Elements the Game Forum - Free Online Fantasy Card Game

News and Announcements => Patch Notes and Development News => Topic started by: zanzarino on February 02, 2011, 09:53:18 pm

Title: Elements 1.27, 1.271, 1.272 Live
Post by: zanzarino on February 02, 2011, 09:53:18 pm
1.272 Notes
Oracle:
- He will always predict the next false god
- If a pet is given it will last for 3 non-PVP games.

Bug fix:
- Dive does not cancel antimatter anymore even when it was the AI using antimatter
- No more negative quanta for sky blitz when the AI uses it
- Sparks are now airborne for real
- When neurotoxin is active the correct yellow icon appears (even if purify has been used)

UI:
It is now possible to change the password/email stored in your account

1.271 Notes
Bug fix:
- When multiple death effects are in conflict the follow priority rule is followed: aflatoxin > unholy shield > phoenix
- Weapons do not disappear anymore if animated
- Ghost of the Past always trigger HP loss if discarded
- Weapons ignore dissipation shield if sanctuary is in play
- Gravity nymph does not trigger healing anymore if sanctuary is in play
- Bazaar graphic issue fixed

AI improvements:
- AI learned how to chain sundials
- AI does not play multiple nightfalls/eclipses anymore
 

1.27 Notes
New cards:
- Mitosis
- Acceleration
- Ghost of the Past
- Shield/Tower Shield
- Iridium Warden
- Sanctuary

Balance:
- Dagger gains +1 dmg if the owner's mark is darkness or death
- Skull shield now has a small chance (50%/creature HP's) to turn a creature into a skeleton
- Gnome rider unupgraded generates earth quanta, upgraded cost reduced to 0
- Dragonfly unupgraded generates air quanta, upgraded cost reduced to 0
- Titanium shield cost reduced -1/-1
- Flooding maintenance cost reduced to 1
- Ice bolt has a chance to freeze the opponent weapon
- Shockwave can be used on any target now: creatures AND opponent. Destroy weapon if frozen.
- Cloak lasts 3 turns
- Black nymph skill cost reduced to 2
- Turquoise nymph HP doubled (now 4)
- Nightmare now drains 2 HP per card added to the opponent's hand
- Guard, endow and mitosis added to the mutation's list of possible skills
- Skeletons gained the "undead" passive skill, if rewinded they will turn into a random creature

Bug fix:
- Catapult does not stop sound fx (even if the AI uses it)
- Delayed/frozen weapons do not attack anymore
- Delay and freeze now stack properly (skills can not be used until both effects expire)

Various AI improvements

UI:
- New setting: music on/off for the intro and the FG music
- New setting: AI speed, on "High" the AI will be faster at playing cards and skills (as long as the CPU will keep up)
- The mark is now part of the import/export code
- The settings and the username are now saved on your local Hard Drive
_ New cloak background
Title: Re: Elements 1.27
Post by: icecoldbro on February 02, 2011, 09:55:32 pm
Yay first post:
Well one thign that I have noticed in trainer is the freezinf of a doll doesnt stop damage from weapons is this fixed?
Secondly love the new cards, new mechanics are always good
I see unuped versions of generators also will now produce quanta, making photon more than useless now
Title: Re: Elements 1.27
Post by: Wonder on February 02, 2011, 09:57:01 pm
Second!
I really like the new cards! Especially Mitosis. I've been using it a lot in the Trainer and I think it's a great addition to Life.
Title: Re: Elements 1.27
Post by: Essence on February 02, 2011, 10:01:06 pm
Ooooh, Ice Bolt+Shockwave = Dead weapon!  It's like a tiny hint of permanent control for :air and :water !  :D
Title: Re: Elements 1.27
Post by: icybraker on February 02, 2011, 10:09:26 pm
Giving more elements permanent control, eh? Nice. Why not :aether next? :P

Great patch as always. Can't wait to try out Mitosis.
Title: Re: Elements 1.27
Post by: vrt on February 02, 2011, 10:09:40 pm
Next thing we know, Permafrost has a chance to freeze weapons. :o


I like this, though. Wonder how it'll change Neptune.
Title: Re: Elements 1.27
Post by: EvaRia on February 02, 2011, 10:14:09 pm
Shockwave sounds awesome.

And yay Acceleration! :D
Title: Re: Elements 1.27
Post by: TheonlyrealBeef on February 02, 2011, 10:16:33 pm
Cloak buff :) I like it, don't know if it's viable to use now, but at least it's better. Rest looks awesome as well.
Title: Re: Elements 1.27
Post by: Camoninja on February 02, 2011, 10:21:19 pm
Hold on, is all the stuff from trainer moved to the game or is this more trainer updates?
I love the stuff in the trainer, I play almost more in the trainer now than in the real game.
Title: Re: Elements 1.27
Post by: Dragoon1140 on February 02, 2011, 10:25:49 pm
This is quite the awesome update.

As I've said before in chat a few times, the most exciting part of the update is the buff to the AI.  :)
Title: Re: Elements 1.27
Post by: BluePriest on February 02, 2011, 10:48:14 pm
This is quite the awesome update.

As I've said before in chat a few times, the most exciting part of the update is the buff to the AI.  :)
I love the shockwave change! Itll be interesting to see the ai too though
Title: Re: Elements 1.27
Post by: Hyroen on February 02, 2011, 11:35:56 pm
Yussss!!

I always thought that Ice Bolt should be able to do that. The Shockwave buff is quite interesting too!

Another epic update Zanz!! We love you even more!! (If possible.)
Title: Re: Elements 1.27
Post by: suxerz on February 02, 2011, 11:43:00 pm
PA'd weapon can be destroyed using the shockwave+icebolt combo. Is this intentional? If yes, it's awesome!
Title: Re: Elements 1.27
Post by: Hyroen on February 02, 2011, 11:57:41 pm
Now if only Thunderstorm | Lightning Storm would get some lovin'. ^_^ (http://elementscommunity.org/forum/index.php/topic,12797.0.html)
Title: Re: Elements 1.27
Post by: Essence on February 03, 2011, 12:15:40 am
Here's a thought: what if Ice Bolt and/or Freeze could target your opponent with the possibility of freezing his shield?

Title: Re: Elements 1.27
Post by: doublecross on February 03, 2011, 12:44:39 am
I like it gameplay wise, but thematically that doesn't make as much sense. A frozen shield should still block damage.
Title: Re: Elements 1.27
Post by: DSSCRA on February 03, 2011, 01:52:47 am
I like it gameplay wise, but thematically that doesn't make as much sense. A frozen shield should still block damage.
What if it removed the shields special effects ie frozen solar shield would not generate quanta ut would only block dmg
Title: Re: Elements 1.27
Post by: gavsword on February 03, 2011, 02:00:49 am
I like it gameplay wise, but thematically that doesn't make as much sense. A frozen shield should still block damage.
I agree with Doublecross, but hey a frozen shield would (thematically) have an increased chance to break (maybe). But I don't really like that because it could potentially destroy many lockdown decks and hurt control/stall, which this patch is helping a bit.
Title: Re: Elements 1.27
Post by: wizelsnarf on February 03, 2011, 02:30:22 am
I feel like historically, within the game, the weapon has been the single most important representational item of the player. You could argue mark, but when things happen to the player, it is always to the weapon thus far.


This could change but I think that a weapon is something that is kind of wield while fighting while a shield is not less used but less controlled. In that sense you are freezing the opponents arm so they can't swing it. This would not matter so much on the shield...
Title: Re: Elements 1.27
Post by: Essence on February 03, 2011, 03:04:46 am
Great, so now all we need is one more bug fix -- get the "sword" skill removed from Short Sword | Long Sword, so that a Crusader has something to endow that will leave it skill-less and thus good Lucifrase fodder, and my uber deck of crushing crushiness will be ready! :D
Title: Re: Elements 1.27
Post by: Boingo on February 03, 2011, 03:45:13 am
Giving more elements permanent control, eh? Nice. Why not :aether next? :P
I agree.  Aether desperately needs something, anything really.   So many indirect nerfs to aether lately, it hurts.  Only Tower shield will likely have any place in an aether deck.  Cards like mitosis and overdrive are almost totally unusable by aether.  Shockwave is now as good as lightning since, for the same cost, does 1 less direct damage but can also target opponent directly, destroy frozen weapons and insta-kill frozen creatures.  Yikes.  Skull buckler is horrible news for immortals/phase dragons given their high price and inability to multiply them.  (I did not forget about Silence--it's interesting, but overall pretty ho-hum.)
Title: Re: Elements 1.27
Post by: Kael Hate on February 03, 2011, 03:54:36 am
Great, so now all we need is one more bug fix -- get the "sword" skill removed from Short Sword | Long Sword, so that a Crusader has something to endow that will leave it skill-less and thus good Lucifrase fodder, and my uber deck of crushing crushiness will be ready! :D
The skill "sword", isn't a bug, its the skill LongSword has both when equipped and animated.
Title: Re: Elements 1.27
Post by: Essence on February 03, 2011, 05:17:59 am
...which does nothing at all.  Which means it's superfluous and serves only to mess up Crusaders.  Which makes it a bug.
Title: Re: Elements 1.27
Post by: Jappert on February 03, 2011, 05:33:11 am
PA'd weapon can be destroyed using the shockwave+icebolt combo. Is this intentional? If yes, it's awesome!
I'm not  a fan of this though. It's going the same way as quintessense now, finding ways to work around it, killing a creature that should be untouchable.
I don't complain much but I think that a PA'ed weapon should not get destroyed. I can live with the freeze efect though...

