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Topics - cg

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1
Patch Notes & Development / Challenge account modes and alts menu
« on: January 28, 2024, 10:00:31 pm »
Now you can play OETG challenge modes!

We've just added an "Alts" menu into the "Miscellaneous" section in the lower middle area of the main menu. This is a new feature that will allow you to create sub-accounts under your main account using a variety of restrictions and challenges. It's a powerful tool that will hopefully be expanded in the future to allow for many more ways to play, game modes, events, and tournaments, but for now, we are launching with just a small handful of challenge modes available.


Today, there are five types of challenge mode/sub-account available: Spins-only self-found, Spins-only league, Spins-only hard self-found, Spins-only hard league, and Custom. Custom will allow you to experiment with your own challenges through combining a number of possible restrictions, and for now it should be considered fully experimental (though everything currently available should work). Most flags should hopefully be fairly self-explanatory and just restrict various main menu options, but please let us know if you're curious about the details of anything in particular.

The premade challenge modes are all disable Shop, which means that money is useless except to pay the entrance fees for AI battles & upgrade pillars. You can use your starter cards, open your starter packs, use oracle cards, and use anything you can win from quests. But besides that, all of your non-pillar cards will need to come from the free card spin after an AI battle.

Two of the premade challenges are "Self Found", and two are "League". Both "League" challenges will place you into a league with all other players who have selected that exact challenge. Participants in the same league challenge mode can trade with other participants in exactly the same league challenge mode, but not with regular accounts or other challenges. Both "Self Found" challenges truly require you to use only what you can find, since trading is fully prohibited.

Finally, two of the premade challenges are described as "Hard". In these variants, upgrading non-pillars is disabled (can still spin upgraded cards), and when you lose, the AI gets to spin a card to take from your deck.

To create a challenge account, go to the Alts menu from the main menu and press "Create" at the bottom. Pick a name, pick an element, pick a challenge, and you're ready to go. You can swap freely between your main account and your challenge alts at the top of the Alt menu.


The challenge modes themselves are fairly straightforward right now, but the feature itself can do a number of things, and we hope to expand it in the future. Not every part of it is fully described in this post, and please let us know if you run into anything strange or if there's anything you can't figure out. More soon.

See you in the leagues!

2
UI/UX Suggestions / Out of game UI fixes
« on: October 11, 2019, 09:09:02 pm »
Round one, based entirely off a personal passthrough. Have not referred back to other people's reports yet.

In progress, please ignore

Spoiler for Hidden:
Login:
-remove tutorial link
-break the "login = new account" thing and make a separate "new account" button that takes you to -the new account screen and doesn't care about what is in the login/pw boxes. move "pick an account name" and "pick a password" onto the new account screen.

New Account Screen:
-Add line above "Skip Tutorial" box which reads: "You will be automatically taken to the tutorial after creating your account. You can exit the tutorial at any time."
-Move exit button to lower right
-Place "Choose an Account Name: [____]" and "Choose a Password : [____]" inputs in lower left. Auto-populate with whatever they had in the boxes on the main login screen for the people who want to do it like we used to.
-Remove "describe an element" text. Later, let's either write better text or possibly replace it with showing a few representative cards from that element. Let's discuss.
-Add element labels showing their title in text next to the icon (don't make people click/mouseover to see the labels on this screen)


Color Palette Generally:
-We need to add some variation in color to menu text.
-Currently thinking that most word titles are one color, while most numbers/strings that change are another color.
-Titles/labels probably can keep the current white
-Numbers/strings can be another bright color. not sure what. possibly something with a bit of orange? idk. open to suggestions. it wants to contrast well against the menu gray. probably one of the colors used in the quest menu. make spex pick


Main Menu:

-Oracle card: change to be a popup in its own little window with a message saying "You got this card! Next free card in [time]." Someday, add a setting to skip the popup and just show the card like it is now for people who don't want to click past it.

-Stats box:
--Title: Account Stats
--Move title down about 2px.
--Gold 823247@
--PvE: 7592 wins - 5936 losses. if that doesn't fit, use W and L
--PvP:     79 wins -     82 losses
--tab it so the - lines up for both PvE and PvP?
--W/L numbers and gold numbers are in number color

-remove on-menu chat, it's awful. kong people can suffer. someday we can add a motd popup for kong people, that's the only thing they really miss out on. chat is discord.
-idk what to put there right now. have ideas to reorganize everything later but idk exactly

-Battle box:
--Title: AI Battle
--Costs are in number color
--Move everything down about 2px. Want same margin from left edge to button as from top edge to top of capital letter.
--Move right column (Reward) to the left probably 1px. Same goal
--Move Colosseum and Quests button here. both on same row, below a2, indented a bit probably to go along with the cut corners on the bottom of the background.

