jack1974
Dec 04, 2015
Yes will use another verb

Franka
Dec 04, 2015
Good times.


http://i.imgur.com/RjOKDQz.jpg" style="max-width:100%">
jack1974
Dec 04, 2015
Haha depends who the turn is! (joking, I know it's your turn).
Franka
Dec 04, 2015
That's why I left the flash on.

jack1974
Dec 05, 2015
I am coding mission 20 now. It's a rather tough fight against Queen Shiler in person, so I wanted to add some really nasty spell cards. The only issue I'm having is that I made a nice card:
Healing Chant
"Restores 5 hit points for each Marada alive on the battlefield."
but the AI is dumb so uses it even if the HP is at full

So I first need to find out how to tell the AI to use it only when is seriously injured!!
Troyen
Dec 05, 2015
Can you add card restrictions? E.g. I believe Hearthstone prevents you from healing something at full health.
SparkleBits
Dec 05, 2015
@troyen
He might be able to but it also wouldn't be good if the AI used the card when only 5 HP is missing or something, it seems like something you might want to only whip out at half health or below.
Franka
Dec 06, 2015
You'll also want some units in play before the AI uses it, and it should play its units of the turn before the healing card. I'll be interested to see if you can get it to work.
Potentially it can give 35 life, that seems a bit over the top. Considering the AI can already toss out 5 small Matrick units in one turn on hard, if it can do the same with the Marada faction, this is going to be a bit rough.
jack1974
Dec 06, 2015
My idea was to have it trigger only when the AI health is half or something (you both start at 50HP this battle) and if there were at least 2-3 units.
It might seem overpowered? well, like in Hearthstone, is your choice if you want to focus on hammering the opponent ignoring the played units, or try to kill the units quickly because they could be buffed and counterattack/destroy you
Currently though all those AI tweaks is quite problematic because it's not done in python but through a new system that I'm not yet familiar with

I was hoping Anima could write a manual like he did for the card design

(this framework is definitely much more complex and powerful than anything we've done before, including the RPG ones)
Franka
Dec 06, 2015
It might seem overpowered? well, like in Hearthstone, is your choice if you want to focus on hammering the opponent ignoring the played units, or try to kill the units quickly because they could be buffed and counterattack/destroy you 
My only real concern is if the AI plays 4-5 units the same turn it plays the healing. There's not much we can do to get rid of those units after all.

jack1974
Dec 06, 2015
No I'll make sure that won't happen

I've almost finished the next update, did some card changes that you'll find interesting!
I'm stuck with the Bounty card though, I'm not sure if/how to change it...
jack1974
Dec 06, 2015
Okay, I think I found something useful to add to it

Uploaded new beta which should let you reach up to mission 20 ! You should in theory be able to reach the romance endings if you talk with each character every chance. There is still no jealousy scene check, and the ending CGs are missing. But you can save before the last dialogues and on next update they should show up. I also need to limit the amount of possible romances at same time.
For the romances, If you save before mission 18-19 and send me the save it could be very helpful for me making sure everything works as intended
I released this version mostly to test the battles and card changes, will probably do another minor update with bugfixes, and jealousy scenes+ending romance images next week. The final endings will still be missing since they unlock after mission 30 (end of the "campaign").
Franka
Dec 06, 2015
I don't see any of the card changes, remind if I have to do something special to get them? Please don't say "start over."
jack1974
Dec 06, 2015
The cards get reloaded before each battle, so is enough that you continue the story to see the change (or do a side mission). I should probably refresh them also when opening the deck builder... (in beta, in the final game there will be no need to).
Franka
Dec 06, 2015
Thanks! Lucky me, I had one side mission left before continuing because you forgot to code a Palidrayan mission.

Franka
Dec 06, 2015
Healer Vialle must not die! Oh no, what will I do?


http://i.imgur.com/cnhCl3l.png?1" style="max-width:100%">
jack1974
Dec 06, 2015
Haha OK looks like I need to make that battle tougher!

Needy98
Dec 06, 2015
Galina's talk scenes seems to be bugged. I'm not able to get further than to Truth and Dare scene (and it's without animation).
jack1974
Dec 06, 2015
That's because Galina is only available in the upcoming DLC. You shouldn't actually be able to see that first scene at all!

I think happens only if you're playing an older version, or if you continued a save from an early version. I just tested from the start now and is indeed not possible to reach that scene.
Franka
Dec 06, 2015
Suppress Fire looks like a really bad card. Compare this to Stun. I would suggest that this permanently reduces Attack (by 3? Maybe by 4, comparing with Overpo.. hrm... Outpost Ninja?) of a unit instead? It could halve Attack instead, but only if we get to see 7-8 Attack units later on.
I haven't tested Outpost Ninja yet, but he looks too cheap/like he should be a tier 4/5 card, or both.
It's interesting that we get so many Robotic units at this late point. It's going to make Optimization and Unoptimal Blance extremely strong cards all of a sudden.
It's also interesting that these new units are very cheap. Almost all new units will cost 0 with discount effects. (I'd like to go back to an earlier point and repeat that I don't think discount should reduce Credit costs.)
Even though we spend more resources overall (1/1/1 compared to 1/1), you have to remember that we earn one of each non-Credit Resource per turn. So a 1/1/1 unit still takes only one turn to play, just like a 1/1 unit does. Since we only draw 1 card per turn, once we're set up, we will then always be able to play the next card we draw, if we've built our deck properly. So, a 1/1/1 card in practice costs the same as a 1/1 card, except in the very early turns, where we might play two 1/1 cards instead. (Of course they all cost Credits, which changes things slightly, but probably not that much.)
I would have expected these newer, stronger cards to all cost 2/1 or 2/1/1. Possibly with the exception of Observer and Domesticated Avian, since they're the weakest of the bunch (before we start making combos).