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1
Events / Re: Team Card Design: New Weapons
« Last post by serprex on April 21, 2024, 09:08:46 pm »
Been a bit slow to start on putting these on test server

Went to try implement one a day & have it done in a week, but decided it's annoying enough figuring out the next code (tbf, I already have a script to grab this, but let's ignore that)

https://github.com/serprex/openEtG/commit/453cf30a968c64027a407b49dd1ed6b3184db1b7

So wrote this change to have cards be csv. Full circle from when card data was originally from a google spreadsheet. Switched to JSON since it was easier to process in browser (no need to parse csv in js compared to calling `JSON.parse`) but now card data is compiled to Rust during build phase so moved it back to csv which also allowed bringing openetg/legacy card data into same column ordering. Now I can easily add a couple lines to add a new card, but will have to get around to implementing card effects. Will probably start with some simple implementations that might not match text. Been a bit swamped lately & I had to swap out my keyboard since it was causing finger pain but now the old keyboard is on my linux box which I use for openetg development so that also makes me procrastinate more
2
Decks / Re: Demigod Prediction Decks
« Last post by Septima Rhay on April 21, 2024, 04:36:09 pm »
Flood controls creature spam and fractal spam; high copy count needed for early-ish draw; Cardinal spams creatures quickly. Magma heals max HP of self and Auburn nymph (when needed if fearing lightning).  Fog is cheap shield that also can slow down discord scramble. Replace with Stone wall when earth quanta is solid.  Resist the urge to use throw rock on opponent cc, it is for anti-deckout (apply to own Auburn to avoid self-deckout).  BB own Auburn with active mid-game so as not to compete with Magma active quanta. Apply sinkhole to opponent creatures with this order of prioritization: shard of focus, Goose (only if you know you can handle an upcoming SoFo), Creature from fate egg with annoying active, Charger (if you feel you're losing the damage race early).  You can workout with shockwave, dry spell, ice bolt, but I found the build below to be reliable and efficient.  OE is questionable in this deck.  It can help remove Chargers that made their way to the board.  Swave is more reliable early but sometimes Cardinal wants to replace a shockwaved charger with SoFo or another charger.  OE cc on stick is worse early game, better mid-late game.

Could also go for an Earth forward build (see 2nd deck below) but I haven't tested this as much and it initially seems to miss Magma healing.  Problem with this build is dealing with discord scramble.  Metamorphosis to :earth after flood is on board.
Cardinal counter
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3
Events / Re: Team Card Design: New Weapons
« Last post by Turlututu on April 18, 2024, 04:12:25 pm »
Thank you for the feedback :-)

Some answers:
— The unupped Magic Wand came to be as a more "chaotic" version of what is now the upped Magic Wand. Testing will determine which is better.
— Great Maul completely blocks damage from the opposite attacker. E.g. if Great Maul is in your weapon slot (and you have a shield), it blocks the opponent's weapon, period. (Unless that weapon has momentum, not sure about psionic.)
— Infested Log is another case of "we'll see which version plays better".
— Mirages only redirect effects that can target them (i.e. that can target creatures, typically). They would not usually redirect a self-Deflag (a living weapon'd Mirage would, though). Note: I say this, but ultimately it depends on how serp implements the ability.
— Still on Mirages, the redirect ability belongs to the token, not to the Sun Blade. So it does not matter if the Sun Blade is still in play. We'll see if that's too strong; keep in mind they are meant to be detrimental (to their controller).
— Bo Staffs should stack.
— Amber Amulet should provide extra passives on top of the existing ones, but again it depends on how it's implemented.
— With Possessed Sword you can e.g. buff it and that buffs the Ghost too by the same amount.
4
Events / Re: Team Card Design: New Weapons
« Last post by Septima Rhay on April 18, 2024, 02:41:37 pm »
Neat, great to see coordinated weapon ideas.  Overall, I like the thematic, traits, and interactions introduced.  But many of the mechanics/explanations are confusing especially from unupped to upped versions.  Initial thoughts per weapon:

