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Offline AD TienzuStorm

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Re: Cygnia Card/Deck/Bug Feedback Thread https://elementscommunity.org/forum/index.php?topic=59883.msg1211205#msg1211205
« Reply #24 on: October 19, 2015, 04:36:07 am »
Singularity's effect on the hand gets to be quite annoying due to it covering your top card. A minor visual detail, but does get bothersome whenever it appears. A mere pink border around the hand would suffice, adding the word Singularity seems extraneous considering most players of Cygnia already know how the game works and don't need little pointers along the way.
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Offline OdinVanguard

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Re: Cygnia Card/Deck/Bug Feedback Thread https://elementscommunity.org/forum/index.php?topic=59883.msg1211464#msg1211464
« Reply #25 on: October 21, 2015, 12:33:38 am »
Malignant deathstalkers is pretty fun
Code: [Select]
6rv 6rv 6rv 6rv 6rv 6rv 6rv 6rv 6rv 6rv 6r0 6r0 6r0 6r0 6r0 6rs 71e 71e 71e 71e 71e 71e 71v 71v 71v 71v 7b3 7am 7b0 7km 7k6 7k2 7ta 7ta 7ta 8pk
On a related note, AI is crashing things when it uses catapult.
Also, I think the AI is able to use liquid shadow to poioson the player.
Happened twice now.
No other creatures on my field, no other poison sources listed other than black nymphs, and my poison count started rising. I noticed the nymphs flash (like they do when an ability is used). Can anyone else confirm?
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Offline OdinVanguard

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Re: Cygnia Card/Deck/Bug Feedback Thread https://elementscommunity.org/forum/index.php?topic=59883.msg1214789#msg1214789
« Reply #26 on: November 13, 2015, 05:04:12 pm »
Yay! Fungus is in, though I do miss the allergenic poisoning from spores :(
Still, fungal survival is a pretty wicked mono-life deck.
Code: [Select]
7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7b3 7b3 7b3 7b3 7b3 7b3 7am 7am 7am 7am 7ap 7ap 7as 7as 7as 7as 7as 7as 7aj 7aj 8pnits stomping on champs pretty good.
It also seems to have a little luck against some false gods as well... which is impressive since I literally just threw it together and haven't spent any effort on optimizing it yet.

New more deadly version for champ grinding... and fully unupgraded to boot! ;)
Code: [Select]
565 565 565 565 56i 56i 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5de 5de 5de 5de 5de 5cj 5cj 5cj 5cj 5cc 5cc 5cc 5cc 5c6 5c6 5c6 5c6 5c3 5c3 8plIts a gravity / life duo so quanta is slightly less stable. The addition of PC and more reliable mass CC are a huge boost though.

And with a trebuchet or two, it gets quite consistent regrowth potential in the event of hostile mass CC.
Code: [Select]
565 565 565 565 565 74h 74h 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7bu 7bu 7bu 7bu 7bu 7b3 7b3 7b3 7am 7am 7am 7am 7as 7as 7as 7as 7as 7aj 7aj 8plI've been hunting false gods with this thing fairly reliably.
Might be worth collecting stats on this.

Fungal Tremors seems to be very potent as a grinder and likely will be powerful in PvP as well. Some form of nerfing might actually be needed.

I would be willing to bet that a 'pillar upped only' version could also hunt False Gods and champions.
« Last Edit: November 16, 2015, 10:14:00 pm by OdinVanguard »
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
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Offline Hyroen

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Re: Cygnia Card/Deck/Bug Feedback Thread https://elementscommunity.org/forum/index.php?topic=59883.msg1216972#msg1216972
« Reply #27 on: December 04, 2015, 11:59:41 am »
Where can a comment regarding Cygnia as a concept be posted?
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Offline Solaris

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Re: Cygnia Card/Deck/Bug Feedback Thread https://elementscommunity.org/forum/index.php?topic=59883.msg1217004#msg1217004
« Reply #28 on: December 04, 2015, 06:06:58 pm »
Yay! Fungus is in, though I do miss the allergenic poisoning from spores :(
Still, fungal survival is a pretty wicked mono-life deck.
Code: [Select]
7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7b3 7b3 7b3 7b3 7b3 7b3 7am 7am 7am 7am 7ap 7ap 7as 7as 7as 7as 7as 7as 7aj 7aj 8pnits stomping on champs pretty good.
It also seems to have a little luck against some false gods as well... which is impressive since I literally just threw it together and haven't spent any effort on optimizing it yet.

New more deadly version for champ grinding... and fully unupgraded to boot! ;)
Code: [Select]
565 565 565 565 56i 56i 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5de 5de 5de 5de 5de 5cj 5cj 5cj 5cj 5cc 5cc 5cc 5cc 5c6 5c6 5c6 5c6 5c3 5c3 8plIts a gravity / life duo so quanta is slightly less stable. The addition of PC and more reliable mass CC are a huge boost though.

And with a trebuchet or two, it gets quite consistent regrowth potential in the event of hostile mass CC.
Code: [Select]
565 565 565 565 565 74h 74h 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7bu 7bu 7bu 7bu 7bu 7b3 7b3 7b3 7am 7am 7am 7am 7as 7as 7as 7as 7as 7aj 7aj 8plI've been hunting false gods with this thing fairly reliably.
Might be worth collecting stats on this.

Fungal Tremors seems to be very potent as a grinder and likely will be powerful in PvP as well. Some form of nerfing might actually be needed.

