any of the new cards in the bazaar.
PS: I won a crusader off him after I won the battle.

What should I do? Win all the other cards or is this some kind of bug? Clear flash cache?

 :water :aether Thanksies :entropy :darkness
Title: Re: Elements 1.26
Post by: Daxx on December 20, 2010, 06:15:50 pm
Small question or something, I hope it's in the right thread.
I fought against someone with some crusaders and I've asked him where did he get them from, he said that he got them from the bazaar, but I can't find any of the new cards in the bazaar.
PS: I won a crusader off him after I won the battle.

What should I do? Win all the other cards or is this some kind of bug? Clear flash cache?

 :water :aether Thanksies :entropy :darkness
Clear your cache. That's what has worked so far for other people with the same problem.
Title: Re: Elements 1.26
Post by: Essence on December 20, 2010, 06:17:15 pm
Seriously. most people agree that huntig foor EMs is actually a slower way of gaining  :electrum
Have you met jmdt?
Title: Re: Elements 1.26
Post by: Kyarss on December 20, 2010, 07:04:53 pm
WOw these cards are incredible. Silence is broken.
Title: Re: Elements 1.26
Post by: BluePriest on December 20, 2010, 08:51:19 pm
Seriously. most people agree that huntig foor EMs is actually a slower way of gaining  :electrum
Have you met jmdt?
Maybe its changed since I had been paying attention to it, but I thought he had said that its better to get a fast deck with no ems than a slow deck with a lot of ems.
Title: Re: Elements 1.26
Post by: Nume on December 20, 2010, 09:56:29 pm
Seriously. most people agree that huntig foor EMs is actually a slower way of gaining  :electrum
Have you met jmdt?
Maybe its changed since I had been paying attention to it, but I thought he had said that its better to get a fast deck with no ems than a slow deck with a lot of ems.
                                                                                              I believe the speed em decks were best, however they won't be effected by this change since they use heals rather than emp bond,
Title: Re: Elements 1.26
Post by: BluePriest on December 20, 2010, 10:34:20 pm
Then my reasoning stands. No need for people to complain about the EMs still lol

edit
*sigh* I wish the ai5 upped rate was raised to 50. Now it seems I win the same amount of upped, and even less unupped since im getting more (but not enough) upped cards that are ruining my unupped spins.
Title: Re: Elements 1.26
Post by: kirondineer on December 21, 2010, 05:34:46 am
I'm new here, started playing about a week before the updates. All in all though I like the new cards/changes. Although they do have me rethinking my tactics a bit. Not like they were well established or anything.  :P
Title: Re: Elements 1.26
Post by: Kael Hate on December 21, 2010, 06:08:56 am
Then my reasoning stands. No need for people to complain about the EMs still lol

edit
*sigh* I wish the ai5 upped rate was raised to 50. Now it seems I win the same amount of upped, and even less unupped since im getting more (but not enough) upped cards that are ruining my unupped spins.
Agreed. That the spin results still failing. I'm wishing the 15% of cards chosen to be upped, upped all copies of that card, just so that a upped and unupped version didn't conflict. Maybe it would be nice to see upped Towers in the spins too.
Title: Re: Elements 1.26
Post by: Essence on December 21, 2010, 10:12:09 am
New cards now available in the Bazaar!
Title: Re: Elements 1.26
Post by: chenqu1989 on December 21, 2010, 12:54:14 pm
the attack SE sometimes disappear when i use the vampire crusader deck
it seems that when i fly a weapon then attack(space)quick then the attack SE will gone
but all the other SE is normal.
the no-se will last for all the game after this,until i reset the website.
Title: Re: Elements 1.26
Post by: corky on December 21, 2010, 04:41:02 pm
Trebuchet is broken. I just launched Elite Shrieker and Black Dragon each only hitting for 3 damage.

I love the functionality of this card. Cant wait to see what the real damage values are.