I haven't tested this though, is it true? Besides...it shouldn't occur that much, should it? :D
Title: Re: Elements 1.27
Post by: killfer8 on February 03, 2011, 06:57:41 am
Whoa a lot of changes in the small time i went... Underworld, this i've got to see.

To the topic: its a great change i hope i can play it ( been busy with school ) and keep up the good work zanz  ;D
Title: Re: Elements 1.27
Post by: Kael Hate on February 03, 2011, 07:20:27 am
...which does nothing at all.  Which means it's superfluous and serves only to mess up Crusaders.  Which makes it a bug.
It is not a bug. Its working as designed.
Title: Re: Elements 1.27
Post by: skyreal on February 03, 2011, 07:34:34 am
yoohoo! gnome and dragonfly are now useful! and cloak is better!

we love you zanz!
Title: Re: Elements 1.27
Post by: Essence on February 03, 2011, 07:39:15 am
...which does nothing at all.  Which means it's superfluous and serves only to mess up Crusaders.  Which makes it a bug.
It is not a bug. Its working as designed.

I highly doubt that Zanz deliberately chose to have a skill in the game that literally does nothing except take up space.
Title: Re: Elements 1.27
Post by: Essence on February 03, 2011, 07:57:21 am
Quick AI update note: I just played Miracle, and he continuously used his own Rustler so much that he never had the quanta to cast Miracle available. 
Title: Re: Elements 1.27
Post by: Jappert on February 03, 2011, 08:11:22 am
Quick AI update note: I just played Miracle, and he continuously used his own Rustler so much that he never had the quanta to cast Miracle available.
Miracle always does that, that's why I'd rather not kill Rustlers, saves me alot of pulverizing light towers.

Or wait, I think normally he'd use his Rustlers skills only once for each Rustler. You mean he just spams it now untill his light quanta is gone? :D
Title: Re: Elements 1.27
Post by: Essence on February 03, 2011, 09:10:41 am
Yup.
Title: Re: Elements 1.27
Post by: Zeru on February 03, 2011, 09:20:29 am
- Delay and freeze now stack properly (skills can not be used until both effects expire)

Thank you.
Title: Re: Elements 1.27
Post by: Atico on February 03, 2011, 10:10:52 am
- Ice bolt has a chance to freeze the opponent weapon
- Shockwave can be used on any target now: creatures AND opponent. Destroy weapon if frozen.

Hmm, but how I can freeze weapon, when I can't target this by IceBolt and Shockwave? And why only works on weapons, not on shields?
Title: Re: Elements 1.27
Post by: Zeru on February 03, 2011, 10:15:13 am
- Ice bolt has a chance to freeze the opponent weapon
- Shockwave can be used on any target now: creatures AND opponent. Destroy weapon if frozen.

Hmm, but how I can freeze weapon, when I can't target this by IceBolt and Shockwave? And why only works on weapons, not on shields?
You target the player or voodoo doll.
Why weapons and not shields? Voodoo works this way and that probably is the origin of this idea.
Title: Re: Elements 1.27
Post by: Atico on February 03, 2011, 10:23:57 am
Hmm, so IceBolt and Shockwave still are unuseful to PC...
Explosion works much better, cost less (1  :fire, not duo  :water: :air) and it's simply.

In my opinion Shockwave should destroy Shields, IceBolt should freeze weapon - this change will be better.
Title: Re: Elements 1.27
Post by: edunavas on February 03, 2011, 12:29:04 pm
yoohoo! gnome and dragonfly are now useful! and cloak is better!

we love you zanz!
And what about ash eater?
Title: Re: Elements 1.27
Post by: Atico on February 03, 2011, 03:09:40 pm
Giving more elements permanent control, eh? Nice. Why not :aether next? :P

Great patch as always. Can't wait to try out Mitosis.
You must have  :darkness for Voodoo Doll
 :gravity for GravityForce
 :air for Shockwave
 :water for Ice Bolt (and You must freeze Doll)

So You must use 4 cards, 4 elements to say that Shockwave is for PC... What is the sense of this change? Steal is easier, and You don't need othercards. Explosion the same...


In my opinion Shockwave should destroy Shields, IceBolt freeze weapons, and this duo is already good.
Title: Re: Elements 1.27
Post by: BluePriest on February 03, 2011, 03:24:43 pm
Giving more elements permanent control, eh? Nice. Why not :aether next? :P

Great patch as always. Can't wait to try out Mitosis.
You must have  :darkness for Voodoo Doll
 :gravity for GravityForce
 :air for Shockwave
 :water for Ice Bolt (and You must freeze Doll)

So You must use 4 cards, 4 elements to say that Shockwave is for PC... What is the sense of this change? Steal is easier, and You don't need othercards. Explosion the same...


In my opinion Shockwave should destroy Shields, IceBolt freeze weapons, and this duo is already good.
No... Ice Bolt can freeze the weapon now... you only need 2 elements...

Target opponent with Ice Bolt, his weapon freezes, and you use shockwave....
Title: Re: Elements 1.27
Post by: Uncle Jellyfish on February 03, 2011, 03:24:54 pm
Giving more elements permanent control, eh? Nice. Why not :aether next? :P

Great patch as always. Can't wait to try out Mitosis.
You must have  :darkness for Voodoo Doll
 :gravity for GravityForce
 :air for Shockwave
 :water for Ice Bolt (and You must freeze Doll)

So You must use 4 cards, 4 elements to say that Shockwave is for PC... What is the sense of this change? Steal is easier, and You don't need othercards. Explosion the same...


In my opinion Shockwave should destroy Shields, IceBolt freeze weapons, and this duo is already good.
Now that you can freeze weapons with Ice Lance, you no longer need a VooDoo, so the combo can be pulled off with just :air and :water .

EDIT:: Ninja'd by BluePriest. >.>
Title: Re: Elements 1.27
Post by: Atico on February 03, 2011, 03:39:28 pm
Ooo, I tried this at the morning and it doesn't work ;) So now is better change, but still Explosion is much better than this combo...

Can we target Shields now by IceBolt/Shockwave or still no? Maybe Shockwave should destroy Shields/or Permaments...
Title: Re: Elements 1.27
Post by: Jappert on February 03, 2011, 03:42:35 pm
Ooo, I tried this at the morning and it doesn't work ;) So now is better change, but still Explosion is much better than this combo...

Can we target Shields now by IceBolt/Shockwave or still no? Maybe Shockwave should destroy Shields/or Permaments...
This combo can break weapons that are protected.
Also not everyone is in the position to use explosions or steals, this just gives the game more posibilities, especially to the air and water element.
Title: Re: Elements 1.27
Post by: Atico on February 03, 2011, 03:46:40 pm
I understand, but You know that combo isn't so good as simply card. When You have water deck, You probably haven't got Shockwave... When You play Air deck, You haven't got IceBolt. So in my opinion these cards aren't good PC. What is more, we can only destroy weapon. What can we do with Shields, EH, SoG etc...

Also remember, that You must have this 2 cards in hand, not only in deck ;) Buff is good, but I think that this should work better...
Title: Re: Elements 1.27
Post by: Jappert on February 03, 2011, 03:54:30 pm
Also remember, that You must have this 2 cards in hand, not only in deck ;) Buff is good, but I think that this should work better...
Also remember, this is a buff. The card does 4 damage to target, that's what it has always done. Now it get's an extra buff.
This change increases the versatility of the element and the game itself. Also it increases the synergy between different elements. Also the combo is not as hard to pull off as you put it.

Btw, Neptune who is currently a walkover has both ice lance and shockwave.

**edit**
Let's use this post for that discussion, don't wanna ruin this thread :D
http://elementscommunity.org/forum/index.php/topic,20717.12/topicseen.html
Title: Re: Elements 1.27
Post by: Neopergoss on February 03, 2011, 04:21:12 pm
Giving more elements permanent control, eh? Nice. Why not :aether next? :P
I agree.  Aether desperately needs something, anything really.   So many indirect nerfs to aether lately, it hurts.  Only Tower shield will likely have any place in an aether deck.  Cards like mitosis and overdrive are almost totally unusable by aether.  Shockwave is now as good as lightning since, for the same cost, does 1 less direct damage but can also target opponent directly, destroy frozen weapons and insta-kill frozen creatures.  Yikes.  Skull buckler is horrible news for immortals/phase dragons given their high price and inability to multiply them.  (I did not forget about Silence--it's interesting, but overall pretty ho-hum.)
Skull buckler is almost completely useless against aether generally, but particularly against the dragons. It has a 1/12 chance of turning a phase dragon into a skeleton. That's practically insignificant. The reduced damage actually counts for more. It counts for something (not much) against immortals, but I'd hate this shield against aether generally without a lot of luck.
Title: Re: Elements 1.27
Post by: The_Mormegil on February 03, 2011, 04:27:43 pm
These changes are great. :O The Shockwave one especially.
Title: Re: Elements 1.27
Post by: PlayerOa on February 03, 2011, 05:16:16 pm
Epic. Update. Epic.
I would bet this update would make the game more fun :)
Title: Re: Elements 1.27
Post by: Time_lord_victorius on February 03, 2011, 05:56:21 pm
i hope that anubis will get a change of ability in next update
Title: Re: Elements 1.27
Post by: Kael Hate on February 03, 2011, 06:25:50 pm
...which does nothing at all.  Which means it's superfluous and serves only to mess up Crusaders.  Which makes it a bug.
It is not a bug. Its working as designed.