-Unupped Magic Wand: seems overly complex; worth simplifying so un/up mechanics are the same? maybe I need to see it in testing to understand the difference/benefit of the distinction
-Skeleton axe: looking forward to testing; not seeing what the initial strategies with bone golem are
-Scepter of ruling: I assume this can stack with sader or multiple scepters on board, each controlling 1 target as with beguile
-Great Maul:  is the weapon strength the block Damage reduction (12/14)? explanation of modes is confusing.
-Infested log: new trait. neat. feel even stronger this needs simplification.  all of the 'effects' are different and vary from unup to up.  Is that necessary?
-Sunblade: ok, I think I get it.  One risks mild damage to self while having mill/quanta denial benefits. mirages pump own thermal recoil.  maybe we have a sadism version, heal from attacking mirages with plague while continuing to mill/deny.  I wonder about balance for this: Whenever this card's controller self-targets or targets a non-Mirage card they control, change the target to this creature if able. Not only does that seem frustrating on top of milling/denial, but what does it mean 'if able'?  When is it 'not able'? Even if Sunblade is destroyed, a single mirage on board could have that effect?  Seems like a strong lasting effect to deny self-targeting with a single mirage on own board.  Feel upped blade should have worse stats especially hp, keep it at 2 for easier cc removal when spammed on board.  Wonder how fast mill by deck out can happen with sun blade, inno, burn, Shard brave.
-Fishing net: I like it. I understand it.  Thank you.
-Bo staff: do multiple Bo staffs stack DR per staff copy in play?
-Fierce Feathers: I get it.
-Amber amulet: Jewelry. Cool.  After fossilization happens, does the creature still retain original actives/passives?  Or does it override and basically we have a clock golem mechanic.
-Possessed sword: not understanding the potential benefit/strategy of play. 
-Cyberweapon: I get it.

5
Decks / Re: Demigod Prediction Decks
« Last post by Septima Rhay on April 18, 2024, 12:02:44 am »
Mirage often gets clogged up with own cc-cards.  One can survive a few Clepsydras.  It is tough if Mirage gets Alchemists early and you have little CC.  Can also win on damage with Owl's Eye chip and Ice bolt finish.  I tried a version with Shard Brave, but Mirage clogging diminishes Sbrave utility.  Midas is quicker to access than steal and allows for Tornado-received Clepsydras to be played and to use mark quanta. It is satisfying when Tornado shuffles 2x Clepsydras. Not sure about Ice bolt vs dry spell.  Bolt is often too slow early to single bolt Alchies and if stolen by clepsydra gets used on own OE.  Spell is safer to be stolen and is quick quanta for early SoFOs.
Midas>Steal
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Mirage counter
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6
Decks / Re: Demigod Prediction Decks
« Last post by Septima Rhay on April 17, 2024, 01:38:52 am »
Halwyn counter
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7
New Feature Requests / Re: PvP Lobby in Main View
« Last post by serprex on April 15, 2024, 12:35:25 pm »
Main menu chat was added for kongregate. A lobby would be nice tho
8
New Feature Requests / PvP Lobby in Main View
« Last post by Elemensch on April 14, 2024, 06:26:17 pm »
Instead of duplicating the Chat sidebar, the lower-left part of the main view should have a PvP Lobby list where people (e.g. @Septima Rhay ) can indicate availability for PvP.

- Only people who appear to be online at the time would appear in the list
- People in games (PvP or AI) would NOT appear on the list
- People who don't check the "Show In Lobby" would NOT appear either

This would mean a chatty member can't accidentally crowd out PvP propositions.

Under the names, there should be a Show In Lobby checkbox which indicate whether the viewer's name appears in the list when the viewer is available.
9
Decks / Re: Angel's Punishment
« Last post by serprex on April 14, 2024, 05:11:02 pm »
Odd to pilot. Feels slow, which makes me think more fire quanta to fuel nymphs, but the slowness also lends to wanting more healing to not get chipped away at after lock achieved

So, slimmed down to try have fire quanta balanced without thermal recoil & added more sanctuary
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1 martyr can really speed up the deck
10
Events / Re: Team Card Design: New Weapons
« Last post by Turlututu on April 14, 2024, 03:12:27 pm »
There it finally is. We (meaning asdw152, Hitei, pimpollo and myself, with some participation from serprex) started working on these new cards at the tail end of January.