Title: Re: Elements 1.26
Post by: Ryli on December 21, 2010, 04:44:03 pm
Trebuchet is broken. I just launched Elite Shrieker and Black Dragon each only hitting for 3 damage.
Don't throw Shriekers and Black Dragons!
Use Armargios, Scarabs, BB'd creatures, etc.
Title: Re: Elements 1.26
Post by: BluePriest on December 21, 2010, 04:45:58 pm
Trebuchet is broken. I just launched Elite Shrieker and Black Dragon each only hitting for 3 damage.

I love the functionality of this card. Cant wait to see what the real damage values are.
Damage Formula: dmg=75*HP/(75+HP)

It goes off of HP, not atk.
Title: Re: Elements 1.26
Post by: smuglapse on December 21, 2010, 04:47:27 pm
Trebuchet is broken. I just launched Elite Shrieker and Black Dragon each only hitting for 3 damage.

I love the functionality of this card. Cant wait to see what the real damage values are.
4 and 5 respectively.  Seems like they might have taken some damage.  Here is the damage chart: http://elementscommunity.org/forum/index.php/topic,17670.0.html
Title: Re: Elements 1.26
Post by: corky on December 21, 2010, 04:48:20 pm
Looks like I misunderstood the functionality of this card.

I guess it makes sense to work of defense since it is gravity.
Title: Re: Elements 1.26
Post by: boombalabo on December 21, 2010, 05:49:38 pm
Elements 1.26 Patch notes.

New cards:
- Schrödinger's cat
- Soul Catcher
- Crusader
- Silence
- Sky Blitz
- Cloak
- Catapult
Should i see these cards in the bazar because i havn't see them...

(i would like someone to tell what is the element of each card)
Title: Re: Elements 1.26
Post by: ddevans96 on December 21, 2010, 05:50:22 pm
Elements 1.26 Patch notes.

New cards:
- Schrödinger's cat
- Soul Catcher
- Crusader
- Silence
- Sky Blitz
- Cloak
- Catapult
Should i see these cards in the bazar because i havn't see them...

(i would like someone to tell what is the element of each card)
Clear your cache, they'll show up.

Also the cards are shown here: http://elementscommunity.org/forum/index.php?action=pages
Title: Re: Elements 1.26
Post by: boombalabo on December 21, 2010, 06:01:02 pm
thanks you alot... i will try the cat right away!
Title: Re: Elements 1.26
Post by: Taffer on December 21, 2010, 08:24:39 pm
www.elementsthegame.net still hosts version 1.25.

There is a message that says "You can play with the latest version available at www.elementsthegame.net". However, the button redirects to the right place.
Title: Re: Elements 1.26
Post by: BluePriest on December 21, 2010, 09:37:28 pm
This may just be my imagination, but is anyone else winning more cards from ai3s since the new ai have been put in? Probably from them having a little more structured decks.
Title: Re: Elements 1.26
Post by: JJ 52 on December 21, 2010, 09:48:38 pm
...
I also have noticed Im winning a  lot more cards but that might be because the new decks are more specialized than the old ones. So there are more repeated cards, increasing chance of winning one. Unfortunetly no new cards for me yet, but Ill keep trying.
Me and others have noticed it as well
Title: Re: Elements 1.26
Post by: Valmorian on December 22, 2010, 01:25:05 am

Clear your cache, they'll show up.

Also the cards are shown here: http://elementscommunity.org/forum/index.php?action=pages
I also see none of the new cards in the Bazaar.  I have cleared my flash cache multiple times as well as all temporary internet files and still don't see them.  Any other suggestions?
Title: Re: Elements 1.26
Post by: azderdhom on December 22, 2010, 02:19:03 am
has anyone notice some of the FG has new cards in them?
Title: Re: Elements 1.26
Post by: karthikking on December 22, 2010, 08:58:32 am
Best update ever.
Title: Re: Elements 1.26
Post by: Donot on December 22, 2010, 03:05:14 pm
I always like seeing new cards, they change the dynamics and force me to rethink my decks. 
 