I highly doubt that Zanz deliberately chose to have a skill in the game that literally does nothing except take up space.
All weapons and shields have a skill, even if that skill does nothing.

Look at diamond Shield, Titanium Shield, Tower Shield they all have the Shield skill which does nothing. Longsword has sword under it which does nothing. It is as designed. If the weapon or shield does nothing special then it gets a skill that does such.

As for crusader imagine it like a sapphire charger. The charger has momentum written under his box but it means nothing, its the little momentum dot that gives him the ability to walk through shields not the word. If the Crusader has Sword written under his name he has the Attack bonus of a weapon and nothing else. It is as designed, its not a bug.
Title: Re: Elements 1.27
Post by: astraldragoon on February 03, 2011, 08:12:29 pm
 ^-^
1.27! im so exited!
new things and so more new experience for deep strategy :D

elements is on way to be epic as it have to
Title: Re: Elements 1.27
Post by: GG on February 03, 2011, 09:29:37 pm
Please mention the Reverse Time | Rewind art change and any others :D
Title: Re: Elements 1.27
Post by: Boingo on February 04, 2011, 02:01:59 am
Giving more elements permanent control, eh? Nice. Why not :aether next? :P
I agree.  Aether desperately needs something, anything really.   So many indirect nerfs to aether lately, it hurts.  Only Tower shield will likely have any place in an aether deck.  Cards like mitosis and overdrive are almost totally unusable by aether.  Shockwave is now as good as lightning since, for the same cost, does 1 less direct damage but can also target opponent directly, destroy frozen weapons and insta-kill frozen creatures.  Yikes.  Skull buckler is horrible news for immortals/phase dragons given their high price and inability to multiply them.  (I did not forget about Silence--it's interesting, but overall pretty ho-hum.)
Skull buckler is almost completely useless against aether generally, but particularly against the dragons. It has a 1/12 chance of turning a phase dragon into a skeleton. That's practically insignificant. The reduced damage actually counts for more. It counts for something (not much) against immortals, but I'd hate this shield against aether generally without a lot of luck.
"Almost completely useless" is a pretty strong claim unless you're going to apply it to every shield that reduces 1 damage or less.  Nearly every other element will have the chance to do something with its skeleton (rewind, devour, bless, chaos power, mutate, adrenaline, cremate, luciferin, gravity force, momentum, basilisk blood, drain life, liquid shadow, or some combination of these) while aether will either:

A) not be able to do anything (if they're untargetable)
B) PU a skellie from a phase spider for 7 :aether but get no additional damage (since Buckler blocks the 1 damage a skellie provides,) or
C) fractal skellies that it cannot play (no death quanta) or would not play since, again, they do no additional damage.

# of attacks before "cumulative" chance of survival <50%
Spark: 1 (2 damage for no cost)
Phase spider: 3 (3 damage/turn for 3 :aether )
Immortal: 4 (3 damage/turn for 6 :aether)
Phase dragon: 8 (7 damage/turn for 13 :aether )
Title: Re: Elements 1.27
Post by: Essence on February 04, 2011, 06:20:27 am
I know it's a minor nitpick, but my ruleslawyer brain can't stand to not correct it: that last table needs to say "# of attacks before the cumulative chance of survival <50%".  Because the chance of survival on any given turn is always the same.

:)
Title: Re: Elements 1.27
Post by: xdude on February 04, 2011, 07:27:46 am
Giving more elements permanent control, eh? Nice. Why not :aether next? :P
I agree.  Aether desperately needs something, anything really.   So many indirect nerfs to aether lately, it hurts.  Only Tower shield will likely have any place in an aether deck.  Cards like mitosis and overdrive are almost totally unusable by aether.  Shockwave is now as good as lightning since, for the same cost, does 1 less direct damage but can also target opponent directly, destroy frozen weapons and insta-kill frozen creatures.  Yikes.  Skull buckler is horrible news for immortals/phase dragons given their high price and inability to multiply them.  (I did not forget about Silence--it's interesting, but overall pretty ho-hum.)
Skull buckler is almost completely useless against aether generally, but particularly against the dragons. It has a 1/12 chance of turning a phase dragon into a skeleton. That's practically insignificant. The reduced damage actually counts for more. It counts for something (not much) against immortals, but I'd hate this shield against aether generally without a lot of luck.
"Almost completely useless" is a pretty strong claim unless you're going to apply it to every shield that reduces 1 damage or less.  Nearly every other element will have the chance to do something with its skeleton (rewind, devour, bless, chaos power, mutate, adrenaline, cremate, luciferin, gravity force, momentum, basilisk blood, drain life, liquid shadow, or some combination of these) while aether will either:

A) not be able to do anything (if they're untargetable)
B) PU a skellie from a phase spider for 7 :aether but get no additional damage (since Buckler blocks the 1 damage a skellie provides,) or
C) fractal skellies that it cannot play (no death quanta) or would not play since, again, they do no additional damage.

# of attacks before chance of survival <50%
Spark: 1 (2 damage for no cost)
Phase spider: 3 (3 damage/turn for 3 :aether )
Immortal: 4 (3 damage/turn for 6 :aether)
Phase dragon: 8 (7 damage/turn for 13 :aether )
So, you have a skeleton on the field. Big deal. Biy the same argument you could say Aether received a big buff when Alfatoxin came out, because it has little to none targetable creatures. I still don't see the reason for this massive panic or the "huge nerf"
Title: Re: Elements 1.27
Post by: Time_lord_victorius on February 05, 2011, 12:43:22 am
Question: when is update coming out?
Title: Re: Elements 1.27
Post by: Zeru on February 05, 2011, 01:10:54 pm
Question: when is update coming out?
Answer: When it's ready.
Title: Re: Elements 1.27
Post by: Boingo on February 05, 2011, 06:26:43 pm
Giving more elements permanent control, eh? Nice. Why not :aether next? :P
I agree.  Aether desperately needs something, anything really.   So many indirect nerfs to aether lately, it hurts.  Only Tower shield will likely have any place in an aether deck.  Cards like mitosis and overdrive are almost totally unusable by aether.  Shockwave is now as good as lightning since, for the same cost, does 1 less direct damage but can also target opponent directly, destroy frozen weapons and insta-kill frozen creatures.  Yikes.  Skull buckler is horrible news for immortals/phase dragons given their high price and inability to multiply them.  (I did not forget about Silence--it's interesting, but overall pretty ho-hum.)
Skull buckler is almost completely useless against aether generally, but particularly against the dragons. It has a 1/12 chance of turning a phase dragon into a skeleton. That's practically insignificant. The reduced damage actually counts for more. It counts for something (not much) against immortals, but I'd hate this shield against aether generally without a lot of luck.
"Almost completely useless" is a pretty strong claim unless you're going to apply it to every shield that reduces 1 damage or less.  Nearly every other element will have the chance to do something with its skeleton (rewind, devour, bless, chaos power, mutate, adrenaline, cremate, luciferin, gravity force, momentum, basilisk blood, drain life, liquid shadow, or some combination of these) while aether will either:

A) not be able to do anything (if they're untargetable)
B) PU a skellie from a phase spider for 7 :aether but get no additional damage (since Buckler blocks the 1 damage a skellie provides,) or
C) fractal skellies that it cannot play (no death quanta) or would not play since, again, they do no additional damage.

# of attacks before chance of survival <50%
Spark: 1 (2 damage for no cost)
Phase spider: 3 (3 damage/turn for 3 :aether )
Immortal: 4 (3 damage/turn for 6 :aether)
Phase dragon: 8 (7 damage/turn for 13 :aether )
So, you have a skeleton on the field. Big deal. Biy the same argument you could say Aether received a big buff when Alfatoxin came out, because it has little to none targetable creatures. I still don't see the reason for this massive panic or the "huge nerf"
There is no massive panic or "huge nerf" from the Buckler by itself--any new card or buff will change the balance of power slightly and that's not a problem.  It disproportionally affects aether more than most other elements, and that by itself is okay.   The point of my original post was the accumulation of recent changes and card additions puts aether in a weaker position overall.  There has been no overhaul for :aether cards like, for example, :light has recently received (crusader (new), solar shield buff, luciferin buff, light nymph buff) to offset some of these changes.

At this point I've stated a case for aether, so I won't belabor this any further.
Title: Re: Elements 1.27
Post by: doublecross on February 05, 2011, 08:42:46 pm
To be fair,  :aether got silence. Also, mindgate limits how much another element can pull ahead of  :aether.
Title: Re: Elements 1.27
Post by: nthieu1995 on February 06, 2011, 07:14:19 am
      Wow,their is a lot of chance.When i can play Elements 1.27?I don't understand how the God of the Past work.Can you explain me more?
       
