jack1974
Nov 30, 2015
Here's a bug to go with all that: Scouts seem to reveal all invisible units, not just one random unit.
Oops you're right, will work right on the next update (I just uploaded one).
If you're going to reduce stars, you should probably take some from side missions. It's kind of cool that you can spread out and upgrade more by doing the side missions though.
Yes right, since those are optional. Or maybe I can just leave as it is... I'll just make enemies tougher just in case

Franka
Nov 30, 2015
Yes what you found is a bug, time to do an update 
WAHH, more side missions I missed out on!
Franka
Nov 30, 2015
Starting the last Assault side mission.
[code]
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/gameflow.rpy", line 168, in script call
File "game/plot/talk.rpy", line 3819, in script call
File "game/script2.rpy", line 594, in script call
File "game/script.rpy", line 54, in script
File "game/script.rpy", line 56, in <module>
IOError: Couldn't find file 'xml/match/Assault/Palidrayan2.xml'.
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/gameflow.rpy", line 168, in script call
File "game/plot/talk.rpy", line 3819, in script call
File "game/script2.rpy", line 594, in script call
File "game/script.rpy", line 54, in script
File "F:\Temp\PSCD-0.8.3-all\renpy\ast.py", line 805, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "F:\Temp\PSCD-0.8.3-all\renpy\python.py", line 1460, in py_exec_bytecode
exec bytecode in globals, locals
File "game/script.rpy", line 56, in <module>
File "new_card_framework/Core.py", line 162, in create_match
File "new_card_framework/Board.py", line 18, in __init__
File "new_card_framework/Board.py", line 23, in load_definition
File "new_card_framework/Core.py", line 166, in get_match_definition
File "new_card_framework/AbstractBasics.py", line 33, in loadFile
File "F:\Temp\PSCD-0.8.3-all\renpy\exports.py", line 1869, in file
return renpy.loader.load(fn)
File "F:\Temp\PSCD-0.8.3-all\renpy\loader.py", line 533, in load
raise IOError("Couldn't find file '%s'." % name)
IOError: Couldn't find file 'xml/match/Assault/Palidrayan2.xml'.
Windows-7-6.1.7601-SP1
Ren'Py 6.99.8.865
0.8.3
[/code]
Franka
Nov 30, 2015
Yes right, since those are optional. Or maybe I can just leave as it is... I'll just make enemies tougher just in case 
I don't think you should make enemies tougher. More stars doesn't mean our units get tougher, because most of the time we can only use 3-4 different units at a time, and we'll have enough stars for those no matter what you do.
Franka
Nov 30, 2015
After clearing the Remi side mission, when I enter the Deck Screen, I can't exit without a deck with maximum of 8 cards in it.
Franka
Nov 30, 2015
Mission 16 has an intro, then this. Still no game end message box.
[code]
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/gameflow.rpy", line 164, in script call
File "game/plot/missions.rpy", line 1908, in script call
File "game/script.rpy", line 54, in script
File "game/script.rpy", line 56, in <module>
TypeError: 'NoneType' object is not iterable
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/gameflow.rpy", line 164, in script call
File "game/plot/missions.rpy", line 1908, in script call
File "game/script.rpy", line 54, in script
File "F:\Temp\PSCD-0.8.3-all\renpy\ast.py", line 805, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "F:\Temp\PSCD-0.8.3-all\renpy\python.py", line 1460, in py_exec_bytecode
exec bytecode in globals, locals
File "game/script.rpy", line 56, in <module>
File "new_card_framework/Core.py", line 162, in create_match
File "new_card_framework/Board.py", line 18, in __init__
File "new_card_framework/Board.py", line 70, in load_definition
TypeError: 'NoneType' object is not iterable
Windows-7-6.1.7601-SP1
Ren'Py 6.99.8.865
0.8.3
[/code]
jack1974
Nov 30, 2015
OK thanks, no mission 16 shouldn't show up at all, you should get that messagebox. Can you send me some of your saves so I can test to make sure next update works ?