However, the nerf to Feral Bond renders the card useless - it costs more than a SoG and it does less.  The only reason to use it was the earlier healing for EM. 
 
I love the Trebuchet, but was dissapointed by the damage formula (75hp/75+hp) having a limit of 75.  I know, I know, 75 damage is enormous... but I had this idea of using one in a voodoo deck to throw my 0/200+ doll at an opponent who has too much healing combined with either momentum or weapon-only attack.  It just isn't enough.  I did play with throwing other gravity creatures, which is fine - but not the death blow I'd hoped for.  (BTW, the AI still has no clue how to use voodoo)
 
What's the point of cloak?  It doesn't do any damage and I don't see how it really provides defense.  It seems to just take up a spot in the deck.  I can see it annoying the opponent, but not really helping you out much.
 
Silence is brutal.  Very brutal.  I'm thinking of combining it with nightmare...
 
The cat and the catcher are nice additions.  Ripe for some creative decks.  We do need some more death-effect driven cards though, and preferably not death-quanta powered.  Maybe something in water (cesspool?) or darkness (ghosts?). 
 
Sky blitz and Crusader both look very promising and I hope to put them to good use.  Can you still twin a diving creature to maintain the doubled attack?  Will blitz re-double it?  Something to test...
 
I'm nervous about the change to T50.  If there is no reward for having a high XP, won't that encourage people to quit more games?  Grinding would only be limited by money.  If the goal is to stop people from putting up farms, just ask.  I bet most people would honor such a request - I know I would.  (As it is, I've stopped making non-biting farms - for now).  If the goal is a competition for great decks, you'll need to fix the AI too.  I can make a great deck, but if the AI doesn't know how to play it - then what was the point?  Clever decks rely on clever combos.  If you can't tell the AI to hold a card for it's combo-buddy, then the deck isn't going to live up to its full potential.  So yeah, I'm not thrilled by the new proposal.  (Oh, would you mind adding a feature to the trainer to pick the T50(00)/FG decks you play against?  It's painful to dig around looking for a particular opponent to test something against, and it would be easy to present a drop list of opponent options.  Even just a list of 10 non-repetative randomly chosen opponent's would make the search significantly faster and better).
 
Thanks Zanz!
Title: Re: Elements 1.26
Post by: Memorystick on December 23, 2010, 04:58:49 pm
I always like seeing new cards, they change the dynamics and force me to rethink my decks. 
 
However, the nerf to Feral Bond renders the card useless - it costs more than a SoG and it does less.  The only reason to use it was the earlier healing for EM. 
 
I love the Trebuchet, but was dissapointed by the damage formula (75hp/75+hp) having a limit of 75.  I know, I know, 75 damage is enormous... but I had this idea of using one in a voodoo deck to throw my 0/200+ doll at an opponent who has too much healing combined with either momentum or weapon-only attack.  It just isn't enough.  I did play with throwing other gravity creatures, which is fine - but not the death blow I'd hoped for.  (BTW, the AI still has no clue how to use voodoo)
 
What's the point of cloak?  It doesn't do any damage and I don't see how it really provides defense.  It seems to just take up a spot in the deck.  I can see it annoying the opponent, but not really helping you out much.
 
Silence is brutal.  Very brutal.  I'm thinking of combining it with nightmare...
 
The cat and the catcher are nice additions.  Ripe for some creative decks.  We do need some more death-effect driven cards though, and preferably not death-quanta powered.  Maybe something in water (cesspool?) or darkness (ghosts?). 
 
Sky blitz and Crusader both look very promising and I hope to put them to good use.  Can you still twin a diving creature to maintain the doubled attack?  Will blitz re-double it?  Something to test...
 