Title: Re: Elements 1.27
Post by: Stickmasterluke on February 06, 2011, 07:22:15 am
Woooo
This should be good. :D
Title: Re: Elements 1.27
Post by: Atico on February 06, 2011, 10:53:30 am
There has been no overhaul for :aether cards like, for example, :light has recently received (crusader (new), solar shield buff, luciferin buff, light nymph buff) to offset some of these changes.
In my opinion it was nerfing Nymph...
Was 9/9 - Is 1/9
Was 0  :light for Luciferin, - Is 4  :light
Was 8 :light for Nymph - Is 9 :light for Nymph

I know, that now Nymph can heal, but I lost 8 damage, and 4  :light per turn... So it wasn't buff...
Title: Re: Elements 1.27
Post by: Boingo on February 07, 2011, 05:40:58 am
Trainer now has ability to import deck for the AI to play.  Very nice.
Title: Re: Elements 1.27
Post by: jmdt on February 07, 2011, 06:08:19 am
There is no massive panic or "huge nerf" from the Buckler by itself--any new card or buff will change the balance of power slightly and that's not a problem.  It disproportionally affects aether more than most other elements, and that by itself is okay.   The point of my original post was the accumulation of recent changes and card additions puts aether in a weaker position overall.  There has been no overhaul for :aether cards like, for example, :light has recently received (crusader (new), solar shield buff, luciferin buff, light nymph buff) to offset some of these changes.

At this point I've stated a case for aether, so I won't belabor this any further.
Aether has pretty strong cards overall.  Yeah this card may nerf them slightly, but either way based on individual cards aether has the most strong individual cards.  Their critters could take some help, but TU also makes strong aether critters an improbibility.


Trainer now has ability to import deck for the AI to play.  Very nice.
This = awesome.
Title: Re: Elements 1.27
Post by: godofdeath500 on February 07, 2011, 07:23:13 am
Trainer now has ability to import deck for the AI to play.  Very nice.
Off-topic: How do you get that to work? I tried using it, but it read AI mark not found when I put in a deck code.

Back on topic: I love the new cards and all, but I agree with the group;  :aether has been on the receiving end of a whole lot of nerfs, both direct and indirect.
Title: Re: Elements 1.27
Post by: Troh on February 07, 2011, 07:37:06 am
I think it's enough adding cards , look how many cards added and almost people didn't find nice decks using them, so stop flooding people with cards let us use them wisely after this add other cards.
I think zanzarino must work now on new quests not on new cards, like level 8 quest
Title: Re: Elements 1.27
Post by: EvaRia on February 07, 2011, 08:08:50 am
Trainer now has ability to import deck for the AI to play.  Very nice.
Off-topic: How do you get that to work? I tried using it, but it read AI mark not found when I put in a deck code.
You need to put in a mark code as well.
In other words, the mark is now part of the deck code, and you need to include it when importing an AI deck.
Title: Re: Elements 1.27
Post by: zse on February 07, 2011, 08:53:53 am
Trainer now has ability to import deck for the AI to play.  Very nice.
Off-topic: How do you get that to work? I tried using it, but it read AI mark not found when I put in a deck code.
You need to put in a mark code as well.
In other words, the mark is now part of the deck code, and you need to include it when importing an AI deck.
YAY!!! Finally all those dozens, if not hundreds, requests for those 2 things are added! This version is going to be pure gold. Thank you Zanz! :D
Title: Re: Elements 1.27
Post by: burne on February 08, 2011, 08:49:23 am
Anyone know if there will be any change in AI decks ?

I would love to see former decks added to elders or, even better,  new ones.
Title: Re: Elements 1.27
Post by: willng3 on February 08, 2011, 04:18:09 pm
Anyone know if there will be any change in AI decks ?

I would love to see former decks added to elders or, even better,  new ones.
As far as we know there will only be 4 FGs added in the future.
Title: Re: Elements 1.27
Post by: ChinFire on February 10, 2011, 12:27:13 pm
The only thing that im not sure about the new card is the shield... The skull shield now become useless...

Oups..sorry..didn't see the skull shield update!
Title: Re: Elements 1.27
Post by: Jappert on February 10, 2011, 12:46:18 pm
The only thing that im not sure about the new card is the shield... The skull shield now become useless...
Skull Shield is being changed also.


- Skull shield now has a small chance (50%/creature HP's) to turn a creature into a skeleton
Not useless at all!
Title: Re: Elements 1.27
Post by: Nadrin on February 10, 2011, 09:29:26 pm
Quote
Balance:
- Skull shield now has a small chance (50%/creature HP's) to turn a creature into a skeleton
- Gnome rider unupgraded generates earth quanta, upgraded cost reduced to 0
- Dragonfly unupgraded generates air quanta, upgraded cost reduced to 0
OK, let me begin. New cards look great :D. These three I'd like to comment on.

Skull Shield: Looks great. I was thinking that tower shield (new other shield) was the = of upgraded tower shield, but for any quanta, and that really just made it crap, but this changes things. It looks more balanced now.

ignore lol... thanks essence xP
Gnome Rider and Dragonfly:
-Unupped photon doesn't produce light quanta. Somehow, I think this is slightly unbalanced.
I realize that unupped photon producing :light would be Hope abused. But, my suggestion is make unupped not produce quanta, but keep the cost the same. I'd like to know what other people think on this. Change? Stay?
Title: Re: Elements 1.27
Post by: Essence on February 10, 2011, 09:40:13 pm
Umm...Nadrin, I suggest you read the changes more carefully.  That last entry didn't make any sense at all given what was actually changed.
Title: Re: Elements 1.27
Post by: TheIdioticIdiot on February 11, 2011, 03:56:43 am
 Global Moderator Comment Snip... No need for that sort of jabber

/off topic
is this all there is to this patch? (love the catapult bug fix, hated osiris making me reload the game every time...)
Title: Re: Elements 1.27
Post by: Troh on February 11, 2011, 09:22:41 am
Did anybody figured how to use Trainers Importing decks?
how should the code that you copy paste in that window look?
Title: Re: Elements 1.27
Post by: TheIdioticIdiot on February 11, 2011, 11:08:31 am
^^
it's just a normal deck code, but you need a mark code too
Title: Re: Elements 1.27
Post by: Troh on February 11, 2011, 01:28:37 pm
^^
it's just a normal deck code, but you need a mark code too
give me a example pls
Title: Re: Elements 1.27
Post by: TheonlyrealBeef on February 11, 2011, 01:46:39 pm
^^
it's just a normal deck code, but you need a mark code too
give me a example pls
There was already a discussion thread about the trainer update here. (http://elementscommunity.org/forum/index.php/topic,20867.0.html)

I'll give Pestal as an example,
Code: [Select]
7t6 7t6 7t6 7t6 7t6 7t6 7t8 7ta 7ta 7tb 7tc 7tc 7tc 7td 7td 7um 7um 7um 7um 7um 7um 7um 7um 7um 7um 80i 80i 80i 80i 80iYou'd want an aether mark for it so you add 8pu at the end:
by TheonlyrealBeef
Hover over cards for details, click for permalink
Deck import code : [Select]
7t6 7t6 7t6 7t6 7t6 7t6 7t8 7ta 7ta 7tb 7tc 7tc 7tc 7td 7td 7um 7um 7um 7um 7um 7um 7um 7um 7um 7um 80i 80i 80i 80i 80i 8pu
The latter code works for the ai import.
Title: Re: Elements 1.27
Post by: silux on February 14, 2011, 03:55:47 pm
Skull shield buff sounds as another quintessence nerf

I know that this buff would give it more power(and it was needing it) but prefer so much the light version buff.
I think skull shield should have a buff like 'For every point of damage 50%chance of putting a skeleton out' or 'For every point of damage reduced inflict 1 damage to the enemy'.
An ability like those mentioned before should make skull shield a good choice with aflatoxin!

Undead passive ability is cool but I find it a bit overpowered; Reverse Time makes a skeleton an average of 3,34|4,12 creature probably with a good ability.
Also I'd find odd seeing a killed virus making a skeleton(if boneyard in play) that once reversed became a purple dragon :o

However other updates are great!  8)

Title: Re: Elements 1.27
Post by: TheIdioticIdiot on February 14, 2011, 08:16:01 pm
Skull shield buff sounds as another quintessence nerf

I know that this buff would give it more power(and it was needing it) but prefer so much the light version buff.
I think skull shield should have a buff like 'For every point of damage 50%chance of putting a skeleton out' or 'For every point of damage reduced inflict 1 damage to the enemy'.
An ability like those mentioned before should make skull shield a good choice with aflatoxin!

Undead passive ability is cool but I find it a bit overpowered; Reverse Time makes a skeleton an average of 3,34|4,12 creature probably with a good ability.
Also I'd find odd seeing a killed virus making a skeleton(if boneyard in play) that once reversed became a purple dragon :o

However other updates are great!  8)


u need a duo, and two cards for undead ability...
whereas a fate egg is mono...
is fate egg OP?
Title: Re: Elements 1.27
Post by: BBs22 on February 15, 2011, 07:12:42 pm
when will the elements 1.27 updates come out in the non-trainer mode?
Title: Re: Elements 1.27
Post by: PlayerOa on February 15, 2011, 07:30:20 pm
when will the elements 1.27 updates come out in the non-trainer mode?
When the update is ready, noone knows :)
Title: Re: Elements 1.27
Post by: Nadrin on February 15, 2011, 09:59:47 pm
I get all excited when it says "NEW" by this. Then it's nothing. :/

Updates :D :D !!!!!!!!!!!!!!!!!!!!

Love this game.

EDIT: PlayerOA: :time of my :life is from Green Day.
Title: Re: Elements 1.27
Post by: Essence on February 15, 2011, 11:10:17 pm
EDIT: PlayerOA: :time of my :life is from Green Day.