-Miscellaneous box:
--Remove title
--Move Colosseum and Quests button to AI Battle.
--Move Custom button to Players
--Add a second "Player's Name" input box to top row. Move PvP button to the right of it.
--Rename "Arena Deck" to "Edit your Arena Deck". Feel free to give it its own row if needed.
--Move Arena leaderboards buttons below Arena Deck button. Rename to "Arena 1 - Top 20" etc

-Cards box:
--Title: Decks
--Deck name is in number/string color. "Deck:" is in label color
--Move title down about 2px.
--Move deck name/buttons down at least 2px, possibly 3-4. want a decent margin between the top left corner of the D and the edge of the box.
--Rename Editor to Deck Editor. Give it its own row directly below quickslots. It can be wide.
--Move Bazaar to Players
--Maintain the line break between decks buttons and other two buttons.
--left: Shop. Rename "Buy Packs".
--right: Upgrade. rename "Upgrade Cards".

-Players box
--Rename to Trade
--Widen Player's Name box so it's snapped to buttons on both sides
--Rename Library to "View Collection"
--Move "Reward" down to the left of "Settings". Make it pop up its own window with an input box and a "redeem" button. When redeemed, make that box say "You got 8000 gold".
--Add Bazaar button here. i want to rename it but i don't know what i want to rename it to. bazaar was a term from original and this isn't that. auction house maybe. looking for a word/phrase commonly used for this sort of thing in other games.
--Remove "Leaderboards" title.
--Put remaining buttons at bottom of the box
--First: WT50, rename to "Total Wealth - Top 50"
--Second: "Custom". rename to "Custom Battles"


Colo Menu:
-"You defeated this already today" in number/string color.
-gold rewards (both cycle and "you redeemed today") in number color. Current streak in number color.
-Youvent -> You haven't
-Add "Colosseum" title to page, larger font, to the right of exit button. similar in size (can be smaller) to OpenEtG title on main menu
-Add another line: Colosseum resets in [time].

Quests Menu:
-i got nothing right now

Arena Deck Menu:
-all numbers in stats and record are in number color. gold rewards also in number color in the explanation of how much you win
-exit button in upper left where it is in most other menus
-move deck code to directly below deck image, between image and stats
-Top row reads: "Current Rank: 3             22 Wins - 12 Losses            390@ earned". aim to end "earned" at the end of 4th column of cards (35 card deck).
-Center each stat and button within one of the card columns.
-Rename Modify to "Edit Deck"
-Rename Test to "Test Deck"
-Move mark icons ~4 px left. Add "Mark" label above
-New text for reward explanation: "When your deck is played, you receive 15@ if it wins and 5@ if it loses./When you submit a new deck, you receive 25@ for every day old your previous deck was, up to 350@ for 14 days."
-Rename Create to "New Arena # Deck". Center under card.
-Add vertical line between existing decks and new cards?

Custom Menu:
-i have no idea what to do about this. needs explanations of how things work. but i don't understand how anything here works so i don't know how to explain how they work.

Editor:

Upgrade:

Shop:

Bazaar:

Trade:

Library:

PvP:

Reward:

WT50:

A1T50:

A2T50:

Settings:


3
Decks / give sosa
« on: August 30, 2019, 08:09:46 pm »
current favorite version
0653e0571002715067ka047q9048080380v018pq


previous versions
01l3e06lrp026r004mr001710027ai04nai037js03njs02nka0280v018pn

02l3e02710027ai04nai047la037js03njs017ka02nka0581q0280v018pn

4
Decks / self endow
« on: August 29, 2019, 04:14:05 am »
027at02nat0c7jo06njv06nk502nq9018pn


047bu027at02nat067f206ndv027jo027la06nk5018pq


066ve04mu2016u304mu302n4a027at02nat04ndv05nk5018pq


046ve04mud047bu027at02nat057f205ndv04nk5018pq


066ve04mud026u304mu301n4a027at02nat04ndv04nk501816018pq


buff a sader, living weapon it, temper it, have weaponsader endow itself, have sader buddies endow double-endowed weaponsader

for rico versions, hold ricos until after living weapon if they don't already have a weapon