I'm nervous about the change to T50.  If there is no reward for having a high XP, won't that encourage people to quit more games?  Grinding would only be limited by money.  If the goal is to stop people from putting up farms, just ask.  I bet most people would honor such a request - I know I would.  (As it is, I've stopped making non-biting farms - for now).  If the goal is a competition for great decks, you'll need to fix the AI too.  I can make a great deck, but if the AI doesn't know how to play it - then what was the point?  Clever decks rely on clever combos.  If you can't tell the AI to hold a card for it's combo-buddy, then the deck isn't going to live up to its full potential.  So yeah, I'm not thrilled by the new proposal.  (Oh, would you mind adding a feature to the trainer to pick the T50(00)/FG decks you play against?  It's painful to dig around looking for a particular opponent to test something against, and it would be easy to present a drop list of opponent options.  Even just a list of 10 non-repetative randomly chosen opponent's would make the search significantly faster and better).
 
Thanks Zanz!
Feral bond isn't useless- it still has a healing potential of +23/turn, with creature spam of some sort. You can use multiple trebuchets in one turn- if you have five critters with enough HP to deal 20 damage each, you can get a OTK with five trebuchets. Cloak is supposed to make it harder to target- only area affects can damage critters while cloak is in play, meaning you have a turn or two of safety against decks without mass-CC or a lot of PC, unless the cloak gets destroyed. Finally... you know how the AI operates- build to it. I know jmdt does ;)
Speaking of the trainer... a FG-testing mode would make it a lot easier to see how good a potential FG is.
Title: Re: Elements 1.26
Post by: Ant-n-ero on December 23, 2010, 10:39:34 pm
first off, Updates are always welcome as usual, whether for good or for worse as they must have been made for a reason :)
secondly, I'm sure many people would agree, can you make in so in the trainer you can choose which FG you want to battle, that way you can test a deck thoroughly and fairly with each FG instead of estimating the win % against those you've played...
It can't be that hard to do, just a few mini menu's set up, but effectively the same as choosing AI3 or AI4 or AI5 but each on having a single deck...
Title: Re: Elements 1.26
Post by: silux on December 24, 2010, 05:30:27 pm
I think Feral bonds should give healing before creatures attack opponent because:
Now the only way to get elemental mastery out of feral bond is to make creatures dealing enough damage to leave enemy at 1-4 hp and then deliver the final blow with your weapon. :o
That is much hard as killing a phase dragon!
Title: Re: Elements 1.26
Post by: zzz123 on December 25, 2010, 03:57:26 am
waaah!
nerfed Bond is even MORE susceptible to poison than before!

since i tend to have HORRIBLE initial draws (as in, with 40-50% pillars in the deck i'll have ONE in the first 5 rounds of the game), i take some damage at the start of the round
and if the enemy has scorpos or something i get poisoned - and when i finally build up my uber impenetrable defenses and set up a few bonds to restore hp, i consistently end the round with 97-99hp, because the poison damage is applied before the start of my round, and the bonds don't have time to heal me before the opponent dies :(
Title: Re: Elements 1.26
Post by: Taffer on December 25, 2010, 11:28:51 am
Now the only way to get elemental mastery out of feral bond is to make creatures dealing enough damage to leave enemy at 1-4 hp and then deliver the final blow with your weapon. :o
That is much hard as killing a phase dragon!
You can achieve EM by Heal, Holy Light and the new Luciferin/Light Nymph, too.

