v0.9 Dev Notes
Pushed @ 7:30 (EST) on 11/20/12
Crafting
Overview
A crafting system has been added! Players can now combine 'Stones' and 'Essence' to create
any card from the main sets!
Stones
Stones are the foundation of the crafting. They determine what you will
build. They can be from a Card Type, Card Set or Bundle Set. Examples:
Core Stone, Gear Stone, Spooky Stone etc.
Essence
Essence determine the rarity level and kingdom alignment of the item
crafted. There is 7 different essences, each representing a Kingdom and
Unaligned. The amount of essence added will determine the rarity level.
The % of each essence added will determine the Kingdom alignment.
Crafting Level
There will be 10 crafting levels to start. At level 1 you can only craft
commons. The more you craft, the more XP you earn, increasing your
level. The higher the level, the more essence you can add when crafting,
increasing the rarity of items you can make.
Acquiring Essence and Stones
There are a few different ways to acquire both essence and stones:
- Scrapping: After you acquire a single card, any duplicates can
be scrapped for Essence or Stones. Stones only drop on Uncommon+ cards.
The amount of essence dropped is determined by the rarity of the item
being broken down
- Gem Packs: Any pack purchased with gems will always yield some Essence and sometimes Stones.
- Daily Chance: Daily chests now can include Essence and Stones
Achievements
With this feature addition, 3 new Crafting achievements have been added for a total of 17 gems!
Singles Store
Singles for Gold
Say what? That's right. The existing singles shop has switched to be
Gold prices only! It now rotates once an hour and everyone sees the same
items (but don't worry, each persons single inventory is their own,
meaning someone else can't buy your items). The Gold prices will be
driven using a dynamic pricing model. The latest set will not show up in
here.
Dynamic Market
Each card (based on rarity) will have a base Gold or Gem value attached
to it, then, driven by the players demand and use rates the price will
either increase, or decrease! Prices will update at a specific time
cycle, which will be displayed in the shop.
Purchase any Single!
A *NEW* catalog of singles has been added. Now you will be able to
search through any of the main card sets and pick up any card you want
for a Gem price determined by the dynamic market! All sets are included
after their pre-sale period.
Battle
Battle MechanicsMana Cost Altering Cards
All cards that affect Mana cost of other cards, now only affect the
casting cost of cards in your hand. This change was done because many of
the current reducing cards inadvertently caused a negative effect by
lowering the cost of the cards already in play. Examples of this were
Omni Cloak, Engineers Ring causing weaker creatures to be assembled by
Dravkas, or Maelstrom Priestess lowering mana cost of spells that can
get triggered by Arcanos' Visceral Flames ability.
If a card would trigger off the Mana cost of a card being played, it will go by the base cost always.
Battle FX
Added a whole bunch more battle effects for visual clarity of whats going on and feel, including:
- Magic vs Physical damage effect
- Hero enter animation
- Hero death effect
- A few status effect effects
- A few more battle UI effects
Guilds
**Note: This is a preview, some numbers might change before final release**
War Behaviour
The war experience has been revamped to make the war more interesting
instead of just an energy race. Now when guilds go to war, each guild
can only do 100 battles total with each member be capped at a maximum of
20 battles (out of the 100). The total number of wins at the end of the
war, will determine the victor. For each battle win, gold will be added
to a pot, which will be split based on participation. If your guild is
victorious, each player will receive up to a 3x bonus to that gold
amount. There will
no longer be energy required to do guild
battles. Honor will be accumulated after each win, and is independent
from the war outcome. Quests have been removed so they don't conflict
with trying to maximize your win ratios. In the event of a tie, the
defending guild will be the victor.
Top Ranked Bonus
Top ranked guilds will receive an additional bonus amount of gold per battle.
Management
There are a few more management tools in place for guild leaders and
members. You can now view daily, weekly and monthy averages for
offensive and defensive rates as well as war participation %. Guild
mates can now view and skirmish against each others defense decks.
Arenas
Limited Arena
- Now allowed up to 8 rares (was 4). This was done to give a little more flexibility to different deck strategies.
*NEW*
Rotating Arena
- The Kingdom and Skirmish arena's have been removed and in their stead
the new 'Rotating' arena has been added. This arena will cycle through a
new set of rules every 48 hours to keep the battle fresh! The kicker to
this is, the top players at arena rotation will earn GEMS or GOLD! To
prevent against leaderboard camping, AI losses
WILL affect your rating, just at a much decreased rate, currently 25% of the normal rating that would be exchanged.