Or Bill Medley and Jennifer Warnes (the originals that BEP nicked from for their version), or David Cook, or Mark Schultz...in fact, just about the only people who HAVEN'T sung "time of my life" is Green Day, who sang "Time of YOUR Life", which was actually titled "Good Riddance".

:P
Title: Re: Elements 1.27
Post by: Nadrin on February 16, 2011, 12:30:22 am
EDIT: PlayerOA: :time of my :life is from Green Day.

Or Bill Medley and Jennifer Warnes (the originals that BEP nicked from for their version), or David Cook, or Mark Schultz...in fact, just about the only people who HAVEN'T sung "time of my life" is Green Day, who sang "Time of YOUR Life", which was actually titled "Good Riddance".

:P
true... xP
BEP is the most recent nick, really. To original topic...

Updatez!!!!!!!!!! :)
Title: Re: Elements 1.27
Post by: PlayerOa on February 16, 2011, 02:18:26 pm
EDIT: PlayerOA: :time of my :life is from Green Day.

Or Bill Medley and Jennifer Warnes (the originals that BEP nicked from for their version), or David Cook, or Mark Schultz...in fact, just about the only people who HAVEN'T sung "time of my life" is Green Day, who sang "Time of YOUR Life", which was actually titled "Good Riddance".

:P
true... xP
BEP is the most recent nick, really. To original topic...

Updatez!!!!!!!!!! :)
Oh, I was shocked when I saw these quotes of a quote :P
And lets *drumrull* go on-topic!
Title: Re: Elements 1.27
Post by: Metoropolice on February 21, 2011, 05:44:51 am
" :o oh freezing the weapon and destroy it ?? wow thats pretty bad for me .. i use electrocutors .. to stop neptune's freezing creatures and removing the momentum to stop penetration against my shields .. na T_T more risks against weapons .. im gonna take a look on trainer's/  :o wahaha
Title: Re: Elements 1.27
Post by: TheonlyrealBeef on February 21, 2011, 06:01:40 am
" :o oh freezing the weapon and destroy it ?? wow thats pretty bad for me .. i use electrocutors .. to stop neptune's freezing creatures and removing the momentum to stop penetration against my shields .. na T_T more risks against weapons .. im gonna take a look on trainer's/  :o wahaha
Neptune doesn't have Ice Lance, hence it cannot freeze your weapon unless you somehow manage to give Neptune a Voodoo Doll and you freeze it for him ::).
Title: Re: Elements 1.27
Post by: Metoropolice on February 21, 2011, 06:15:39 am
" :o oh freezing the weapon and destroy it ?? wow thats pretty bad for me .. i use electrocutors .. to stop neptune's freezing creatures and removing the momentum to stop penetration against my shields .. na T_T more risks against weapons .. im gonna take a look on trainer's/  :o wahaha
Neptune doesn't have Ice Lance, hence it cannot freeze your weapon unless you somehow manage to give Neptune a Voodoo Doll and you freeze it for him ::).
. woow. i thought that even permafrost shield can freeze our weapon  .. so only ice bolt would do that ..
Title: Re: Elements 1.27
Post by: Nadrin on February 21, 2011, 01:28:13 pm
Metoro,
Your weapon will only be frozen if the AI has a Voodoo Doll and freezes it. Because the AI isn't smart enough (atm) to target it's own creatures with Ice Bolt, don't expect your weapon to be frozen.
Title: Re: Elements 1.27
Post by: Metoropolice on February 21, 2011, 01:44:00 pm
Metoro,
Your weapon will only be frozen if the AI has a Voodoo Doll and freezes it. Because the AI isn't smart enough (atm) to target it's own creatures with Ice Bolt, don't expect your weapon to be frozen.
.. woow  ;D okay ,, tnx  .. for infos
Title: Re: Elements 1.27
Post by: Sintendo337 on February 21, 2011, 01:47:07 pm
Wooohh! more cards, when theres enough, you should catagorise them into more raritys and have an auction/card trade... or would that be too hard?
Title: Re: Elements 1.27
Post by: pikachufan2164 on February 21, 2011, 02:01:17 pm
Wooohh! more cards, when theres enough, you should catagorise them into more raritys and have an auction/card trade... or would that be too hard?
Card trading/auctioning between accounts has been vetoed into oblivion by both Zanz and the community -- it would just promote creating multiple accounts to funnel rares and Nymphs into if it were to be implemented.

Right now, we already have five different rarity categories:

Common (available in Bazaar)
Rare (Available only in spins -- this includes Shards (from T50 only), rare weapons, Squid, Pharaoh, Miracle)
Super Rare (Available only from Oracle and from winning tournaments/leagues -- Nymphs)
Ultra Rare (Available only from winning tournaments/leagues -- Mark cards)
Secret Rare (Available only by donating to Elements -- alternate art Chimera)
Title: Re: Elements 1.27
Post by: Sintendo337 on February 21, 2011, 02:25:17 pm
hmm yeah, i guess, its good in theory but has many flaws x3
Title: Re: Elements 1.27
Post by: zupermannd on February 21, 2011, 04:25:53 pm
it is nice that we can choose our opponent :)
just something
I played a mono  :light deck and lost
the next match a played a mono  :entropy and still had the quantom from the last match
Title: Re: Elements 1.27
Post by: doublecross on February 21, 2011, 06:24:03 pm
Little known fact: catapulting a frozen creature at your enemy does 30% more damage, and can freeze your opponent's weapon.
Title: Re: Elements 1.27
Post by: Nadrin on February 22, 2011, 12:58:43 pm
Little known fact: catapulting a frozen creature at your enemy does 30% more damage, and can freeze your opponent's weapon.
That's what I've always done with my armagios catapults, :water mark for freezing :P
Title: Re: Elements 1.27
Post by: qetuol on February 22, 2011, 07:20:44 pm
just noticed in the trainer that Steal steals not the entire stack of Bone wall but only 1 Bone wall. is it a new feature or a recent update?

also, winning against a False God gives 90 gold not only 60 lke in the game.
Title: Re: Elements 1.27
Post by: TheIdioticIdiot on February 22, 2011, 07:35:34 pm
just noticed in the trainer that Steal steals not the entire stack of Bone wall but only 1 Bone wall. is it a new feature or a recent update?

also, winning against a False God gives 90 gold not only 60 lke in the game.
the bone wall thing has always been there for as long as i remember (explosion, BE, and pulvy all remove only 1 stack each too)
the FG thing is confusing, maybe it's just you
Title: Re: Elements 1.27
Post by: DrOctaganapus2 on February 24, 2011, 01:48:54 am
All of the following now in the trainer:

New cards (more might come):
- Mitosis
- Acceleration
- Ghost of the Past
- Shield/Tower Shield

Balance:
- Dagger gains +1 dmg if the owner's mark is darkness or death
- Skull shield now has a small chance (50%/creature HP's) to turn a creature into a skeleton
- Gnome rider unupgraded generates earth quanta, upgraded cost reduced to 0
- Dragonfly unupgraded generates air quanta, upgraded cost reduced to 0
- Titanium shield cost reduced -1/-1
- Flooding maintenance cost reduced to 1
- Ice bolt has a chance to freeze the opponent weapon
- Shockwave can be used on any target now: creatures AND opponent. Destroy weapon if frozen.
- Cloak lasts 3 turns

Bug fix:
- Catapult does not stop sound fx (even if the AI uses it)
- Delayed/frozen weapons do not attack anymore
- Delay and freeze now stack properly (skills can not be used until both effects expire)
- Dagger gains +1 dmg if the owner's mark is darkness or death
--Nice, a lot less expensive than the short sword and can cause 3 damage

- Skull shield now has a small chance (50%/creature HP's) to turn a creature into a skeleton
--This can be good and bad. It has 0-1% effectiveness against gravity but is the bane of Fire/Rush Decks

- Gnome rider unupgraded generates earth quanta, upgraded cost reduced to 0
- Dragonfly unupgraded generates air quanta, upgraded cost reduced to 0
--I still dont know why the same effect doesnt go to Ash Eater and Skeleton

- Titanium shield cost reduced -1/-1
--  :D

- Flooding maintenance cost reduced to 1
--Should be 2

- Ice bolt has a chance to freeze the opponent weapon
- Shockwave can be used on any target now: creatures AND opponent. Destroy weapon if frozen.
-- :o

- Cloak lasts 3 turns
--Doesnt it cost 4 if you add the 0 turn like Dimensional Shield