5
General Game Discussion / permanent reveal
« on: August 11, 2019, 05:27:57 pm »
[10:25 AM]cg:so we're considering making a change to things like precog, unsummon, fractal, etc
[10:26 AM]cg:basically, any time a card has been revealed it remains revealed unless it is somehow shuffled (which almost never happens)
[10:26 AM]cg:so if you could know what a card is by taking very close notes of everything that you're shown, you will now be able to know what a card is by looking at it
[10:26 AM]cg:anyone have any opinions on the topic

6
Decks / Enchantressink
« on: August 10, 2019, 04:04:38 am »
0c7780577o06779057830277c018pu

7
UI/UX Suggestions / Random detail UI fixes
« on: August 09, 2019, 03:01:50 pm »
"buy max" button (capped at 100 packs -cg) in shop as an early game convenience - sets buy# to max of selected type you can afford

account name above money on upper left main menu

label the misc section on main menu. or just rewrite main menu. (idk what to name it so lets just redo main menu so we don't have to think of something -cg)

label deck code box on editor

settings button labels still overflow


move and label mark in editor. possible options in discord

"exit" -> "take & exit" on show-content-of-purchased-pack screen


from loog on discord

8
tldr: Special accounts with in-game support for various restrictions/bonuses for the purposes of tournaments, events, and challenges. Think sealed deck tournaments, short-term closed-economy "ladder"s, or no bazaar challenge (from original)/no money challenge (from here).

Spoiler for Mechanics:
Login screen gets a checkbox that reads "Restricted Account (Tournaments/Events/Challenges)". If checked, it shows extra account creation options before finalizing the account. The options will consist of preset settings for tournaments/events/challenges and the ability to create custom settings (for smaller tournaments or personal challenges).

For PvP stuff like tournaments/events, we can create presets from the available options to provide support for the rules for whatever tournament/event is running next. For challenges, we can just brainstorm whatever challenges sound like fun and add them.

Any special accounts will default to being unable to interact with other accounts with some exceptions. The default "special account isolation" restriction will mean that you cannot appear on normal leaderboards, submit arena decks, affect submitted arena decks' standings/rating/etc, or trade/sell/bazaar. PvP will still generally be allowed, though if random queue pvp (pvp1/pvp2 from original) is implemented, this restriction would also prevent that. Some specific presets would not be subject to default isolation settings, but those would be one-offs. The default would be isolation.

Custom accounts would be provided with a list of restrictions that can be selected as well as the ability to build your own starters in the sense of starting with arbitrary amounts of gold or arbitrary amounts of free packs.

Any special accounts typically cannot ever remove their restrictions. In some cases (mostly for tournaments/events), admins should be able to lift account restrictions after the event and return the accounts to standard accounts. In the short term, this can be handled manually in the database or something, or just by telling people to nuke their accounts and giving them a reward code equal to the contents.

Library view should publicly display any restrictions placed on the account.

While most special accounts should not appear on standard leaderboards, challenge accounts should (eventually) receive their own leaderboards specific to their challenge. If we do "ladder"-style closed economies, the active "ladder" should also have its own leaderboard. Bigger events could also have a temporary leaderboard as well. Doesn't need to happen immediately since the leaderboards can happen retroactively based on the account flags when they're added later.

Spoiler for UI Details:
Move "exit" button on login screen down further into the lower left corner to make more room.

Account creation screen gets checkbox (default unchecked) labeled "Restricted Account (tournament/event/challenge)", probably placed below the "Skip Tutorial" checkbox. I'd like to redesign this entire page someday but that's for another day so this placement works fine for now.

If checked, add text across the top of the screen saying "Restricted Accounts cannot access all features, including trading, arena, and leaderboards." This text should disappear again if someone selects a preset that isn't subject to default isolation rules, but it should be visible anytime a non-isolated preset isn't actively selected (including before anything is selected).

When the box is checked, four options should appear between the "Earth is the element of defense..." text boxes and the newly-lowered exit button. The options should read "Standard (Unrestricted)", "Tournament/Event", "Challenge", and "Custom", with radials or w/e allowing people to select one and only one option. "Tournament/Event" and "Challenge" should have dropdowns below their option, defaulting to "(choose one)". Standard is default radial. If standard remains selected, account is created as normal. If event or challenge are selected, account creation cannot proceed while (choose one) is still in its respective dropdown.