Though I agree that the old Feral Bond was better.
Title: Re: Elements 1.26
Post by: RRS1980 on December 25, 2010, 04:19:06 pm
Caught AI5 using Schrödinger's cat for no reason, i.e.: killing it was a waste of quanta as AI had no death triggered cards.
Title: Re: Elements 1.26
Post by: Wizardcat on December 25, 2010, 05:30:49 pm
Caught AI5 using Schrödinger's cat for no reason, i.e.: killing it was a waste of quanta as AI had no death triggered cards.
AI5 use random cards from their element(s).
Title: Re: Elements 1.26
Post by: ArtCrusade on December 28, 2010, 02:45:35 pm
I love the changes, but excuse me, I think Fractal is totally underpowered now! :P
Title: Re: Elements 1.26
Post by: johannhowitzer on December 28, 2010, 10:41:23 pm
A one-cost change makes a previously "OP" card now "UP."  Thanks for the laugh!
Title: Re: Elements 1.26
Post by: ddevans96 on December 28, 2010, 10:50:28 pm
I think he was being sarcastic ::)
Title: Re: Elements 1.26
Post by: johannhowitzer on December 28, 2010, 10:55:04 pm
Yeah, maybe.  Or maybe he's made it his personal mission to correct this injustice, by any means necessary.  I mean, look at his avatar!  And his username!  What does that tell you?
Title: Re: Elements 1.26
Post by: ZephyrPhantom on December 28, 2010, 10:56:13 pm
It tells me he is obsessed with time. ;)
Title: Re: Elements 1.26
Post by: ArtCrusade on December 29, 2010, 10:15:24 am
My apologies. I'll never make jokes in presence of johannhowitzer again, so he doesn't need to waste his time thinking about whether I was now being serious or not. I was a fool to believe that italics and using a smiley which sticks out its toungue at everyone who thinks I am being a serious idiot would be enough.

Oh, and yes. Fractal is totally underpowered! ;)
Title: Re: Elements 1.26
Post by: Ant-n-ero on December 29, 2010, 11:16:37 am
My apologies. I'll never make jokes in presence of johannhowitzer again, so he doesn't need to waste his time thinking about whether I was now being serious or not. I was a fool to believe that italics and using a smiley which sticks out its toungue at everyone who thinks I am being a serious idiot would be enough.

Oh, and yes. Fractal is totally underpowered! ;)
heehee, made me laugh  ???
Title: Re: Elements 1.26
Post by: ZephyrPhantom on December 29, 2010, 05:16:17 pm
Yes it is so underpowed that in the next patch, we must buff it by summmoning all copies onto the field for FREE! XD
Title: Re: Elements 1.26
Post by: ddevans96 on December 29, 2010, 05:21:35 pm
Yeah, maybe.  Or maybe he's made it his personal mission to correct this injustice, by any means necessary.  I mean, look at his avatar!  And his username!  What does that tell you?
His avatar tells me he likes that font you see on army vehicles.

His username tells me he loves art.

Is he designing posters for the military?
Title: Re: Elements 1.26
Post by: ArtCrusade on December 29, 2010, 05:47:54 pm
Hey guys, can we get back on topic? We now must think about how we can balance Fractal again. I think ZBlader's suggestion is not enough. Any other suggestions? Anything?
Title: Re: Elements 1.26
Post by: Ryli on December 29, 2010, 05:51:24 pm
We could have it so it fills your field (including permanent slots) with copies of the creature.
Title: Re: Elements 1.26
Post by: ZephyrPhantom on December 29, 2010, 06:03:10 pm
No, Fractal should summon Zanz himself.
Title: Re: Elements 1.26
Post by: johannhowitzer on December 29, 2010, 10:06:59 pm
Quote
My apologies. I'll never make jokes in presence of johannhowitzer again, so he doesn't need to waste his time thinking about whether I was now being serious or not. I was a fool to believe that italics and using a smiley which sticks out its toungue at everyone who thinks I am being a serious idiot would be enough.
I could continue the hyperbole and point out the "double standard" - not interpreting my italics and smiley correctly when you expect me to interpret yours - but I'm not sure how to make that seem sarcastic with just words.  Also I think a black hole would form from the resulting confusion.  :D

We are down the rabbit hole, folks...
Title: Re: Elements 1.26
Post by: ArtCrusade on December 29, 2010, 10:37:05 pm
As far as I can read you never used italics nor smileys and thus we don't have any double standards here. Sure, this discussion would be less pointless if there was, but there ain't a single thing to discuss about other than the goddamn underpoweredness of Fractal!
Title: Re: Elements 1.26
Post by: johannhowitzer on December 29, 2010, 10:46:56 pm
Enh, I was going on memory, which was flawed - no smiley, but I did use italics in my second post.  But since we were just being silly anyway, who cares.
Title: Re: Elements 1.26
Post by: Ryli on December 29, 2010, 10:54:03 pm
Me, Me. I care...