- Delayed/frozen weapons do not attack anymore
-- :(

Delay and freeze now stack properly (skills can not be used until both effects expire)
--Ok
Title: Re: Elements 1.27
Post by: TheIdioticIdiot on February 24, 2011, 02:06:58 am
it didn't go to skeletons because we don't want the hax quanta do we? boneyards...
ash eater is mainly because ash eater has a purpose in the game (unlike gnome rider and dragonfly), and that purpose is to be immo fodder
flooding sucks even with one :water upkeep, and you want to make it 2? are you crazy!!!!
no, dim shield lasts only 3 turns, one of which is the "0" turn, same goes to cloak
Title: Re: Elements 1.27
Post by: edunavas on February 24, 2011, 12:43:36 pm
it didn't go to skeletons because we don't want the hax quanta do we? boneyards...
ash eater is mainly because ash eater has a purpose in the game (unlike gnome rider and dragonfly), and that purpose is to be immo fodder
flooding sucks even with one :water upkeep, and you want to make it 2? are you crazy!!!!
no, dim shield lasts only 3 turns, one of which is the "0" turn, same goes to cloak
But everybody uses photon to immo, because it costs 0.
But I donīt think ash eater should receive the same buff. Fire  :fire already can produce a lot of quanta with immo anyway.
Agree with you about all other things
Title: Re: Elements 1.27
Post by: TheIdioticIdiot on February 24, 2011, 01:21:43 pm
@edunavas, actually, ash eater is used to be immo fodder in some specialized tournaments (mono only tourney for example), and when you start with fire at your chosen element, your starter deck has no photons, but some ash eaters, so if you want to make an immo deck in the beginning, ash eaters>photons, since you won't have to buy as many
tho, later, you will want to switch to photons
Title: Re: Elements 1.27
Post by: SniperElit on February 24, 2011, 08:13:16 pm
Sounds good!
All elements should gain +1 new, but you guys work hard gratz!
Title: Re: Elements 1.27
Post by: TheIdioticIdiot on February 24, 2011, 08:15:40 pm
Sounds good!
All elements should gain +1 new, but you guys work hard gratz!
some elements have more cards than others, so +1 to all isn't what should be done...
Title: Re: Elements 1.27
Post by: BPAV on February 25, 2011, 12:28:29 pm
anyone knows when the cards come online (not in trainer)
Title: Re: Elements 1.27
Post by: TheIdioticIdiot on February 25, 2011, 12:31:37 pm
anyone knows when the cards come online (not in trainer)
zanz
Title: Re: Elements 1.27 Beta
Post by: Kael Hate on February 27, 2011, 06:58:01 pm

Talk that 1 of the new cards will be rare.
Anyone have any quotes on this?

Also Beta AI seems to have none of the new cards except for Overdrive in False God Akebono's deck.
Title: Re: Elements 1.27 Beta
Post by: TheIdioticIdiot on February 27, 2011, 07:48:45 pm
Talk that 1 of the new cards will be rare.
Anyone have any quotes on this?

Also Beta AI seems to have none of the new cards except for Overdrive in False God Akebono's deck.

I guess warden will be rare...
Title: Re: Elements 1.27 Beta
Post by: Newbiecake on February 28, 2011, 12:42:48 am
Hey Elemuntz players! As of now, Elements the Game is now on Version 1.27! Enjoy~
Title: Re: Elements 1.27 Beta
Post by: Onizuka on February 28, 2011, 12:46:25 am
When shockwave is played on a player, it produces a box.
Title: Re: Elements 1.27 Beta
Post by: markilleruk on February 28, 2011, 12:48:49 am
Beta link is broken?
Title: Re: Elements 1.27 Beta
Post by: pikachufan2164 on February 28, 2011, 12:49:56 am
Beta link is broken?
v1.27 is now live on the main site; the new cards are not in Bazaar yet.
Title: Re: Elements 1.27 Beta
Post by: Ekki on February 28, 2011, 12:53:20 am
Beta link is broken?
v1.27 is now live on the main site; the new cards are not in Bazaar yet.
YAY!!! Now all of you go and recharge your browsers! :)
Title: Re: Elements 1.27 Beta
Post by: markilleruk on February 28, 2011, 12:53:42 am
ahhh ok, are they going to be in the bazzar or rare? I want my mitosis!
Title: Re: Elements 1.27 Beta
Post by: pikachufan2164 on February 28, 2011, 12:54:41 am
ahhh ok, are they going to be in the bazzar or rare? I want my mitosis!
No new rares. When the new cards are loaded in (probably tomorrow or so), they will all be available in the Bazaar.
Title: Re: Elements 1.27 Beta
Post by: Jappert on February 28, 2011, 08:25:07 am
I get the feeling it has just gone live? :D

Won a Warden first spin, didn't even see one in the match!
Title: Re: Elements 1.27 Beta
Post by: BPAV on February 28, 2011, 08:51:19 am
I get the feeling it has just gone live? :D

Won a Warden first spin, didn't even see one in the match!
u playing gods ? or ai3 ?
Title: Re: Elements 1.27 Beta
Post by: pikachufan2164 on February 28, 2011, 09:05:34 am
I get the feeling it has just gone live? :D

Won a Warden first spin, didn't even see one in the match!
u playing gods ? or ai3 ?
New cards have been loaded into the live game, but are not available in the Bazaar yet.

Right now, they can be won from AI1 and AI5 (you can also win Overdrive from Akebono).
Title: Re: Elements 1.27 Beta
Post by: BPAV on February 28, 2011, 09:12:25 am
I get the feeling it has just gone live? :D

Won a Warden first spin, didn't even see one in the match!
u playing gods ? or ai3 ?
New cards have been loaded into the live game, but are not available in the Bazaar yet.

Right now, they can be won from AI1 and AI5 (you can also win Overdrive from Akebono).
ok ty for the info
Title: Re: Elements 1.27 Beta
Post by: Pogopuschel on February 28, 2011, 09:59:52 am
is it just me or is reverse time not working on generated skeletons anymore?
Title: Re: Elements 1.27 Beta
Post by: pikachufan2164 on February 28, 2011, 10:04:00 am
is it just me or is reverse time not working on generated skeletons anymore?
Read the new card text -- Skeleton now has a passive ability.

(http://i.imgur.com/cNVp1.png)
Title: Re: Elements 1.27 Beta
Post by: Pogopuschel on February 28, 2011, 10:06:02 am
damn :) now i saw it on the list of changes as well. thanks :)
Quote
- Skeletons gained the "undead" passive skill, if rewinded they will turn into a random creature
Title: Re: Elements 1.27 Beta
Post by: BPAV on February 28, 2011, 11:12:54 am
its a nice upgrade for that card
Title: Re: Elements 1.27 Beta
Post by: b0uncer52 on February 28, 2011, 03:36:55 pm
What does "guard" actually do exactly?  I see it delays both for one turn, but I have had it kill the target a couple times too.  Is this a bug?
Title: Re: Elements 1.27 Beta
Post by: Jappert on February 28, 2011, 03:39:22 pm
What does "guard" actually do exactly?  I see it delays both for one turn, but I have had it kill the target a couple times too.  Is this a bug?
It deals damage to non airborne creatures aswell.
Just read this:
http://elementscommunity.org/forum/index.php/topic,21460.0.html
Title: Re: Elements 1.27 Beta
Post by: Ant-n-ero on February 28, 2011, 03:48:36 pm
haven't been on forums for ages, sorry guys..
basically tl;dr most of it, just wanted to say: Upgraded Warden card had 9 HP but the picture (when you hover over it) says 6...
Title: Re: Elements 1.27 Beta
Post by: Avenger on February 28, 2011, 05:03:41 pm
Whoo, new cards are in. (winnable from halfbreeds)
Title: Re: Elements 1.27 Beta
Post by: Jangoo on February 28, 2011, 05:22:53 pm


UI:
- New setting: music on/off for the intro and the FG music
- New setting: AI speed, on "High" the AI will be faster at playing cards and skills (as long as the CPU will keep up)
- The mark is now part of the import/export code
OOOOW! Thank god ... erm ... Zanz!

Seriously, new cards, new gods, balancing ... whatever! ... THIS makes 1.27 the
best update ever for me!

Concerning the new FGs, it sais "subject to change jadajadajada".

Does this mean, some of the new gods may be taken out or is this
just concerning their decks?
Also, are those 5 gods simply added to the list or did/are some of the old
gods finally bite/going to bite the grass?

Thanks in advance for any conclusive answer.

Title: Re: Elements 1.27 Beta
Post by: pikachufan2164 on February 28, 2011, 06:07:17 pm

UI:
- New setting: music on/off for the intro and the FG music
- New setting: AI speed, on "High" the AI will be faster at playing cards and skills (as long as the CPU will keep up)
- The mark is now part of the import/export code
OOOOW! Thank god ... erm ... Zanz!

Seriously, new cards, new gods, balancing ... whatever! ... THIS makes 1.27 the
best update ever for me!

Concerning the new FGs, it sais "subject to change jadajadajada".

Does this mean, some of the new gods may be taken out or is this
just concerning their decks?
Also, are those 5 gods simply added to the list or did/are some of the old
gods finally bite/going to bite the grass?

Thanks in advance for any conclusive answer.
According to Zanz, Jezebel is on probation (i.e. if it turns out to be a Neptune, then it's probably getting the boot or at least a heavy modification). The 5 new FGs are added to the existing 24 for a total of 29.
Title: Re: Elements 1.27 Beta
Post by: HeartNotes on February 28, 2011, 06:24:27 pm
I noticed new AI and Music buttons under Settings and realized the new version was now live. Hurray! Time to get my butt handed to me by new False Gods! :))
Title: Re: Elements 1.27 Beta
Post by: Elemental239 on February 28, 2011, 07:01:50 pm
Sanctuary + Dissipation shield = combo?
Title: Re: Elements 1.27 Beta
Post by: TheIdioticIdiot on February 28, 2011, 08:13:48 pm
Sanctuary + Dissipation shield = combo?

used to make u invincible, not anymore tho
now the shield just blocks nothing...

also, about Jezebel, it depends.... sometimes she is really easy, other times... no...
but I expect her to be very easy with most FG rainbows like CCYB, I just use shakars, and them cloaks protecting them gravity nymphs means I have no quanta to TU...
Title: Re: Elements 1.27 Beta
Post by: SilentFH on March 01, 2011, 04:58:01 am
The new cards are not showing up for me in the bazaar...everything else is working fine though...
Title: Re: Elements 1.27 Beta
Post by: RootRanger on March 01, 2011, 05:10:39 am
They aren't supposed to be in the bazaar yet.
They are only able to be won from select AIs. They are not in the bazaar yet so they can be rare for a few days.
Title: Re: Elements 1.27 Beta
Post by: Metoropolice on March 01, 2011, 06:40:42 am
 i've been hunting for mitosis & acceleration  .. since they finally came out.. ^^ but i think AI.s are too hard to win either one of them,, i wish they can be purchased on bazaar  ;D ..
Title: Re: Elements 1.27 Beta
Post by: Jangoo on March 01, 2011, 10:05:08 am
Quote
author=pikachufan2164 link=topic=20703.msg299415#msg299415
According to Zanz, Jezebel is on probation (i.e. if it turns out to be a Neptune, then it's probably getting the boot or at least a heavy modification). The 5 new FGs are added to the existing 24 for a total of 29.
Aight. Thanks.