In the space to the right of the radial options, we should add an additional text box that describes the selected option (or, in the case of custom, holds the selectable options). For standard, this text should read "Create a standard, unrestricted account." For event/challenge, it should read "Choose an option" while the (choose one) is selected. When an option is selected, it will have the description of the challenge instead.

Spoiler for Custom account options:
If custom is chosen, the text box to the right of the radials should contain two columns. On the left, starting bonuses. On the right, restrictions.

Anything in parentheses is clarifications, not text.

Current starting bonus list (should have input boxes to the left that accept numbers unless otherwise noted):
Standard Starter (checkbox instead of input box. default checked. if selected, people can pick a starter option as normal. if unchecked, they only start with what's given from the options below)
Gold
Bronze Packs (i.e. free packs)
Silver Packs
Gold Packs
Platinum Packs
Nymph Packs

Current starting restriction list (checkboxes to the left):
Cannot spend money (includes packs and upgrades. includes starting cash if any)
Cannot buy packs (can still spend $ on upping towers)
Cannot select pack element (all packs are purchased using the "random"/"no focus" option)
Cannot enter quests
Cannot enter colosseum
Cannot upgrade cards (including towers. should automatically downgrade upped cards won.)
Cannot win cards from AI (regular battles, doesn't affect quests)
Cannot gain money from AI (regular battles, doesn't affect quests or starting cash)
No daily card

Spoiler for Presets:
The preset options should increase over time as we hold more events and people invent more challenges. Please feel free to suggest more challenges below whenever you think of them, and please keep these capabilities in mind when dreaming up pvp events/tournaments.

For right now, some basic presets to start with:
Tournament/Event: the oetg event serp posted on original. Serp can sort out details.

Tournament/Event: "Sealed Deck"
Starting Bonuses: no standard starter, 5 Bronze Packs, 10 Silver Packs, 5 Gold Packs, 2 Platinum Packs
Restrictions: Cannot spend money, cannot enter quests, cannot enter colosseum, cannot win cards from PvE, no daily card.
Text: "Start with 5 Bronze Packs, 10 Silver Packs, 5 Gold Packs, and 2 Platinum Packs, but no starter decks. You can't spend money, gain cards from AI, or enter quests or colosseum."

(this one is presented as a FYI for what we should be doing later on. shouldn't actually start this until there's more than two people to participate in it)
Tournament/Event: "Ladder - Summer 2019"
Starting Bonuses: Standard starter.
Restrictions: none.
Special: Not affected by default isolation. Cannot use bazaar. Can trade with other accounts using the same preset. Can interact with arena/leaderboards/etc normally.
Text: "Closed economy ladder for Summer 2019. Can't use bazaar and can only trade with other ladder participants, but otherwise a normal account."

Challenge: "No Money Challenge"
Starting Bonuses: Standard starter
Restrictions: Cannot spend money.
Text: "Feeling lucky? Feeling greedy? You can gain money but you can't spend it on anything, including upgrading towers. All your cards will come from AI drops, quests, and your starters."

Challenge: "Trader Challenge"
Starting Bonuses: No standard starter. 0 of all packs. (starts with nothing)
Restrictions: Cannot enter quests, cannot enter colosseum, cannot gain money from AI, cannot gain cards from AI, no daily card.
Special: Not affected by default isolation. Can trade/bazaar freely (and all other stuff too).
Text: "Buy low, sell high. All your wealth needs to come from profit made through the bazaar. Trading and bazaar are allowed for this challenge. Note that you will need to provide your starting cash by trading it from another account to prevent abuse. Starting with 1000 gold is recommended.

Challenge: "Unupgraded Challenge"
Starting Bonuses: Standard starter
Restrictions: Cannot upgrade cards.
Text: "Unupped cards aren't just for PvP! You can never use upgrades."

edit: We can put custom off more or less indefinitely, too, if it adds a lot of coding trouble. At least 98% of the value of the feature is in the presets - custom is just there because I like custom options to be available for people to play with whenever possible. Custom-sized sealed decks are the biggest thing we get out of custom anyways, so it could also be simplified to just custom-sized sealed deck and leave the restrictions to preset challenges that are added through the code.