We are not done, though. Now comes the tough part: testing. The cards will be available (soon? eventually? ask serprex) on testetg.dek.im for you to play with them. The cards will be rebalanced based on test feedback and, more importantly, only the cards that prove their worth will be included in the actual game.

Exceptional high-quality art I made with my phone: https://imgur.com/a/1QEIkU3
Top-tier card renders I obtained with my 1337 HTML H4(|<1N6 5|<1LL5: https://imgur.com/a/7FGTkks
Cards in text form:
Spoiler for Hidden:
Magic Wand (unupped)
4 :entropy
3|7
Shazam! 0 (Randomly spend :life :life, :light :light or :air :air. Swap target creature with a Bouquet, a Rabbit or a Bird depending on quanta spent. May swap with a previously swapped creature instead. If so, that creature may mutate. Abominations and Spider Cows always mutate this way.)

Magic Wand (upped)
4 :entropy
3|7
Shazam! 0 (Randomly spend :life :life, :light :light or :air :air. Target creature becomes a Bouquet, a Rabbit or a Bird depending on quanta spent.)

Bouquet (token, unupped, upped)
(life)
0|20
Redirect attacks to this creature's controller to self.
This creature's controller gains life equal to the damage dealt to this creature.

Rabbit (token, unupped, upped)
(light)
3|3
<inherits abilities>

Bird (token, unupped, upped)
x|x or 2|2
Dive :air (Double this creature's strength for next attack. Does not stack.)

Skeleton Axe (unupped)
5 :death
6|3
Nocturnal, counts as a skeleton.
Bone Sharpen :death (Target skeleton gains Appease and "when eating another skeleton, gain its stats instead of 1|1.")

Skeleton Axe (upped)
5 :death
6|3
Nocturnal, counts as a skeleton.
Skeletons you control without a skill have "0, sacrifice: target skeleton gains this skeleton's strength and HP."
Split Off :death (Halve this card's strength and HP rounding down, create a Bone Golem with the lost stats.)

Bone Golem (token, unupped)
(death)
x|x or 1|1
Nocturnal, golem, counts as a skeleton.

Bone Golem (token, upped)
(death)
x|x or 2|2
Nocturnal, golem, counts as a skeleton.

Scepter of Ruling (unupped)
5 :gravity
7|5
Rule :aether :aether :aether (Gain control of target creature until either the Scepter leaves play or you use this skill again on a different creature.)

Scepter of Ruling (upped)
5 :gravity
8|5
Rule :aether :aether (Gain control of target creature until either the Scepter leaves play or you use this skill again on a different creature.)

Great Maul (unupped)
8 :earth
12|40
As long as you have a shield equipped, Great Maul blocks attacks from the opposite weapon or creature instead of attacking.
Two-handed grab 0 (Either return your shield to your hand with its modifiers intact, or discard a weapon or shield and pay its cost to have Great Maul attack with momentum.)

Great Maul (upped)
8 :earth
14|50
As long as you have a shield equipped, Great Maul blocks attacks from the opposite weapon or creature instead of attacking.
Two-handed grab 0 (Either return your shield to your hand with its modifiers intact, or discard a weapon or shield and pay its cost to have Great Maul attack with momentum.)

Infested Log (unupped) <deck editor>
3 :life
2|2
Burst Out :chroma:chroma:chroma (Bugs come out of the log, destroying it. Effect depends on if you control 3~6, 7~11, or 12+ bugs.)

Infested Log (unupped) <in game, 0~2 bugs>
3 :life
2|2
Burst Out :chroma:chroma:chroma (Destroy the log.)

Infested Log (unupped) <in game, 3~6 bugs>
3 :life
2|2
Burst Out :chroma :chroma :chroma (Destroy the log. Add another Infested Log from your deck to your hand if able. It gains 2|2.)

Infested Log (unupped) <in game, 7~11 bugs>
3 :life
2|2
Burst Out :chroma :chroma :chroma (Destroy the log. Add to your hand one copy each of two random bugs you control.)

Infested Log (unupped) <in game, 12+ bugs>
3 :life
2|2
Burst Out :chroma :chroma :chroma (Destroy the log. Add to your hand one copy each of two random bugs you control. The next three bugs you play from your hand this turn are free.)