Title: Re: Elements 1.27 Beta
Post by: BPAV on March 01, 2011, 10:05:47 am
can the new cards be won from  AI3 ?
Title: Re: Elements 1.27 Beta
Post by: Jappert on March 01, 2011, 10:51:56 am
can the new cards be won from  AI3 ?
No, the AI3 decks don't use the new cards.
Title: Re: Elements 1.27 Beta
Post by: Norbert Hawk on March 01, 2011, 02:41:37 pm
Sound neat! Especially the Dragonfly ;)
Title: Re: Elements 1.27 Beta
Post by: Olidot on March 02, 2011, 07:08:46 pm
A question.
Can Morning Stars be frozen?
If so, can a frozen Morning Star be destroyed by shockwave?
Title: Re: Elements 1.27 Beta
Post by: TheIdioticIdiot on March 02, 2011, 08:09:16 pm
A question.
Can Morning Stars be frozen?
If so, can a frozen Morning Star be destroyed by shockwave?
yes to both
Title: Re: Elements 1.27 Beta
Post by: Essence on March 02, 2011, 08:46:45 pm
Caveat: morning star's (last I checked) can't be frozen by an Ice Bolt directly -- you have to freeze them by freezing a Voodoo Doll, which makes the whole combo pretty much a never-gonna-happen.
Title: Re: Elements 1.27 Beta
Post by: Jappert on March 02, 2011, 08:56:16 pm
Caveat: morning star's (last I checked) can't be frozen by an Ice Bolt directly -- you have to freeze them by freezing a Voodoo Doll, which makes the whole combo pretty much a never-gonna-happen.
Same goes for weapons with Quintessence then.

Essence trixed me with his name :(
Title: Re: Elements 1.27 Beta
Post by: TheIdioticIdiot on March 02, 2011, 08:57:17 pm
^^
he meant PA
Title: Re: Elements 1.27 Beta
Post by: Metoropolice on March 03, 2011, 07:50:14 am
hey guys..   question about acceleration, can a creature bear it with other skills  like momentum,venom,devourer,vampire, etc. at the same time ???
Title: Re: Elements 1.27 Beta
Post by: jmizzle7 on March 03, 2011, 07:55:20 am
hey guys..   question about acceleration, can a creature bear it with other skills  like momentum,venom,devourer,vampire, etc. at the same time ???
Momentum is a status, not a skill. Devourer is a passive skill, while the other skills you listed are active. Acceleration replaces a creature's active skill, so a Phoenix will no longer have the ability to turn into Ash when it dies if Acceleration is cast on it.
Title: Re: Elements 1.27 Beta
Post by: Jukantos on March 03, 2011, 08:25:26 am
I have one question, why are you making False God Fighting more and more unattractive? The Cost Increase on Fractal has already severly lowered my Win-Rate against the false gods (after me spending months to get all cards for it upgraded)

then you made even the most basic falsegods like firefly queen and Osiris use more and more cards, throughout making a successfull spin on their cards a chance of less then 20% (while other extremely hard to beat falsegods like rainnbow have a spinchance of even less then like 5% cause they are just using too many cards to get 2 of the same onto the rolls)

and now you are introducing new, pretty crazy strong falsegods to make it EVEN harder? I mean, how am i ever supposed to beat Jezebel... an AI that does nothing but steal all my pillars and turn them into nymphs that then devour me up and are protected by cloak and aether  :aether nymphs... CRAZY TIME?

all in all, i guess i can take my fully upgraded deck and go back to lvl 3 farming cause by now its the more efficient way to earn electrum coins...  >:D

I would be very glad if you would consider adding in one or two a bit easier falsegods that can actually be beaten at a good rate or use a more basic deck strategy and have a higher spinchance if you beat them.

keep elements fun, not frustrating (100 FG matches = down to 24% wins (previously more then 50%) and 0 card spins isnt any fun  :-X)

Thanks for creating Elements.
Jukantos
Title: Re: Elements 1.27 Beta
Post by: Metoropolice on March 03, 2011, 08:28:17 am
hey guys..   question about acceleration, can a creature bear it with other skills  like momentum,venom,devourer,vampire, etc. at the same time ???
Momentum is a status, not a skill. Devourer is a passive skill, while the other skills you listed are active. Acceleration replaces a creature's active skill, so a Phoenix will no longer have the ability to turn into Ash when it dies if Acceleration is cast on it.
.
 sorry its hard for me to distinguish which  are the passive and active skills,, im just looking which creature can use the acceleration.. w/out losing ability ;D . so  can it be with titan's momentum ???
Title: Re: Elements 1.27 Beta
Post by: Hodari on March 03, 2011, 10:21:07 am
and now you are introducing new, pretty crazy strong falsegods to make it EVEN harder? I mean, how am i ever supposed to beat Jezebel... an AI that does nothing but steal all my pillars and turn them into nymphs that then devour me up and are protected by cloak and aether  :aether nymphs... CRAZY TIME?

I would be very glad if you would consider adding in one or two a bit easier falsegods that can actually be beaten at a good rate or use a more basic deck strategy and have a higher spinchance if you beat them.
FG's aren't MEANT to be easy.  They are meant to be the (currently at least) ultimate challenge in the game.  And for that matter, the new ones for the most part don't seem to be THAT hard.  Serket is very easy if you can get a 2+ point shield out quickly enough, Eternal Crusader(largely due to currently poor AI) is easy enough with CCYB or probably many other decks as well.  With a few exceptions, almost any fg can be beaten easily enough if you know from the oracle which one you will be fighting.  Otherwise, it may be a lot harder to win consistently but there are certainly some decks which can do so.  Not to mention the fact that 1.27 has only been live for a few days and the cards are not even available in bazaar yet, so there will probably be many new decks built around those(and yes, the cards were available in trainer for longer but not everyone uses that as much). 
Title: Re: Elements 1.27 Beta
Post by: TheIdioticIdiot on March 03, 2011, 12:33:36 pm
I have one question, why are you making False God Fighting more and more unattractive? The Cost Increase on Fractal has already severly lowered my Win-Rate against the false gods (after me spending months to get all cards for it upgraded)

then you made even the most basic falsegods like firefly queen and Osiris use more and more cards, throughout making a successfull spin on their cards a chance of less then 20% (while other extremely hard to beat falsegods like rainnbow have a spinchance of even less then like 5% cause they are just using too many cards to get 2 of the same onto the rolls)

and now you are introducing new, pretty crazy strong falsegods to make it EVEN harder? I mean, how am i ever supposed to beat Jezebel... an AI that does nothing but steal all my pillars and turn them into nymphs that then devour me up and are protected by cloak and aether  :aether nymphs... CRAZY TIME?

all in all, i guess i can take my fully upgraded deck and go back to lvl 3 farming cause by now its the more efficient way to earn electrum coins...  >:D

I would be very glad if you would consider adding in one or two a bit easier falsegods that can actually be beaten at a good rate or use a more basic deck strategy and have a higher spinchance if you beat them.

keep elements fun, not frustrating (100 FG matches = down to 24% wins (previously more then 50%) and 0 card spins isnt any fun  :-X)

Thanks for creating Elements.
Jukantos
quit your complaining, if I had it my way, FGs will be impossible...
the new gods are easier than the old ones, Jezebel is simple, with most decks
Title: Re: Elements 1.27 Beta
Post by: Norbert Hawk on March 03, 2011, 01:12:51 pm
I hope that I could be the very first one to beat an FG with a Mono-Air deck! ^^

That would be a Milestone in Air's History
Title: Re: Elements 1.27 Beta
Post by: TheIdioticIdiot on March 03, 2011, 01:23:38 pm
I hope that I could be the very first one to beat an FG with a Mono-Air deck! ^^

That would be a Milestone in Air's History
it's been done before...
Title: Re: Elements 1.27 Beta
Post by: Norbert Hawk on March 03, 2011, 01:44:00 pm
.... -.- .... WHY! WHY DID YOU??? XD I was living happily in Elements, until you said that!! Seriously... 1 goal is finished way early...

Well... I guess the Half-Blood hunting is what remains for me...

Title: Re: Elements 1.27 Beta
Post by: TheIdioticIdiot on March 03, 2011, 01:47:04 pm
.... -.- .... WHY! WHY DID YOU??? XD I was living happily in Elements, until you said that!! Seriously... 1 goal is finished way early...