9
UI/UX Suggestions / Suggestions for first draft of card text rewrites
« on: July 25, 2019, 09:22:28 pm »
Please put them here. Current draft text is up on the test server. http://40.117.144.196:13602/

Note that we know there are a lot of cards that overflow the text box, please don't worry about reporting it (though if anyone happened to compile a full list of them it would save me time). We will address that one way or another before these go live.


edit: ongoing list of things that need fixed that i can't fix directly in skilltext.js:
(from first draft, might be done already)
  • thermal recoil (absorber) shield text needs changed to “Increases damage from each attacker by 1.”
  • Losecharge should change its text to “Expires at the end of this turn.” at turns:0
  • Upped pillar: remove negative cost, gain “Gain 1 whatever when this card comes into play.”
  • Precog should affect all opponents for the purposes of 2v2 or 1v1v1
  • upped pillar change also to whatever else costs -1
(from second draft)
  • "2frozen" -> "Frozen (2)". Also lives and anything else that shows charges.
  • show different text for card in hand/editor vs in play. update losecharge text while in hand/editor to "Lasts for X turns". X should count the turn it's played (i forget what you index the charges to), so dim shield should say 2/3.
  • can we easily make 1/4 (eg quad towers, tesseract) display as "1/4" (three charcters) instead of converting into the actual one-character 1/4 fraction? it's really hard to distinguish the fraction with the low text size
  • give psion the card text "Psionic cards deal spell damage and typically bypass shields.". if we want to give psion an "ability" that does nothing called "psioncardtext" or something in order to make it have this text, that's fine with me. also if there are any other creatures that start with a complicated passive (hognose?) that isn't explained by their active, we should do something similar with dummy abilities to give them card text
  • make the things that use the unicode fraction symbol for 1/4 or whatever to instead say "1/4" with three characters so it's easier to read
  • resolve overflow either by the expandy text box animation or by whatever anti says.
[li]make unupped repulsor say "enters play with 1 stack". if this is a huge pain in the ass, we should find another way to make it clear that unupped repulsor is 1dr.
[/li][/list]

Spoiler for for me to do for draft2:
fiiiiine, go through and replace "put x into play" with "summon x"
move sanc/diss interaction explanation to diss
fix fire bolt
tunneling your
soi -ed
shtriga -s
sosac quanta
command skel equal to their str
beguile gain control
fenghuang target creature gains
wyrm this creature
scattering wind doesn't trigger on-draw effects (except for the draw a card card)
tornado +s
chrys give opp 1 pois countr
steam -the
siren sing->this
ice bolt fix like fire bolt
scorp like chrys
tidal healing frozen
alch list cards maybe
pink jelly 4
(make my own list of overflowing cards)
(double-check overflowing card text in the code)

10
Decks / Spirustosis
« on: July 25, 2019, 03:37:22 am »
0b6rv02n1502n1a017af02naf03nap047bb02nbb03nta018pq


096rv02n15027af02naf03nam03nap027bb02nbb02nk303nta018pq


086rv02n1a027af02naf03nap037bb02nbb03nk303nk402nta018pq

11
You can think of this as a tutorial of sorts written for people who are quite familiar with original Elements and looking to make the transition to oetg. This is not about how to play the game, and if you aren't coming from original Elements, this probably isn't for you (though it may still be helpful). Later on (much later on), I will probably transition this into a general FAQ or advanced rulebook.

For now, this will assume a relatively advanced knowledge of original Elements (on the level of a basic grasp of the existence of things like QI and UEI). If you're coming to oetg while not that deeply familiar with original Elements, please ask about anything you aren't comfortable with in the discord or in-game chat.

It isn't feasible to detail every single change from original to oetg. The game has been in development for six years and there have been dozens of rounds of nerfs and buffs. Please remember those changes are made in the context of oetg's meta, not original's, so changes that make sense for original might not here, and vice versa. This guide will focus more on the larger changes in game rules and economy. For the moment, this is mostly going to be a list of fairly scattered, loosely organized bullet points as I think of them, though I'll add a walkthrough for building a new account as well.

This should be considered a work in progress for the foreseeable future. I will add things to it when I think of them, probably without warning. I am also keeping this thread locked right now to make sure I can curate what goes in here, since there's a lot of misunderstandings about the game out there. Feel free to send me suggestions in discord, or we can also get a "guide improvement suggestions" thread going that I can pull from.