Actually, no I don't. I suppose that makes no one.
Title: Re: Elements 1.26
Post by: johannhowitzer on December 29, 2010, 11:03:34 pm
No, WHO cares.  You know, that guy on first base?
Title: Re: Elements 1.26
Post by: ddevans96 on December 29, 2010, 11:06:55 pm
What's on second.
Title: Re: Elements 1.26
Post by: johannhowitzer on December 29, 2010, 11:13:14 pm
"So I step up to the plate and hit a long fly ball to Because.  Why?  I don't know, he's on third and I don't give a darn!"
"Eh?"
"I said 'I don't give a darn.'"
"Oh, he's our shortstop!"
Title: Re: Elements 1.26
Post by: ZephyrPhantom on December 29, 2010, 11:26:42 pm
And now I is the umpire.  Is there really any legitimate game matter left to discuss here?
Title: Re: Elements 1.26
Post by: ArtCrusade on December 29, 2010, 11:30:12 pm
Yes, why hasn't morningstar's suggestion been approved yet?
Title: Re: Elements 1.26
Post by: Ryli on December 30, 2010, 12:33:12 am
Because I'm not important.
Title: Re: Elements 1.26
Post by: ArtCrusade on December 30, 2010, 12:43:49 am
That's a real shame..
Title: Re: Elements 1.26
Post by: phabyo on January 02, 2011, 07:36:51 pm
- Empathic Bond recoded: it is not the creature doing the healing anymore, it is now the empathic bond card, and it does it only if healing is needed



I hated this change... Now it's a lot more hard get the Elemental Mastery since the Empathic Bond will only heal after all your monsters attack...
Title: Re: Elements 1.26
Post by: johannhowitzer on January 02, 2011, 07:57:01 pm
I really haven't had any problems getting EMs against False Gods after the Bond change, unless poison is involved.  Only a few FGs use poison, and at least one of them is difficult to beat with my deck anyway.

If you have shards, EM is all about clearing any enemy creatures with momentum, then timing a good shield.  If your shards are taking longer than expected to heal you back and you're about to make the kill, a Sundial can buy you a turn to heal to full first.

I pack Phase Shields, Bone Walls, and Permafrost in my FG rainbow - the first two can be easily used to keep you at 100 for the last turn.
Title: Re: Elements 1.26
Post by: TheonlyrealBeef on January 11, 2011, 10:55:28 pm
1.261 bug fix:
Catapult does not kill sound effects anymore
I just tested the bug fixes, but I'm afraid sound still breaks after catapult. I did make sure I tested it in 1.261. Since Vampire + Gravity Pull does properly work now :)
Title: Re: Elements 1.26
Post by: edunavas on January 12, 2011, 11:31:17 am
1.261 bug fix:
Catapult does not kill sound effects anymore
Crusader works correctly with momentum (titan)
Attacking a gravity pull creature with a vampire does not cause desync anymore
The oracle does not mistake crusaders for "hope" anymore
Removing nightfall does not cause random voodoo effects anymore
The chat button works again

Catapulting frozen creatures has now a bonus of 30% (was 20%)
Wow, that´s why when playing the sound got killed and I did not know why.