Current Rule Sets
- Tier 1 Standard
- Tier 2 Standard
- Alliance Standard - Standard rules only using cards of the same alliance as your Hero
- Minimalistic - No cards with Mana cost 4+
- Pauper - Max of 4 Uncommons, the rest must be commons!
- Vanilla - All heroes start with 12 HP and 2 mana with no abilities!
- Tier 3 Limited
- Singleton - Can only use max of 1 of a specific card, 60 card decks
Payout
Currently the top 5 players will earn Gems, the remaining top 50% will earn varying amounts of Gold.
Hero Tweaks
DravkasAssemble
- assembled Constructs now have a mana cost equal to the gear they destroyed
Master Artificer
Whenever an ally gear
or Alchemy Creature with Mana cost [Value] or more enters, Dravkas gains 1 ^, 1 Charge or 1 Mana
ArcanosIce Blast
- Now costs 3,4,5 charges (was 4,5,6)
AmarusUndead Warcry
- Now costs 6 charges (was 5)
PetriceSprinkle Dust
Target creature gains Dust
and Petrice gains 1 Mana
Hero Prices
We have reviewed, and changed (hopefully for the last time) the Hero
Gold prices. We felt they got too pricey and kept a lot of our players
out of reach of trying new and cool strategies. We have lowered the T2
Gold price to 15,000 Gold and T3 Gold price to 50,000 Gold. There will
no longer be a sale value on Gold prices, only the first Gem purchase of
a hero in each tier. (For those who already bought Hero's for greater
prices, please see the end of this patch list :))
Card Tweaks
EveSummon Abomination
Now costs 2 mana (was 3).
- The abomination token now has a mana cost equal to its power
Blessed Champion - Available for trade-in
"On enter:
your Hero gains 3 HPthis creature becomes Blessed 3 (when it dies, its Hero gains 3 HP)."Reason:
BC had far too much value for his Mana cost compared to other
creatures. As an alternative to increasing the cost, we chose this route
which offers a few ways for the opponent to deal with it.
Maelstrom - Available for trade-in
"For each random enemy creature and enemy Hero, deals
4, 3, 2 and 1 ~ damage to it respectively"
- Now costs 4 Mana (was 5)
Reason: With the ability to
wipe the enemy's board AND deal damage to the hero directly, this was
hands down the best burn spell in the game. We chose to limit the
targets so you cant always guarantee a side wipe while still damaging
the enemy hero as oppose to increasing the mana cost to get within
reason of the capabilities.
Core*Redesign* Ancient's Revenge
- Now called Ancient's Will
Collection Page
Collection page has been revamped to include filters for better
searching capability. It now includes the option to scrap cards for
crafting purposes.
Foiling
The foiling mechanic will be switching in this update. No longer will
you trade in a certain amount of cards to receive a foil version,
instead it will be moving to a Gem payable cosmetic upgrade. This is so
it doesn't conflict with the new scrapping and crafting mechanic. The
costs are now as follows:
- Common - 5 Gems
- Uncommon - 10 Gems
- Rare - 15 Gems
- Epic - 20 Gems
- Legendary - 25 Gems
Bugs/Minors
- Abominations now come in with a Mana cost equal to the corpses they destroyed
- There is now a different effect for Magic Damage as opposed to Physical Damage
- Fixed the Dravkas 1009 error, which should also fix the shatter error
- Discards that are forced due to card drawing now properly go to the discard pile
- Fixed a bug with removal of abilities that wouldnt remove Overrun or Corpsecraft
- Tweaked the foil effect a bit
- Adjusted the way a - HP buff works. If they would receive a negative
HP buff it would always take it off their max and current if it wouldnt
kill them. It can now kill them. Cards affected: Selfless Adept,
Morphing Remains
- Added "Light" and "Dark" alliance filters under the deck editor kingdom selector
- Added Mana cost filter in deck editor
- Realm Sworn Bard and Grizzle Beast now costs 50k Gold to match the Dragon (was 25k)
- Fixed hero star tutorial glitch that caused people to get stuck
GEMS!!
And last, but certainly not least we want to thank all our loyal and
committed players as well as our new players that have just joined us!
To celebrate this immense content update and to help cover some of the
changes that may have affected players in a negative fashion, we will be
awarded Gems to all our players! Just like the last Gem payout, every
player will receive some. VIP players (those who have supported us with
any real $ purchases) will be receiving an extra amount for their
dedicated support! Thank you all! (Amounts are still to be determined)