Infested Log (upped) <deck editor>
3 :life
2|2
Your bugs reinforce the log. Statistics and abilities depend on if you control 3~6, 7~11, or 12+ bugs.

Infested Log (upped) <in game, 0~2 bugs>
3 :life
2|2

Infested Log (upped) <in game, 3~6 bugs>
3 :life
5|5
Poison opponent when you play a poisonous bug.

Infested Log (upped) <in game, 7~11 bugs>
3 :life
7|7
Poison opponent when you play a poisonous bug.
When you play a bug for the first time each turn, draw a bug if able.

Infested Log (upped) <in game, 12+ bugs>
3 :life
7|7
Poison opponent when you play a poisonous bug.
When you play a bug for the first time each turn, draw a bug if able.
Parthenogenesis :life :life (Copy target bug. Counts as playing it.)

Sun Blade (unupped)
1 :fire
3|2
When a player targets a Mirage, they lose :chroma:.
Heatstroke :time :time (Opponent summons a Mirage.)

Sun Blade (upped)
2 :fire
5|4
When a Mirage dies, its controller mills a card from their deck.
Heatstroke :time :time (Opponent summons a Mirage.)

Mirage (token, upped, unupped)
(fire)
2|8
Whenever this card's controller self-targets or targets a non-Mirage card they control, change the target to this creature if able.

Fishing Net (unupped)
2 :water
3|3
Aquatic.
Fish :time :time :time (Draw an aquatic creature from target player's deck if able; if not, add a random token creature to your hand.)

Fishing Net (upped)
3 :water
4|6
Aquatic.
Fish :time :time (Draw an aquatic creature from target player's deck if able; if not, add a random token creature to your hand except Singularity.)

Bo Staff (unupped)
3 :light
5|5
Protect :light (Until your next turn, Bo Staff increases your damage reduction by 1 instead of attacking.)

Bo Staff (upped)
3 :light
5|5
Increase your damage reduction by 1.
Protect :light (Until your next turn, Bo Staff increases your damage reduction by 1 instead of attacking.)

Fierce Feathers (unupped)
5 :air
5|5
Airborne.
Enters play with 5 feathers.
Throw feather :air (Target shield loses 1 DR or 20% evade until your next turn. Spend a feather.)

Fierce Feathers (upped)
4 :air
5|5
Airborne.
Enters play with 5 feathers.
Throw feather :air (Target shield loses 1 DR or 20% evade until your next turn. Spend a feather. Can be used multiple times a turn.)

Amber Amulet (unupped)
6 :time
6|14
Fossilize :earth :earth :earth (Target non-golem creature becomes a golem and loses half its strenght each time it attacks, rounding down; or restore target golem's strenght and increases its HP by half. If you control the target, it absorbs attacks from the opposite creature.

Amber Amulet (upped)
6 :time
8|14
Fossilize :earth :earth (Target non-golem creature becomes a golem and loses half its strenght each time it attacks, rounding down; or restore target golem's strenght and increases its HP by half. If you control the target, it absorbs attacks from the opposite creature.

Possessed Sword (unupped)
3 :darkness
1|1
Nocturnal.
Haunted (At the beginning of your turn or when playing this card, summon a Ghost hauting this card if there is none.)

Possessed Sword (upped)
3 :darkness
2|2
Nocturnal.
Haunted (At the beginning of your turn or when playing this card, summon a Ghost hauting this card if there is none.)

Ghost (token, unupped)
(darkness)
1|1
Nocturnal, golem.
Haunts the card that created it (changes to one also apply to the other, when one leaves play sacrifice the other.)

Ghost (token, upped)
(darkness)
2|2
Nocturnal, golem.
Haunts the card that created it (changes to one also apply to the other, when one leaves play sacrifice the other.)

Cyberweapon (upped)
4 :aether
4|1
Datashrink :air :air (Either reduce the costs of all cards in target player's hand by 1, or reduce the cost of target card by 2.)

Cyberweapon (unupped)
4 :aether
4|1
Databloat :air :air (Either raise the costs of all cards in target player's hand by 1, or raise the cost of target card by 2.)


By the way, the story above is purely for fun. The characters do not represent anyone who worked on this project.