pickhardt
Avatar

I just deployed some changes on Saturday.

Breaking change: Grow Big was split into three cards: Grow Big, Grow Huge, and Grow Gigantic.

Your Grow Bigs were all changed to Grow Gigantics. Apologies but you can just buy the Grow Bigs or Grow Huges back from the Store for pretty cheap Orbucks price.

The other new card is a green Snake (1 AP / 2 HP poisonous).

Some black cards were slightly changed too.

Nothing too major, but it is a start towards some bigger changes that would be pretty game changing.

coldblacksky
Avatar

Wolf cards were also changed, correct? Forest Wolf went from 2 to 1 HP for instance, and the big wolf lost 1 (AP? HP?).

pickhardt
Avatar

Ah yes, that’s correct. Forest Wolf went from 2 to 1 HP for instance, and the big wolf lost 1 AP. Alpha Wolf / Gigantic Wolf also was reduced in cost by 1 from 6 to 5.

gregor
Avatar

big snake (formerly venemous cobra) is now a 2/3 rather than a 2/4 as well.

big skeleton is now a 3/2 rather than a 3/3

and big vampire got a cost reduction from 3 to 2!

coldblacksky
Avatar

Yay for Big Vampire!!!! :D

techor
Avatar

Any news on the updates to the game?

pickhardt
Avatar

Hey techor. When I started planning how to make the forging system (combining multiple cards) I realized that it’s much more complex than I initially thought. For example, for anything except the simplest forges (like adding AP/HP or reducing cost) it is going to involve dynamically generating the card text. I will need to rewrite a lot of the game logic to support it, and I haven’t had the time to do it yet.

solitea
Avatar

Your proposed dynamic forging system sounds really cool. If it’s too much work, you could always just implement forging more simply. For example, actually create each permutation as a card, then just remove the cards used from collection and replace with the new card. Nothing dynamic. I know it’s not as exciting from a design and scripting perspective, but it’s usually true that a plain design actually implemented is better than an exciting design that never gets done.

This approach would also allow for more “custom” abilities and balancing, where forges don’t always have to have an exact 1:1 correlation to their component parts. Hard to balance things when one identical ability ripples across hundreds of cards, as there’d be no way to rebalance the ability for a specific card without affecting all the other cards.

In the meantime, you could also release some of the new permutations as regular cards to ease the transition and keep the game fresh.

Just a few ideas.

pickhardt
Avatar

I hear you guys, just can’t promise a date.

I read the forum frequently.

Reply
x
to whisper, type "/w username message"