I forgot to code the Palydrayans sidemission, will do that tomorrow!
Franka
Nov 30, 2015
I sent my save from the side missions just after mission 15. You can also check the Remi side mission error from there (if you clear the mission), where the Deck Screen forces you to make 8 card decks.
jack1974
Nov 30, 2015
Thanks, will do another update tomorrow (about 12h from now for people in other timezones).
Franka
Nov 30, 2015
So, we have 4 new cards in this update, all generic Empire cards, so usable by everyone. There's been a general revamp of stat bonuses for silver/gold, but all it really means is a reduction of health on most player units. This is probably not strongly significant for our general strength, though I suspect it may hit early Alex decks the hardest (Diana was already using suicidal/invisible units).
Robo-Ant: I haven't gotten around to abusing it, but clearly this is powerful with Optimization - you can have a 6 Attack unit with double attack. The reason this doesn't worry us too much is that Robo-Ant requires 2 Energy to play, so you can't overrun the board with these.
Grenadier Unit: Powerful, and not too expensive. These guys will be used a lot, and are easily abusable with the Recruit card, since their cost becomes 0.
Assault Infantry: Notable for being 4/2 at the Gold upgrade. With Charge, they will almost always get their 4 damage somewhere. They're balanced by requiring 2 Personnel resources, making them much harder to abuse.
Missile Turret: Any card that requires 3 of the same resource needs to be insane to get a deck spot. This one doesn't cut it. It's not wise to invest 3 Material in a Wall with a starting maximum of 6 health, especially when its bonus is against flyers, which don't have to attack it. It would be too harsh to call it unplayable, but I certainly don't want it in my decks. If it cost 2 Material, it might be worth a shot, but I'd still take my 2 Cannon Turrets first. (It's better than Laser Turret though, which I will call unplayable.)
I think all these turrets should be similarly costed, at some combination of 2/1/1. If tests then reveal them to be too powerful, they can be adjusted. Right now they're not getting tested, because they're too expensive to play.
jack1974
Dec 01, 2015
I think all these turrets should be similarly costed, at some combination of 2/1/1. If tests then reveal them to be too powerful, they can be adjusted. Right now they're not getting tested, because they're too expensive to play.
I agree, even in my playthrough I could play the missile turret only a few times, and mostly because I wanted to see it in action and not because was worth it. I'll reduce the cost, since increasing the power would unbalance it

Franka
Dec 01, 2015
Alpha Team says that it heals all units, but it doesn't heal Walls.
jack1974
Dec 01, 2015
Yes is all organic units, need to update the description. I made most changes, but I'm currently thinking if to unlock more cards before the end of the current demo, since I wanted to have the last 10 missions or so with almost all cards unlocked, so I'm doing some calculations. Will do the update this afternoon so probably 4-5h from now (so later than I thought).
jack1974
Dec 01, 2015
Was about to upload the new build but I found a bug, if an enemy action/spell card has no target, the game goes in an infinite loop

you probably never encountered it since is hard, it happens with the Robobrain "Braiins Virus"

since it targets organic only, if you have only robotic (like only turrets) the games hangs. So we're first trying to solve this bug before updating again!
jack1974
Dec 01, 2015
Anima managed to fix the infinite loop bug, so here's the update at last

Franka
Dec 01, 2015
I made most changes, but I'm currently thinking if to unlock more cards before the end of the current demo, since I wanted to have the last 10 missions or so with almost all cards unlocked
Gief more cards!

Franka
Dec 02, 2015
- Missile Turret cost spread out to 1/1/2/1 so it can be summoned more often
You should rebalance Laser Turret and Flamethrower Turret too.
jack1974
Dec 02, 2015
Why? I don't think they cost too much. Using Walls like that becomes really too easy to win the battles in hard mode (at least on my playthroughs).
Also, here are more cards


https://pbs.twimg.com/media/CVNrPf-UYAApIMA.jpg:large" style="max-width:100%">
edit: I see, the 4 energy requirement for the laser turret is indeed a bit too much. Will tweak that

Franka
Dec 02, 2015
Well, all the Turrets are situational. If you've been able to play them consistently, you're playing a very different game than I am.

It's really hard to win a game where you have too many Walls in the deck, in my experience (which might be totally wrong of course, but I try to avoid drawn out fights), because Walls don't hit the opponent, and they require Credits, which are hard to get quickly. If there are victory conditions like Win in X turns or small maximum deck sizes, Walls can be outright bad for you.
Also, when you first start a fight, you don't know if you're facing robots, organics, or something completely different. If you get trounced, you can go back and pick the right Wall for the job of course, but blindly putting in an extremely expensive Wall that might be worse than Cannon Turret is not very clever.
If you feel that there are a lot of enemy Organics, Flamethrower Turret might be priced ok, but you have plenty of Wall hating cards in the enemy decks, from what I've seen, and there are a LOT of fights featuring flyers and non-organics. Laser Turret is actually totally horrible, because all the robots I've seen regularly so far are Orbis, which are flyers. Maybe there's a problem with the AI targeting if it suicides into your double damage Walls?
Anyway, I'll just go back to what I said earlier about not getting those Walls tested (by me

), because I don't put Walls costing 6+ resources into any of my decks. Ever.
Franka
Dec 02, 2015
If you look at the best Walls currently in the game (in my opinion), you get something like:
Cannon Turret; 3 Resources to play, high Health, good damage, neutral card.
Force Field; 2 Resources (same ones though), high Health, damage, stuns, 3 in a deck.
Mine Field; 2 Resources, kills anything that doesn't fly (Turrets go home), 3 in a deck.
Honorary mention to Spiked Iron-Vines, but they get worse as the opponents get stronger.