Hi everyone,
We just wanted to wish each of you a very happy holiday season!
We will be out of the office from now (Dec 21st) until January 2 and won't be able to answer support emails.
Happy Battling!
- Team KCCG
This is the developer blog for Kingdoms CCG. We'll update with upcoming news and balance tweaks.
12/21/2012
12/19/2012
v0.9.1.6 is Live!
v0.9.1.6 Dev Notes
Pushed @ 8:35 on 12/19/12Top Guild Bonus
- Top guild bonus was reduced from 50/40/30/20/10% bonus gold to 25/20/15/10/5%X-Mas Bundle Cards
- Singles are now back in the featured pack sectionBugs/Minors
- Small backend live play fixes12/17/2012
X-Mas Bundle is now Live!
The X-Mas bundle is now live and available in the cards section of the shop!
And just as a reminder, here is all four cards!
And just as a reminder, here is all four cards!
Merry Ho-Ho and happy battling to all!
12/14/2012
v0.9.1.5 is Live with a NEW PROMO!
v0.9.1.5 Dev Notes
Pushed @ 2:20pm EST 12/14/12New Promo Card!
It's been a while since one of these, but to celebrate the release of The Hobbit, we made a new LEGENDARY promo card that will be available for gold or gems! To unlock: You must place in the top 10 in the rotating arena, once. Gold price will be 250,000 and Gem will be 150.Bugs/Minors
- Fixed an issue with purchasing new Bard bundle and not unlocking the Dragon bundle properly- All bundles are now visible, use the arrow to cycle through them
- Can now see holiday cards in the collection under promo section
12/13/2012
KCCG Podcast #1 is Live!
Hi Folks!
Episode 1 of Kingdoms CCG radio is complete!
You guys can listen to it here: https://soundcloud.com/kingdoms-ccg/kccg-podcast1
Join the discussion, comment and give us feedback on the forum here so we can be better next time: http://wiki.kingdomsccg.com/?q=node/2043
Enjoy!
Episode 1 of Kingdoms CCG radio is complete!
You guys can listen to it here: https://soundcloud.com/kingdoms-ccg/kccg-podcast1
Join the discussion, comment and give us feedback on the forum here so we can be better next time: http://wiki.kingdomsccg.com/?q=node/2043
Enjoy!
12/11/2012
CORE/EVE and the state of balance
Hi all,
In an effort to keep you, our dedicated players up to date with what we have brewing here at Antic, I have decided to give you the low down on our current thoughts of the card balance.
Overall, we are very pleased with how Rise turned out. With the tireless efforts of the Beta team and internal team here we have come up with what we feel is our best set to date! We designed it (and tested) with both constructed, sealed and draft play styles in mind. We did plenty mock sealed tournaments and found it to be a great amount of fun! The constructed tests involved testing both within the Set itself, as well as integrated into existing popular meta decks. Through both tests we found it (and tweaked towards of course) to work nicely together.
That said, unfortunately CORE and EVE did not receive the same thoroughness to testing and design simply due to time and resource constraints. Our next focus of attack is to use the same balance efforts and look at CORE/EVE and address any of the underwhelming, overpowered or straight up missing cards. On that last note, some of you may have noticed there were a few issues with the number of cards in core in specific categories, namely Ancient and Unaligned. For those interested, enjoy a little bit of Kingdoms design back story: When we first were designing Kingdoms we actually only had 5 kingdoms in mind. Light, Dark, Mystical, Elemental and Alchemy. I had in mind a subset of cards that were going to be uber powerful 'bomb' cards. Eldrazi'esque so to speak (for those familiar with MTG). Through playtesting, design iteration and further balancing we arrived at the idea of having the 6 Kingdoms, each with their opposing factions and alliances (which we love btw), but due to this rather last minute shift we had to sacrifice some of the Unaligned cards to fill some of the Ancient card gaps. We never were able to get it up to the same card level as the other Kingdoms and it's been bugging me for a while. Fast forward to now. Now that we have proper resources and an excellent beta testing team, our focus is to get CORE (and EVE) to the same level of satisfaction that we have out of Rise.
We understand you the players do not like change, especially drastic changes and we are going to keep them as minimal as possible. That said, we are looking at the long term quality of the game and feel that improving and 'perfecting' CORE and EVE, the first two sets, are integral to this. While we are testing in large batches on beta, we currently plan to roll out these tweaks in stages to the live community so there isn't a huge disruption in the meta. For those worrying concerned about purchasing, or recently purchasing in the single shop the same trade in rule will apply here. If the card was affected in a negative way, it will be trade-in applicable.
When we are scrutinizing cards we look at a series of things including: use rates, use rates in top decks, purchase rates and general 'fun factors'. We will be doing our best to bring those under whelming cards up to an enjoyable level, and toning down any over powered cards to an appropriate level as well as adding about 15 (currently planned) new cards to CORE.
Lastly we want to hear your thoughts (without too much specifics at this point) regarding the sets and their enjoyability.
Thanks all!