I would be willing to bet that a 'pillar upped only' version could also hunt False Gods and champions.
I'm glad that Tremors is a competitive card, really. That was the first card I ever made :P

Where can a comment regarding Cygnia as a concept be posted?
Probably right here. I'm not a CC, though, but this is the feedback thread for Cygnia.

Offline Hyroen

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Re: Cygnia Card/Deck/Bug Feedback Thread https://elementscommunity.org/forum/index.php?topic=59883.msg1217009#msg1217009
« Reply #29 on: December 04, 2015, 09:42:22 pm »
Warning: this is not card, deck, or bug feedback.

While the changes to CI&A may be a bit more directive and integrative of mechanic testing, this new system seems to have sacrificed a lot of the democratic process and even distribution of contribution that the CI&A worked so hard to achieve. Yes, it was tedious, many of us can attest to that, with some of us having been Card Curators at some point or another. However, it was tedious because it had a system, a structure, and a balance. Naturally, it had its inherent flaws such as bias of artwork, coding emphasis and time inefficiencies, and let's face it, its biggest flaw, that there exists only one Kuroaitou.

I would urge Card Curators to ensure that card contributions to Cygnia are relatively even between contributors. This should not be too difficult to implement. The current system has shown a robust bias for some contributors, whether that be due to inherent selection process flaws or initiative on behalf of contributors, it skews Cygnia towards one design style, and in this case that of 1 or 2 contributors.

Aside, it might also be useful for the community at large to have some clarity regarding how cards are selected in order for them to be coded into Cygnia. As it stands, the rationale behind selections have been vague at best. This also may best be described as a result of the democratic process that was replaced when the changes to CI&A were implemented.

All in all, as I was alluding to in discussion with Espithel previously, Cygnia (and the Weekly Challenges) prove to be useful creation and conception tools for novice or experienced card designers alike. However, as CI&A seemingly enters a new age of integrative coding, it's important to enter the new day with caution, as we all know what is needed with great power.



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Offline andretimpa

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Re: Cygnia Card/Deck/Bug Feedback Thread https://elementscommunity.org/forum/index.php?topic=59883.msg1218048#msg1218048
« Reply #30 on: December 16, 2015, 01:00:11 pm »
I think the main cause of what Hyro is pointing is that we have too little people voting for the amount of cards that need to be voted on, coupled with just a few people making up for most of the crucible submissions. My guess is that the ultimate cause is just lack of interest of the community.
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Offline Solaris

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Re: Cygnia Feedback https://elementscommunity.org/forum/index.php?topic=59883.msg1221105#msg1221105
« Reply #31 on: January 24, 2016, 06:08:25 pm »
Bug: Bloodletting isn't doing the "Deal damage to target for every creature harmed", nor does it let you target. Spews out the error "TypeError: t is undefined, http://etg.dek.im/vanilla/etgify.js, 2740, 2, TypeError: t is undefined" when you use Bloodletting.
« Last Edit: January 24, 2016, 06:25:13 pm by MeowMeowCat »

Offline serprex

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Re: Cygnia Feedback https://elementscommunity.org/forum/index.php?topic=59883.msg1221108#msg1221108
« Reply #32 on: January 24, 2016, 07:16:30 pm »
@MMC fixed with 'git pull origin master;./pushserver'

Offline AD TienzuStorm

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Re: Cygnia Feedback https://elementscommunity.org/forum/index.php?topic=59883.msg1221131#msg1221131
« Reply #33 on: January 25, 2016, 01:24:42 am »
Bug Report

Collision Course may or may not be buggy. I haven't been able to pinpoint what sets off this error message, but it seems to only occur when Collision Course is in the deck.

Code: [Select]
Uncaught TypeError: Cannot read property 'health' of undefined, http://etg.dek.im/vanilla/etgify.js, 724, 29, TypeError: Cannot read property 'health' of undefined
This occurs right when you press to end your turn.
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Re: Cygnia Feedback https://elementscommunity.org/forum/index.php?topic=59883.msg1221132#msg1221132
« Reply #34 on: January 25, 2016, 01:27:49 am »
Card codes are not cards. Fixed collision course

Offline AD TienzuStorm

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Re: Cygnia Feedback https://elementscommunity.org/forum/index.php?topic=59883.msg1228891#msg1228891
« Reply #35 on: March 28, 2016, 09:28:35 pm »
Code: [Select]
7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7aq 7aq 7aq 7aq 7aq 7aq 80i 80i 80i 80i 8pu
Was testing out Alfar and decided to try it with Fractal. Works considerably well. Fast enough to rush down FGs even. Beat these in this order:

Neptune, Lionheart, Canterella, Chaos Lord, Serket, Hermes, Destiny, Elidnis, Paradox

At Paradox, I realized that if you had more pillars/pends than the cost of Alfar, it would act as if its cost went into the negatives (so it would give you Life quanta if you had more than 10 pillars/pends out). This would be fine and dandy and all, but it specifically says on the Fae | Alfar thread that the cost cannot go below zero. I imagine it's an easy coding fix anyways.



EDIT: Forgot to mention that there's a bug that I've seen multiple times that'll make you try to use a spell the opponent just used (or tried to use, unsure) at the beginning of your turn. It continues for about two turns or so, then stops. If you try actually targeting something/generally actually using the spell, it won't activate, so you have to click cancel.
« Last Edit: March 28, 2016, 09:30:23 pm by AD TienzuStorm »
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anything
blarg: