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Messages - Fippe94

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241
Decks / ImmoFungus
« on: September 10, 2014, 04:25:42 pm »
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Really fun and fast. Be sure to use Immo on the Fungi even if you don't need the quanta right away, you get an extra one and the opponent gets 2 poison counters. Only really good against Mage I think, since this deck has no defense it has trouble to deal with opponents with higher hp.

242
Patch Notes & Development / Re: OpenEtG Patch Notes
« on: August 29, 2014, 08:16:46 pm »
Pixie added:  :air uncommon creature,  :entropy :entropy Trick: Swap target creature with a different creature of owner's deck.

You can now click on the "x have challenged you to a duel!" message to accept the challenge. Same for trade requests.

Shard now only has a 5% of being a nymph, but a new Nymph pack is added: costs 250 and contains exactly 1 nymph.

243
Decks / Orochital
« on: August 27, 2014, 11:14:38 pm »
A deck I made a while ago:
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Play Gnome Riders asap, then play Diamond Shield. Fractal Gnome Riders and start playing Orochis. When you have lots of quanta, Fractal Orochi for finishing blow. The deck works unupped, but it is gonna be slower and have less defense. The more ups you have the better, gnomes and shields are probably best to have upped for it to work. The unupped cards are only there because I don't have the ups yet.

244
Patch Notes & Development / Re: OpenEtG Patch Notes
« on: August 27, 2014, 09:09:41 pm »
New Proving Grounds quest added, give a nymph of your choice as reward

245
Decks / Re: Shady Dunes
« on: August 27, 2014, 01:02:54 pm »
does that work I know in vanilla negative attacks still apply poison and iirc shadling can target your own creatures but that depends if ay of those have been changed.
You know, you could just test yoursefl instead of asking if the deck works >_> And you would think that if you post a deck, you have actually tried it and see that the combo works...

ontopic: Interesting idea, but I must ask if Yoink"! is any useful. I mean, with neuro you want the opponent to play cards, and you take that from him. Also, you can't see what cards you take and you will likely no be able to use them. Steal seems much more useful.

246
New Card Suggestions / Re: Corrupted Power (concept of Torriku)
« on: August 27, 2014, 11:01:40 am »
Water has SoPa, a way to get an infesting creature for water would be a good ability instead of a bad one.

247
Death / Re: Aflatoxin
« on: August 27, 2014, 11:00:01 am »
Currently the upped Mal Cell is identical to the unupped. Note that is is actually possible to get an upped Mal Cell currently: Aflatoxin+Fractal+Regrade.

248
Decks / Re: Bodyguards [Demigods once optimised]
« on: August 26, 2014, 07:00:18 pm »
Guards come with GP like dilgos do (?)

Using LW on them and once the GP is activated, it makes a weapon that deals 4 attack to any attacker. If it gets past the shield as well ^^

they musta got buffed since I last used them then as I recall havig to stock gp to take advantage of their passive.
Yes, they were buffed not too long ago. *blames serprex for not posting patch notes*

249
Decks / Re: Bodyguards [Demigods once optimised]
« on: August 26, 2014, 01:46:24 pm »
I managed to make this deck before serprex nerfed the combo:
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It could beat most DGs, and even get EM sometimes. A 15-20 dmg fire shield is simply way too strong.

250
Decks / Re: Bodyguards [Demigods once optimised]
« on: August 26, 2014, 12:09:55 pm »
Wow, I had no idea Living weapon+Defenders worked as a combo, this might be OP with the right deck.
I tried a more offensive version, but it is very vulnerable to PC
0b74403745027520574l047at057dv018po

251
Forum Announcements, Discussion & Suggestions / Forum Move
« on: August 24, 2014, 05:07:46 pm »
So yeah, we changed forum. If there are any threads made in the old forum that you don't think are 'finished', don't hesitate to recreate the topic on this forum, possible with a summary of what had been said before.

Link to old forum: http://oetg.boards.net

252
Art / Art Requests
« on: August 24, 2014, 12:07:01 am »
Here are requests for arts that are not card art. If you are currently working on or are soon planning to work on something on this list, please post here to make sure 2 people don't do the same art.

Rarity symbols
The dots we have right now work, but better, more shiny art is much appreciated.
Done, I added some color to it myself, although will change if anyone gives me nicer coloring.

Quest World map
The current quest map will get too busy eventually, and the plan is to eventually make a big world map with regions you can click on. These regions should then open up smaller maps similar to the one we have right now. I imagine the map to include lots of different environment, probably with all elements having its own part on the map.