Jeff
PS: To join the discussion visit our forums here: http://wiki.kingdomsccg.com/?q=node/1982
In an effort to keep you, our dedicated players up to date with what we have brewing here at Antic, I have decided to give you the low down on our current thoughts of the card balance.
Overall, we are very pleased with how Rise turned out. With the tireless efforts of the Beta team and internal team here we have come up with what we feel is our best set to date! We designed it (and tested) with both constructed, sealed and draft play styles in mind. We did plenty mock sealed tournaments and found it to be a great amount of fun! The constructed tests involved testing both within the Set itself, as well as integrated into existing popular meta decks. Through both tests we found it (and tweaked towards of course) to work nicely together.
That said, unfortunately CORE and EVE did not receive the same thoroughness to testing and design simply due to time and resource constraints. Our next focus of attack is to use the same balance efforts and look at CORE/EVE and address any of the underwhelming, overpowered or straight up missing cards. On that last note, some of you may have noticed there were a few issues with the number of cards in core in specific categories, namely Ancient and Unaligned. For those interested, enjoy a little bit of Kingdoms design back story: When we first were designing Kingdoms we actually only had 5 kingdoms in mind. Light, Dark, Mystical, Elemental and Alchemy. I had in mind a subset of cards that were going to be uber powerful 'bomb' cards. Eldrazi'esque so to speak (for those familiar with MTG). Through playtesting, design iteration and further balancing we arrived at the idea of having the 6 Kingdoms, each with their opposing factions and alliances (which we love btw), but due to this rather last minute shift we had to sacrifice some of the Unaligned cards to fill some of the Ancient card gaps. We never were able to get it up to the same card level as the other Kingdoms and it's been bugging me for a while. Fast forward to now. Now that we have proper resources and an excellent beta testing team, our focus is to get CORE (and EVE) to the same level of satisfaction that we have out of Rise.
We understand you the players do not like change, especially drastic changes and we are going to keep them as minimal as possible. That said, we are looking at the long term quality of the game and feel that improving and 'perfecting' CORE and EVE, the first two sets, are integral to this. While we are testing in large batches on beta, we currently plan to roll out these tweaks in stages to the live community so there isn't a huge disruption in the meta. For those worrying concerned about purchasing, or recently purchasing in the single shop the same trade in rule will apply here. If the card was affected in a negative way, it will be trade-in applicable.
When we are scrutinizing cards we look at a series of things including: use rates, use rates in top decks, purchase rates and general 'fun factors'. We will be doing our best to bring those under whelming cards up to an enjoyable level, and toning down any over powered cards to an appropriate level as well as adding about 15 (currently planned) new cards to CORE.
Lastly we want to hear your thoughts (without too much specifics at this point) regarding the sets and their enjoyability.
Thanks all!
Jeff
PS: To join the discussion visit our forums here: http://wiki.kingdomsccg.com/?q=node/1982
12/10/2012
v0.9.1.4 is Live!
v0.9.1.4 Dev Notes
Pushed @ 8:20 on 12/10/12.December Pack Sale!
For the month of December we decided to lower the gem cost of packs for the Core and Eve sets! Merry Ho Ho!Core
Premium Pack: 19!
3x Premium Pack: 49!
Eve
Premium Pack: 29!
3x Premium Pack: 79!
10x Premium Pack: 239!
Bard and Dragon Bundles
Due to the sale we decided to switch change up these bundles to offer more Gem value! All players who have previously purchased it, will be able to do so again.Bard Bundle
- Now contains 150 Gems (was 50)
- No longer contains packs
Dragon Bundle
- Now contains 300 Gems (was 100)
- No longer contains packs
X-Mas Bundle
Stay tuned...Bugs/Minors
- Allegiant Warrior now properly triggers on ally holy creatures only- Dravkas + Bulwark AI targeting bug fixed
- Smite now targets any Undead creature properly
- Fixed an issue with scroll lists crashing
- Fixed a bug with accepting/deleting mail
- Fixed a bug with the guild deck selectors
- Fixed a bug with starting campaign battles
- Fixed a lot of 1009 errors
- Bunch of small crash fixes
12/08/2012
v0.9.1.3 is Live!
v0.9.1.3 Dev Notes
Pushed @ 2:00PM EST on 12/06/12Guild Rewards
- Increased battle win gold from 25 to 75- Added battle loss gold of 25
- War win Bonus amount reduced by about half
- This increases the overall earn rate and closes the gap between winners and losers so you have more incentive to fight your war
Rotating Arena
Rule Set Changes- Minimalistic uses a strict rarity ruleset now including: max 4 rares, 1 epic
- Vanilla now uses limited rarity ruleset: max 8 rares, 2 epics, 1 legendary
Rewards
We will be revamping the payout structure to something that rewards more based on how much you play and how well you do, but in the mean time we bumped the gold rewards to:
- 11th - 25th = 5000 gold
- 26th - 50th = 2500 Gold
- 51st - top 50% = 1500 Gold
Bugs/Minors
- Rise collection status now shown in profile- Fixed the tie out of sync error in live play matches
- Fixed password reset for .com users
- Fixed price label visual alignment on buttons
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