Spoiler for Decks and Deck Editor:
Spoiler for Deckbuilding:
  • Basic deckbuilding rules are the same as in original.
  • Just about everything from original still works even though we've buffed and nerfed everything and doubled the cards. We've been careful not to destroy any decks unless absolutely necessary. You can probably still grind with your decks straight from original without major problems. You can also probably improve them with new cards.
  • Will talk about this a whole lot more below, but the economy is totally different. Upgrades are much cheaper, since they are made by combining six unupped copies. Rarity is a much larger determinant of cost than upgraded status. You may have enough cards to upgrade a common just from your starter packs.
  • You can build a deck with cards you don't own. It can't be used in the normal game (though it can be used for custom games, discussed below). However, this means you can import decks you don't own all the cards for and see/save the whole deck, or plan ahead for what cards you need for the deck you want to build. Cards you don't own will be faded in the deck editor.
  • There is a lot of unexplored deckbuilding space. Unlike original, there is a lot of creativity and innovation still in front of us. New, meta-shattering deck combos are relatively frequently discovered using cards that have been in place for years.
Spoiler for Saving Decks:
  • The numbers 1-10 in the upper right of the main menu are quick deck slots. You can store different decks in each. Most starter options come with decks saved in slots 1-3.
  • You can delete a saved deck by saving it while there are no cards in it.
  • Save a deck by exiting the editor or switching to another saved deck.
  • "Revert" button will discard changes for your saved deck since it was last saved. Remember that switching to another deck saves the one you switched away from.
  • You can store a functionally infinite number of decks. In the deck editor, you can hit the "decks" button to bring up a list of your saved decks, which will initially only be your numbered quickslot decks.
  • You can add more decks by typing a name and hitting create.
  • You can save decks to quickslots using the "Bind to #" button and then picking a quickslot.
  • The quickslot is a link to the deck, not actually a slot itself. It starts out linked to a deck named "1", "2", etc.
  • This means if you don't want your slots named 1,2,3, you can bind a deck saved with the deck's name to the quickslot.
Spoiler for Deck Editor:
  • See the "Saving Decks" section for the Decks button, Revert button, and Bind to # button.
  • The row of element icons between the deck and your collection is mark selection. The box next to mark selection is import/export.
  • Deck codes are shorter here. There should be a code converter to convert original deck codes into oetg deck codes somewhere. If we're lucky, oetg may even start supporting importing original deck codes again like it used to.
  • The row of element icons in the lower left are filters. The symbols next to the element filters are rarity filters.
  • The rarity filters, from top to bottom:
    • Pillar rarity - this filter is used for "show all rarities"
    • Common
    • Uncommon
    • Rare
    • Shard - this filter includes nymph/mark, which is actually a separate rarity above shard
  • Show All/Auto Hide will toggle between showing only the cards you own and showing all of the cards (with a 0 next to ones you don't own). Defaults to only showing what you own. This lets you build decks with (or just read through) cards you don't own yet. This, combined with custom battles, more or less takes the place of original's sandbox.
  • Toggle Shiny will allow you to choose not to use your shiny cards first when building a deck. Defaults to using as many shiny cards as you have before using non-shiny versions.

Spoiler for Major in-game rules changes:
  • Don't really know where else to put this, but there are keyboard shortcuts. 1-8 will play the card from that slot in your hand. w is target opponent. s is target yourself. Between matches, w will pick "rematch". Space still passes turn.
  • Just about everything can target just about everything. Within reason (usually). Things that obviously only target a certain type of thing still only target that type of thing (e.g. deflag still only deflags permanents). But you can cast heal on your opponent. You can cast plague on your side of the field.
  • Lots of things that could only target creatures or players can now target both creatures and players.
  • Lots of things that could only target creatures can also target weapons.
  • You can cancel active abilities before you select a target and you'll get the quanta back and everything.
  • Lots of things that may have been loboable aren't, or vice versa. A lot more things lobo (or replace actives)
  • Quanta pool cap is 99 per element.
  • Quanta draining/scrambling randomly selects quanta weighted by how many of each type you have
  • Nocturnal and aquatic are now attributes like airborne/ranged. Things like nightfall buff nocturnal creatures instead of only death/darkness creatures.
  • Mulligan is now manual and repeatable. You draw one less card per redraw.