Edit, catapult bug is still on, no sound.
Title: Re: Elements 1.26
Post by: funerallaughter on January 16, 2011, 09:06:08 am
I was playing on the trainer when something odd happened: using a deck which could only damage with Balls of Lightning and Air Blitz, I had the lvl 3 AI down to 10 HP. I though I was going to finish it off with a single Air Blitzed BoL, but instead the AI was left with 1 HP. I'm still a tad foreign to the Air Blitz mechanics, but I'm sure something went wrong here? @.@
Title: Re: Elements 1.26
Post by: Memorystick on January 16, 2011, 09:30:00 am
They played a shield with 1 damage reduction, reducing the damage dealt by the BoL to 9
Title: Re: Elements 1.26
Post by: funerallaughter on January 16, 2011, 10:00:14 am
That's probably the case, oh it went by so fast! @.@
Title: Re: Elements 1.26
Post by: YoYoBro on January 17, 2011, 06:15:05 pm
Moar cards!!! Accelleration and Mitosis are ready to be launched!!!
Title: Re: Elements 1.26
Post by: Taffer on January 17, 2011, 07:18:31 pm
It seems that the mirror, http://elementsthegame.net still hosts v1.25. I have started a topic (http://elementscommunity.org/forum/index.php/topic,18332.0.html) about it a month ago, but nothing happened.

Will it be fixed, or was the mirror just a temporary solution when the main site didn't work?
Title: Re: Elements 1.26
Post by: funerallaughter on January 17, 2011, 11:48:22 pm
i just saw acceleration and mitosis prizes in the roulette in trainer; are they rares?! :DD
Title: Re: Elements 1.26
Post by: ddevans96 on January 17, 2011, 11:50:43 pm
i just saw acceleration and mitosis prizes in the roulette in trainer; are they rares?! :DD
Nope. All the AI in trainer have them for testing.
Title: Re: Elements 1.26
Post by: funerallaughter on January 17, 2011, 11:52:39 pm
and the snazziness keeps coming and coming :3
Title: Re: Elements 1.26
Post by: BluePriest on January 18, 2011, 04:51:28 pm
cant believe he is already working on 1.27.... this one hasn't even been out for a month.
Title: Re: Elements 1.26
Post by: Ekki on January 19, 2011, 06:13:36 am
cant believe he is already working on 1.27.... this one hasn't even been out for a month.
Truely... Zanz rulez! :D
Title: Re: Elements 1.26
Post by: yee on January 19, 2011, 03:06:50 pm
cant believe he is already working on 1.27.... this one hasn't even been out for a month.
Zanz is the best  ;)
Title: Re: Elements 1.26
Post by: BluePriest on January 19, 2011, 03:21:30 pm
My real shock is because 1.251 was done August 11th for the final bg fix, and 1.261 was Janurary 11th for the final bug fix.

Note, that is not when they were released, it is when the bugs were all sorted out.
Title: Re: Elements 1.26
Post by: edunavas on January 21, 2011, 06:35:37 pm
cant believe he is already working on 1.27.... this one hasn't even been out for a month.
Of course, after 1.26, comes 1.27....
Title: Re: Elements 1.26
Post by: BluePriest on January 22, 2011, 04:11:10 am
cant believe he is already working on 1.27.... this one hasn't even been out for a month.
Of course, after 1.26, comes 1.27....
My real shock is because 1.251 was done August 11th for the final bg fix, and 1.261 was Janurary 11th for the final bug fix.

Note, that is not when they were released, it is when the bugs were all sorted out.

Title: Re: Elements 1.26
Post by: johannhowitzer on January 25, 2011, 10:24:17 pm
Whenever you release something, there are going to be bugs no matter how much you tested it before release.  Just don't be Microsoft and release an OS so bug-ridden that rather than keeping a list of programs that aren't compatible, computer stores keep a list of programs that ARE.

(I'm looking at you, Vista.)
Title: Re: Elements 1.26
Post by: doublecross on January 26, 2011, 12:17:48 am
It is my personal theory that Vista was actually a beta version for windows 7, but they figured this way, not only did they not have to hire beta testers, but the beta testers would pay them for the *privilege*

I agree with what Johann said.
Title: Re: Elements 1.26
Post by: johannhowitzer on January 26, 2011, 01:20:36 am
When I worked at a store during Vista's release, customers would often ask why they should buy Vista.  We told them, "you shouldn't."

Our supervisor looked the other way.
blarg: