Yes, if you click on it there's a messagebox that explains the "rules" (one of them is that you're not in in tutorial/fixed draw mode).Franka wrote: Redraw doesn't work, is that because I'm in the tutorial?
Well, it's the FIRST tutorial mission, so I didn't want to make it too hard, so the enemy is slower at summoning units. But yes adding enemy leader to attack would work too.Franka wrote: Mission 1:
I'm supposed to kill all enemy units. I do so easily enough. Now the AI keeps either summoning invisible units I can't attack or simply doesn't play any cards, and the game just drags on and on. Let me attack the enemy leader or something, I've already won but I have to sit through 10 more turns waiting for units I can attack, until I've killed them all. Resources were completely irrelevant in this mission.
Yes I messed up a bit that one. I had tested them all in Hard, but I made several changes, so probably screwed up. Since another user complained, I think will change Bloodlust to work only when enemy KILLS a unit (so much harder to trigger than just do damage). I'll keep that for some more powerful enemies later in the game.Franka wrote: Mission 2:
I die in round 2. Round 0: Enemy kills my unit, damages me. Round 1: I play a Mine, enemy destroys both my mines, hits me. Round 2: I play a sharpshooter, enemy kills me.
Tried again, made it to round 3 before being killed. I don't think Bloodlust should trigger when the player is damaged, it's overpowered. The fight seems to be unwinnable on hard (but easy enough on normal). On hard, you can't kill a unit in time, so it's impossible to play the wall because it costs credits. Not that I think you can make it even if you can put the wall down early.
OK goodFranka wrote: Mission 3:
Won with 4 health left. If the enemy had taken more care of attack order and more consistently targeted the player, I would have lost. Resources were not an issue.
Yes in the beginning probably the offensive units are too limited. I'll allow attack on enemy hero too, to make it easier.Franka wrote: Side Missions:
Getting into an unwinnable game is too easy (playing on hard), there aren't enough offensive units to kill all opponent cards. Again, you should be able to attack the opponent directly instead of having to kill all units.
Ah true the maximum page limit doesn't work should go in an empty pageFranka wrote: Deck Builder:
Very confusing layout. Can switch to multiple pages that have no cards in them. Explanations of buttons and the various abilities needed.
Regarding buildings, probably will remove them or use them in another way. Maybe if they counted as Wall (so at least enemies have to destroy them) would be better?Franka wrote: In general: I don't play either buildings or resource generating cards, they're not worth the deck space.
Diana's deck: Take Cover is a waste of deck space, since targeting is so random anyway.
Charlotte's Deck: Spiked Iron-Vines is the best card in any starting deck, and probably the only way to win Side missions in Hard mode.
Xavier's deck: Assault Biker is very good, especially for the cost (doesn't require credits).
Galina's deck: Bounty looks like a really bad card.
Christophe's deck: Matrick Mercenary is very good.
Graciela's deck: Recon Unit is too situational, and not good enough to cost credits.
Mario's deck: Only good for survive X turns fights.
About the other cards, will wait until the full decks are revealed since like happens in all card games, some hero/classes have stronger cards in later, some earlier, and what matters is the overall balance.