Spoiler for PvE:
Spoiler for The AI Itself:
  • The AI is way smarter than in original. It's creative. Quite a few decks and combos have been discovered because a champion AI thought to combine them before a player did.
  • Instead of having a set of rules for how to play each card, the AI considers every move it has available and looks for what combinations of moves produce the best end state, and then selects that one.
  • Original-style AI abuse is much less functional, though still possible at some level. It can figure out how to work around most things you throw at it.
  • It cheats. Because of how it works, it currently will know the outcome of random events that occur on its turn when selecting its move. It will therefore appear a lot luckier than a player, and random cards are more effective when used by the AI.
  • To balance that, it doesn't think ahead. It looks at how it can end its turn with a better board state than it started with, but doesn't pay much attention to how the turns affect each other.
Spoiler for Regular AI Modes:
  • Every AI mode (besides custom and quests) is a viable grinding target. Using bonuses and streaks (see Economy section), we aim to keep all the various AI targets approximately equally profitable. They are usually within a handful of percent of each other, though balance ebbs and flows as new things are found and balance changes occur. What AI you fight against is more of a matter of preference than grinding efficiency.
  • Commoner is roughly equivalent to AI2, though the decks are better. It is unupped and random. Easiest AI mode. A smart player can easily defeat this even with starter cards. Becomes profitable when played with a very fast deck that can maintain a high win streak (95+%). High 20+ game win streaks are possible with starter decks, and pay well.
  • Mage is closest to AI3. The decks are again better, there are more of them, and they have 125 hp, though they're still fully unupped. The decks are handmade and have coherent strategies, and the AI is smart enough to play them well. Accessible from the beginning, though you'll lose some games. With very strong decks, they can also be rushed with a high win streak (though most decks won't go above 85%, sometimes 90%). Also profitable early on without worrying about streaks.
  • Champion is similar to AI4. Like commoner, the random decks are better built. It is a mix of upped and unupped. Between the higher quality deckbuilding and the much stronger AI, it is a fairly challenging target. It's possible from the beginning but you are likely to lose more than you win. Late game, it's possible to beat it relatively fast or relatively reliably, but it's very hard to do both. With bonuses, both fast, low win rate decks and slower, more sturdy decks are effective grinding paths.
  • Demigod is false god, except the decks are overall meaner and the AI is smarter. The gold profit is a lot higher because the value of upped cards is much lower. It is no longer the best AI target by a wide margin, though it is consistently still a top earner. At the time of this writing, it is slightly unbalanced in its content, and we will be adding quite a few new DGs in the near future.
Spoiler for Arena:
  • Instead of basing arena level and powers on score, there are just two arenas. Every account can submit to both arenas simultaneously.
  • Arena 1 is roughly silver. Submitted decks are unupped only. Decks are typically either (a) 110 hp and double draw, or (b) 200 hp and 2x mark, though other builds are possible.
  • Arena 2 is roughly platinum. Submitted decks may use both unupped and upped. Decks are typically 200 hp and double draw, though other builds are again possible.
  • Submitted decks get a number of "stat points" (A2 gets more than A1). One point buys 55 HP or +1x mark. Three points buys double draw.
  • Submitting a new deck pays you some gold. You will get an amount based on how long you left the deck in there, up to 7 days, linearly. Submitting a new deck when your old one is 6 days old is the same amount of profit as submitting a new deck each day for 6 days. You also get money when your deck is played by anyone else.
  • Each arena currently holds 20 submissions. This will go up as there are more active submissions.
  • Decks lose maxhp as they age like in original. Here, things cap at 50% loss, so no 1hp decks.
  • As decks age, they also have an "age tax", which is a negative profit modifier, to reflect the faster battles. It is still a viable grinding target even with the tax.
Spoiler for Colosseum:
  • I'm going to go back and forth between saying "colosseum" and "coliseum" because I don't feel like putting the effort in to going through this guide and making them consistent. Please don't worry about pointing out the inconsistency to me. The game calls it "colosseum". The english word is "coliseum". The "Colosseum" is the particular falling-over one in Italy. The generic word that is roughly a synonym for "stadium" is "coliseum". End etymology lesson.
  • Coliseum is basically an expanded version of original's oracle false god prediction.
  • Speaking of oracle, this seems like a good place to mention you get a free card every day like you do from oracle. It just happens the first time you log on each day (server rollover is 0 GMT) and shows you what card you got on the main menu. You can get a shiny nymph at around the same rate as original's oracle nymphs. While regular nymphs are obtainable through packs, shiny nymphs are only available through the daily card and through reward codes, like in original.
  • Coliseum has four events. If you complete at least one of them, you will also get a bonus that grows substantially if you continue completing at least one event every day. Since some events are repeatable until you beat them, it's always possible to continue a streak of daily bonuses.
  • All four colosseum events are free to attempt. All four reset daily.
  • Novice endurance is three commoner battles in a row. You don't heal between the battles. You can repeat this until you win. Rewards 150 gold.
  • Expert endurance is two champion battles in a row. You do heal between the battles. Even still, this is the hardest event. Fortunately, you can also repeat this one until you win. Rewards 500 gold.
  • Novice and expert duels are predictions of mage decks and demigod decks respectively. Expert duel is functionally exactly the oracle FG prediction, except with a separate button to access it. We have demigod prediction decks listed on this forum. Duels can only be attempted once per day. They reward the standard rewards for that target plus a significant premium. Novice averages about 125 or so, and demigod closer to 500, plus the card you spin.
  • If you successfully complete all four events in a single day, in addition to the individual event rewards, you will also receive a (non-shiny) nymph as a bonus. It doesn't matter how many tries the endurance battles take you to complete, but you will be unable to get the bonus nymph if you fail either of the one-try duels.
Spoiler for Quests:
  • Quests are pre-built pve battles against static (usually) opponents, often with stories. These can be created by the community with relatively low effort and can be added more or less indefinitely.
  • Many more will be coming.
  • They are generally repeatable, though you will only get a prize the first time. Prizes for the battles vary.
  • The really-actually-new-to-this-game tutorial is in here.
  • There's a "Proving Grounds" questline that has medium difficulty battles that reward you a choice of cards of various types (e.g. pick a shard, pick a nymph, pick two upped towers, etc.)
Spoiler for Custom AI:
  • You can play free games whenever you want against AIs or against any deck you specify.
  • You can use decks containing cards you don't own. You can use decks that break deckbuilding rules (e.g. a 20 card deck with 15 lightning bolts.)
  • Basically sandbox.
  • Things like 1v1v1 and 2v2 are possible. Not very tested right now.
  • You can change stats (HP, mark, draw power, deck multiplier). Deck multiplier is the deck doubling that comes with double draw in original. In custom you can separate the two, so you can play 5x deck 1x draw, or 5x draw 1x deck.