UI stuff
Basically making the menus a lot nicer to look at. Including both art and design. Not a priority really.

Shiny Cardbacks
I have plans to add shiny cards to the game which does nothing more than normal cards, just there for collections purposes. To do this I need new, shinier art for the card backgrounds to use for the shiny cards. I have no specific plan for their appearence in mind, except that they should look a bit fancier of some kind than the normal art.

253
Art / Read This First!
« on: August 24, 2014, 12:05:27 am »
Please post as PNG & 128x128px

Including the card code is appreciated

Be sure all art has no permission issues

254
Patch Notes & Development / Patch Notes
« on: August 23, 2014, 11:59:42 pm »
Spoiler for Previous patch notes:
23 Aug 2014
-Arena1 now costs and rewards like champs instead of mages.


22 Aug 2014
-Some stuff with nymphs. Not entirely sure what. I think that what got implemented was that the shards in plat packs now have a 1/8 chance of being a nymph instead of a shard, and that if you successfully complete all four colosseum events in a single day you get a random nymph. The colosseum reward resets every day when colosseum resets, and note the word "successfully" - if you lose one of the duels you get nothing. Oh, also, you can't polish nymphs. Also, nymphs from the daily free card will automatically be polished. In other words, colosseum/pack nymphs are non-shiny always, and daily nymphs are shiny always. That's probably everything. I don't know, ask serprex.


19 Aug 2014
-Lodestone: uncommon permanent, Earth, 5/4, active Inflation costs 1 :earth, increases cost of all actives on field by 1
-Hopefully full functionality on mobile devices


15 Aug 2014
-Junk Wall: Uncommon Gravity, pretty much BW but instead of 2 per death it's 3 per permanent being destroyed (OP with SoFo? Maybe)
-Scattering Wind: Rare Air 2/1, shuffle hand of target player into their deck & redraw
-oetg.boards.net/thread/95/frost-knife-dagger-ideas-section as a Light card
-Firebrand: Fire weapon, rare, costs 5, deals 8/12 damage, lasts 3/2 turns
-Whirlpool's active is now :darkness (Water Darkness going further since I intend to implement Siren. Seems like a "The Deep" set is coming about)
-Alchemist's active is now :water :water
-Blue Crawler is now nocturnal
-Shiny cards added. They can be gotten with the Polish option from Sell/Upgrade menu. They do nothing except look differently.


12 Aug 2014
-Added 2 more quests to Proving Grounds.
-Emerald Shield costs 4/6
-Fractal generates at most 6 copies. Every 2 quanta consumed by the consume-all increases the amount generated


11 Aug 2014

-Unupped immo made same as original, costless with generating 6 :fire (ie I was wrong)
-Skeleton is free (Here's a good discussion on free skeles that Jen coincidentally made the day after this buff was pushed)
-Photon generates :light on play


9 Aug 2014
-added Other and Random packs to Booster store
-Replaced Demigod Mode with 'choose attributes' instead, they all take positive numbers. These attributes works in sandbox too, both for pvp and pve.
-Random starter - starts with no starter deck but additional free (account bound) packs


8 Aug 2014
-Packs now have a 50% in element rate rather than 40%
-Phase Golem: 3/3 cost :aether common 2|1 / 3|1 immaterial


7 Aug 2014
-Fate Egg's hatch now costs 2 (fyi Average creature is 3.5|4 / 4.3|5)
-Golden Goose cost reduced to 4 (Am investigating whether to raise to 5, but seeming not)
-Rage & Tempering now thaw targets
-SoSe buff: you can target opponent
-Added new Quest series, decks by d2d: Elemental Temples. Start the quest by going to the Elemental Shrine in Capital city.
-Beguile: rare 6/5 :darkness, steals target creature until start of your next turn
-Alchemy: rare 3/3 :entropy 2|3, :entropy :entropy :entropy Brew: generate a random Alchemy card

-Static: uncommon 3/4 :aether, shield with 0|1 DR, deals 1 spell damage to opponent when attacked
-Nerf upped Phase Shield to cost 6


5 Aug 2014
-Quantum Locket (note from CG: if you want more details, bug serprex. I just copy/paste. Though on second thought, getting him to post anything is a victory so maybe don't bug him)


4 Aug 2014
-Added HP bar


3 Aug 2014
-If you have at least 6 of a card, the number will have a colored background to let you know that set is complete. This will show up in editor and upgrade/sell screen.
-Also added a Show All toggle button in editor which will show cards you don't have, so you know if/what you are missing.