Well... I guess the Half-Blood hunting is what remains for me...


I was just telling the truth...
Title: Re: Elements 1.27 Beta
Post by: Norbert Hawk on March 03, 2011, 02:21:52 pm
The truth... is often hurts us...  :))
Title: Re: Elements 1.27 Beta
Post by: silux on March 03, 2011, 03:18:24 pm
UI changes are always awesome!
Buffs were much needed and useful.

Jezebel is very random but deadly...

I'm waiting for mitosis; will be a great halfblood killer card!
Title: Re: Elements 1.27 Beta
Post by: HeartNotes on March 03, 2011, 04:39:54 pm
I agree that the new FGs and the updated AI are hard, but I'm looking forward to the challenge... I mean, I'm sure people said the same thing when other new FGs were introduced.

Hecate is something else, I tell you. How do you beat her? Stall her out?
Title: Re: Elements 1.27 Beta
Post by: Essence on March 03, 2011, 05:32:47 pm
How to beat Hecate (http://elementscommunity.org/forum/index.php/topic,21951.0.html) with no rares or upgrades.
Title: Re: Elements 1.27 Beta
Post by: Newbiecake on March 03, 2011, 06:10:04 pm
Hecate is beatable with both CCYB and RoL/Hope. She's not too bad IMO.
Title: Re: Elements 1.27 Beta
Post by: For An Angel on March 03, 2011, 08:40:40 pm
Now that Gnome Rider generates earth quanta, shouldn't it be called Gnome Gemfinder too?
Title: Re: Elements 1.27 Beta
Post by: teffy on March 04, 2011, 10:48:10 am
The new cards are now available in the bazaar.
Title: Re: Elements 1.27 Beta
Post by: TheIdioticIdiot on March 04, 2011, 10:48:45 am
The new cards are now available in the bazaar.
they were available for about 4 hours now...
but good catch
Title: Re: Elements 1.27 Live
Post by: Norbert Hawk on March 04, 2011, 11:18:09 pm
Awesome! :D
I didn't expect that new passive ability for Skeletons! :D But it's totally neat!
Title: Re: Elements 1.27 Live
Post by: Andran on March 10, 2011, 07:10:56 pm
Is it true that the chances of receiving a nymph from the oracle have been increased with 1.27?
Title: Re: Elements 1.27 Live
Post by: zanzarino on March 12, 2011, 04:20:28 am
OP updated with notes for 1.271
Title: Re: Elements 1.27 Live
Post by: Newbiecake on March 12, 2011, 04:22:44 am
OP updated with notes for 1.271
Nice! I was wondering when the weapon bug is gonna be fixed. :)

What's the point of not playing multiple Nightfalls/ Eclipe? The more the merrier, and if one gets destroyed, even if AI plays another one it'll be gone the next turn anways. Also, that might clog up the AI's hand.
Title: Re: Elements 1.27 Live
Post by: PlayerOa on March 12, 2011, 09:45:26 am
OP updated with notes for 1.271
That's good. :)
Title: Re: Elements 1.27 Live
Post by: TheonlyrealBeef on March 12, 2011, 12:15:28 pm
Sundial chaining = awesome.

OP updated with notes for 1.271
Nice! I was wondering when the weapon bug is gonna be fixed. :)

What's the point of not playing multiple Nightfalls/ Eclipe? The more the merrier, and if one gets destroyed, even if AI plays another one it'll be gone the next turn anways. Also, that might clog up the AI's hand.
Advantages: more permanent room and quanta isn't wasted.
But yeah, it does have disadvantages as well. I remember hating Incarnate for having so many Eclipses, using Pulvi isn't worth the :gravity :P
Reduced damage is negligable (just play a new one), but clogging hand and temporary hp reduction (RoF + destroy Eclipse against a vampire swarm) isn't.

Sanctuary + Diss shield thing is "funny", we just had trouble with it during 1.27 in the tourney.
Title: Re: Elements 1.27 Live
Post by: edunavas on March 12, 2011, 11:48:48 pm
But yeah, it does have disadvantages as well. I remember hating Incarnate for having so many Eclipses, using Pulvi isn't worth the :gravity :P
Reduced damage is negligable (just play a new one), but clogging hand and temporary hp reduction (RoF + destroy Eclipse against a vampire swarm) isn't.

Sanctuary + Diss shield thing is "funny", we just had trouble with it during 1.27 in the tourney.
But itīs an advantage too, if he donīt play eclipse, he will get a hand full unused cards and will draw only one each turn
Title: Re: Elements 1.27 Live
Post by: Essence on March 14, 2011, 09:31:26 am
I think ideally the AI will play 2 Eclipses and then leave it at that, for the reason the Master of Darkness mentioned.

Also, involving the AI and Eclipse, I recently had the :entropy / :darkness AI3 spend a bunch of quanta playing and using a Butterfly Effect on my Eclipse...just to immediately replace it with his own Nightfall. :)
Title: Re: Elements 1.27 Live
Post by: edunavas on March 14, 2011, 12:34:15 pm
Also, involving the AI and Eclipse, I recently had the :entropy / :darkness AI3 spend a bunch of quanta playing and using a Butterfly Effect on my Eclipse...just to immediately replace it with his own Nightfall. :)
lol, He was jealous about your eclipses  :P
Title: Re: Elements 1.27 Live
Post by: zanzarino on March 16, 2011, 06:18:39 am
Updated OP with 1.272 notes.
Title: Re: Elements 1.27 Live
Post by: Marvaddin on March 16, 2011, 03:39:30 pm
Great. Bug fixes are always welcome.

I just wonder, any chances to get Mitosis removed from Mutation? :D
Title: Re: Elements 1.27 Live
Post by: Funkyvenom on March 16, 2011, 03:50:07 pm
how do you change your password/add an email? I can't find an option for it anywhere
Title: Re: Elements 1.27 Live
Post by: BluePriest on March 16, 2011, 03:52:06 pm
how do you change your password/add an email? I can't find an option for it anywhere
its not live.
go to elementsthegame.com/beta.php

login there and you can change it under account info at the top by settings
Title: Re: Elements 1.27 Live
Post by: Funkyvenom on March 16, 2011, 03:59:00 pm
how do you change your password/add an email? I can't find an option for it anywhere
its not live.
go to elementsthegame.com/beta.php

login there and you can change it under account info at the top by settings
Thanks, I found it.
Title: Re: Elements 1.27 Live
Post by: BBs22 on March 16, 2011, 04:34:22 pm
Awesome!
Title: Re: Elements 1.27 Live
Post by: zanzarino on March 17, 2011, 10:41:33 pm
OP updated (again) with a few small oracle improvements.
Title: Re: Elements 1.27 Live
Post by: edunavas on March 17, 2011, 10:44:28 pm
Epic!!!!

I always wanted that oracle could always predict the next FG

And pet is great too
Title: Re: Elements 1.27 Live
Post by: Ekki on March 17, 2011, 11:59:08 pm
Epic!!!!
Title: Re: Elements 1.27, 1.271 Live | 1.272 Beta
Post by: icecoldbro on March 18, 2011, 04:21:42 am
Yay 3x crimson dragon.
I love new update on the fat guy.
Title: Re: Elements 1.27, 1.271 Live | 1.272 Beta
Post by: UTAlan on March 18, 2011, 06:43:51 pm
Love the increase to 3 games for the pet! Thanks, zanz!
Title: Re: Elements 1.27, 1.271 Live | 1.272 Beta
Post by: PlayerOa on March 18, 2011, 06:51:31 pm
That fat guy surely got a buff :)
Title: Re: Elements 1.27, 1.271 Live | 1.272 Beta
Post by: Avenger on March 18, 2011, 09:30:33 pm
Thanks for the oracle buff and the bugfixes too, of course :)
Title: Re: Elements 1.27, 1.271 Live | 1.272 Beta
Post by: BPAV on March 19, 2011, 12:45:27 am
yup good update tx
Title: Re: Elements 1.27, 1.271, 1.272 Live
Post by: zanzarino on March 28, 2011, 02:19:31 am
1.272 is now live.
Title: Re: Elements 1.27, 1.271, 1.272 Live
Post by: Bieber4Ever98 on March 28, 2011, 05:06:12 am
1.272 is now live.
Thx a lot for keeping improving elements.  ;D
Title: Re: Elements 1.27, 1.271, 1.272 Live
Post by: UTAlan on March 28, 2011, 01:18:50 pm
Love the new features.  ;D
Title: Re: Elements 1.27, 1.271, 1.272 Live
Post by: PlayerOa on March 28, 2011, 01:27:42 pm
1.272 is now live.
No more forgetting about spinning in beta, whoo :D
Title: Re: Elements 1.27, 1.271, 1.272 Live
Post by: chum3 on March 28, 2011, 05:35:29 pm
The Arctic Squid/Octopus buff should be included in the "Card Balance" list in the first post (looks like it was forgotten about).
Title: Re: Elements 1.27, 1.271, 1.272 Live
Post by: dspn23 on April 02, 2011, 11:29:21 pm
zanzarino i need to talk to you but i am bloked when i try to
Title: Re: Elements 1.27, 1.271, 1.272 Live
Post by: ddevans96 on April 02, 2011, 11:30:43 pm
zanzarino i need to talk to you but i am bloked when i try to
PMs to Zanzarino are the forum are blocked.
blarg: TheonlyrealBeef