12
Quests / Historical OriginalElements PvP/War Quests
« on: July 18, 2019, 06:43:14 pm »
Questlines based on notable pvp events/tournaments throughout original's history. Mostly large events, though collections like "finals battles of weekly pvp tournaments in 2016" are also an option.


For each historical event we add, there would be two main branches under that quest:
(1) Play against the decks used in the event with a deck of your choice that conforms to the rules of the event.

(2) Replay the actual matches of the event in order using the actual decks.


Using war as an example:
-Questline #1 has 12 sub-branches, each consisting of one team's decks used in war. You can either play them one at a time or you can play against one randomly. You must use a deck conforming to war's broad deckbuilding rules.

-Questline #2 has 12 sub-branches, one for each team. You play through the matches that team played in order using the actual decks.


The changes in cards will mean that not every deck will be at the same performance level, but it's still likely an interesting and extensive set of battles with a wide variety of rules we can bring to quest mode.

13
Quests / PvP Deck Testing Quests
« on: July 18, 2019, 03:32:30 am »
I'm planning on a quest branch that consists entirely of repeatable free battles against a variety of unupped pvp decks piloted by the AI, as well as a "pick a random pvp deck" battle. It doesn't add anything that custom AI battles don't already offer, but it's much easier and more accessible. The AI isn't a substitute for a human opponent by any stretch, but it's smart enough to be a sufficient testing ground for league.

The only problem is deciding what decks to add. There's no upper limit but I'd like to keep it somewhere between 5-20, probably starting on the lower end unless there's a huge amount of interest. I'd like all the major archetypes covered, preferably with some variety in options for the larger archetypes.

For the most part, original pvp decks likely still function. While lots of things have changed, we have tried pretty hard to avoid outright killing any decks from original. Many straight-from-original decks have been top performers in oetg leagues. This means you can absolutely suggest classic original decks even if you aren't as familiar with oetg.

Anyone have any suggestions on what to include?

14
Decks / Brave Axe
« on: July 17, 2019, 11:36:27 pm »
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after thinking axe was useless for years I finally said it out loud a couple weeks ago and now this happens

15
Decks / Millcat
« on: July 17, 2019, 06:06:54 pm »
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Spoiler for outdated:
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