1 Aug 2014
-Added Clockwork Golem: elementscommunity.org/forum/level-2-forge/clockwork-golem-minor-clockwork-golem/


29 July 2014
-Added Proving Grounds, a series of quests: oetg.boards.net/thread/73/proving-ground-series


27 July 2014
-Created Colosseum, a place for daily quests. For more info: oetg.boards.net/post/282/thread


26 July 2014
-elementscommunity.org/forum/level-3-armory/sadism-improved-sadism added as a rare.
-Also there's been a rework of tiered arena in case it wasn't obvious


21 July 2014
-Can now save 10 different decks instead of 3.


20 July 2014
-New Aether Uncommon: elementscommunity.org/forum/level-2-forge/byt-nybble
 Lowered cost of unupped by 1, & upped is same but with +3 life
-Burn Card is now Uncommon instead of Rare.


17 July 2014
-New "other" weapon: Axe (or maybe "Battle Axe", kinda hard to tell from the notes)
-Buffed disc by one attack
-Now you can see xMark, i.e. how high markpower you or your opponent has.


15 July 2014
-Time Bomb buff reverted, then buffed damage to 15. Expect Time Bomb to change more
-New "other" weapon: Razor Disc/Chakram
-Improvements to Arena Info screen and Arena T20 screen


14 July 2014
-Nerf Ouija: draws a card on discard (you still end up losing a draw next turn)
-Nerf Bond: upkeep per 8 creatures
-Buff Dagger: gains +1 attack while cloaked
-Buff Time Bomb: Tick is costless
-Buff Hope: upped doesn't cost more
-Buff Shortbow: also gains attack with Mark of Light
-New Common :light card Pacify: reduce target's attack to 0 (costs 3/2)
-You know what's exactly as awesome as not posting patch notes? Editing patch notes into existing posts so nobody notices they've been posted. Bonus points for using existing posts from previous days.


13 July 2014
-Added status icons by kae


12 July 2014
-Buff: Tempering. Unupped costs 1, upped increases attack by 5
-Nerf: Spite. Unupped only attacks for 2, upped costs 2
-Chat no longers forces you to the bottom when a new message is gotten unless you already are at the bottom. Useful for scrolling up to read chat history.
-2 new quests added, located in the Forest and the Ice Caves. Decks made by d2d, a couple slightly modified by Fippe94.


11 July 2014
-Fippe's idea of quests being maps in maps has been pushed after I got it half working. Yes, the quest regions have bad hitboxes. Polygon hitboxes will land soonish. Currently only the forest region works (it leads to the preexisting quests)
-Also andretimpa's rarity icons.
-Also firebolt thaws weapons, long live firestall
-Made better hitboxes for the quest areas.
-Moved a couple of quests around (Note that areas with no quests cannot be entered).
-Also fixed a bug where ai would freeze on its turn every time


10 July 2014
-Added a notification when drawing your last card.
-Added death,time and water symbols to poison counter when you are poisoned, purified and neuro'd.
-Arena rewards scale the same as Mage rewards now.


9 July 2014
-Adding rarity filters in editor/trade/sell/upgrade
-Added time stamps for chat messages
-dded loading bar when you start up the game
-Added two new cards: elementscommunity.org/forum/level-3-armory/orochi-orochi/ and Infected: A death creature, 4 cost, stats are 7/2 | 9/4, enters play with 1/2 poison counters.
-Two new demigods:
Spoiler for Hidden:
7gk 7gk 7gk 7gk 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7h6 7h6 7h6 7hb 7hb 7hb 7hb 7hb 7hb 7k6 7k6 7k6 7k6 7k5 7k5 7k5 7k5 7k5 7k5 7n2 7n2 7n2 7n2 7n2 8pq

710 710 710 710 710 710 710 710 710 710 710 72i 72i 72i 72i 71m 71m 71m 718 718 718 718 718 718 719 719 719 719 71b 71b 71b 71j 71j 71j 71j 7aj 7aj 7aj 7aj 8pn
-Normal AI removed, 'Experimental AI' is now the only AI.
-Broken Mirror, aether card, costs 4, spawns 1/1 / 2/1 creature with spell damage whenever opponent plays a card.
-Heat Mirror, fire card, costs 4, spawns 3/0 / 5/0 creature whenever opponent plays a card.
-Arena decks win 1 gold for their owner
-Time is now shown at the top left of the victory screen in terms of ply & ms. Losers are directed to the victory screen
-Added colons on timestamps, more informative at victoryscreen (shows seconds, and labels the info) and "/w name" remains after whispering.
-Library button added, allowing you to view other people's tradeable cards. In other news, people need to post their goddamn changes.
-Fixed bug making things not save unless you used logout

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