2/19/2015

Release 3.3 is live

Version 1.3.3 Release Notes

1) The way energy works in the campaign has changed. Battles nodes now got you zero energy until you have passed it for the first time, whether that takes one battle or 20. Energy is now only used as a balancer when grinding gold from passed battle nodes and for reward nodes like the chests, etc.

2) The Steam client has been improved to better handle different monitor resolutions. Widescreen monitors will now maximize their use of space and display chat at all times.

3) Creatures that destroy themselves (ex. Grizzle Beast) will no longer be prevented from doing so if they are Indestructible.

4) Elara will no longer be affected by the cards Flesh Seeker and Essence Shift and Amarus' Twisted Bond ability.

5) Effects and steal HP will no longer grant HP if the HP is not reduced on the target (example: Abbadon's Drain Life on Elara).

6) The volume of the sound effects and music has been refined in the game to provide a better audio mix. New sound effects and music will be coming soon!

Clarifying Elara's Ability:

Elara's rules text prevent her from losing HP from abilities and effects that say "Lose X HP" (including "Steal X HP"). It does not prevent abilities that permanently change her HP, such as the spell "Inner Fire" which reads "Target creature gets +1 ATK -1 HP".

2/10/2015

Update and the Watch List

Hey Kingdoms Fans.

Mug

Today we released a very small update to fix the bug with the card "Mug". The card was crashing games, and leading to unearned wins. If on your main screen you see the version number 1.3.2, you have the right version and Mug will not give you an error. A new Steam build has also been deployed.

In the near future we will be deep diving into the error handling code to try to avoid this from happening altogether. Games should not be decided on errors. In the case of Mug, the code should have simply ignored the card and not played it, allowing the game to continue. Kingdoms CCG is a game of skill and matches should be won on skill - this is very important to us.

The Watch List

As announced in last week's KCCG Radio Podcast, we are creating a Watch List for cards in Kingdoms CCG.

The Watch List contains cards that have been raised by the community and our Beta testers as potentially needing a change to reduce their power (a nerf). Our goal with the Watch List is to make this process and our current thinking as transparent as possible, so that no one is taken off-guard when a change occurs, and to help further the discussion of these cards.

The potential nerfs listed are those that are considered by us to be potential solutions. Not all would be applied, we are just presenting the options.

Please note that just because a card is on this list, does not in any way mean that it will be nerfed. The card has just raised the concern of the community and is being watched by Ganz. We will be updating this list periodically.

Watch List: February 10, 2015

Light Ascending

Raise the Guard
Concern: That it creates board states, usually combined with Fae Paragon, on Turn 1 that are nearly impossible to beat.
Our Position: Raise the Guard was specifically designed to give low mana creature decks added strength and reach. As an Epic, it should provide value. Unlike Exalted Enforcements, RtG forces you to build your deck around the card, with enough targets to make it work, and as the number of targets increase the randomness of the card also increases. Note that Indestructible has already been removed from the card.
Potential Nerf(s): Increase cost to 7. Make removal of Indestructible permanent. Limit creatures found to the Holy kingdom.
Status: Continue observing.

Fae Paragon
Concern: Does too much for a 3 drop. May be reason Raise the Guard seems broken.
Our Position: Fae Paragon originally started as a 1/2, but was raised to 2/2. We like the basic power level of the Paragon, but with the stacking resist and Raise the Guard, multiple Paragons can become too difficult to remove.
Potential Nerf(s): No longer award Resist to other Fairies, to make them a little less resilient to removal.
Status: Continue observing.

Skullcrusher Giant
Concern: Too powerful for a rare as both a powerful attacker and a high utility creature.
Our Position: I have written my position on this card here. In hindsight the card likely should have been Epic.
Potential Nerf(s): Reduce ATK to 2. Reduce Charge Drain to 2.
Status: Continue observing, with specific focus on the Limited Environment. Nerf is possible.

Scrollmaker
Concern: While not game breaker, the power level of this card seems high for an uncommon. Manacycle is a very difficult ability to balance.
Our Position: As stated, the only concern with this card is the amount of Manacycle, which allows it to do too much for free.
Potential Nerf(s): Reduce Manacycle to 1.
Status: Nerf is likely.

Tribes Two

Scavenger Goblin
Concern: Stealing a full set of charges can lead to a state of "the game's over, you just don't know it yet." Interaction with Concealed Dagger is particularly troubling.
Our Position: Definitely an over-powered card, and a back-breaker when it hits. Bleed is now available to limit its effect, and the card has been seen less in tournament results lately.
Potential Nerf(s): Limit charge steal to a specific amount (5). Make award charges at end of turn, not immediately.
Status: Continue observing.

Eve

Empower
Concern: Despite the recent limiting of this card, it remains the most powerful pump spell in the game, overpowering its Epic counterparts. Card's interaction with Haste doesn't make sense.
Our position: Scrollmaker has added to the issue with this card. The initial nerf has had little to no effect on the card's impact.
Potential Nerf(s): Increase cost to 3.
Status: Continue observing. Fixing interaction with Haste is likely.

We encourage players to join the discussion on these and other cards in our official forums.

2/03/2015

It's a Firstborn Weekend!

If you just started playing, or missed your chance to get the Firstborn of Euna back in December, we're running a special event this weekend to get your copy FREE.

Just log in between Feb. 7-8, 2015* and you will be granted your free copy of this powerful Legendary creature**.

The card will only be awarded once per account, so if you have already received a copy, you will not receive another (so please, don't scrap yours thinking you'll get another).

Don't know the card? Here it is in all its glory:


Don't miss out!

* Kingdoms CCG runs on GMT. Please plan accordingly. Play on Saturday to ensure that you get your card.

** Some players do not see the card immediately in their collection after seeing the message. Simply log out and back in again and your card will be there.

1/30/2015

Tournament Update - Jan 30th

Tournaments are now awarding Light Ascending Packs properly. Thanks for your patience while we figured this one out.

1/29/2015

R3.1 Release Notes

Today we have released a number of fixes and adjustments based on community feedback.

Tournaments

All Paid Tournaments (those with a Ticket Entry cost) will now award Light Ascending packs as prizes.

** NOTE: There appears to be an issue currently with this. LA packs are being shown, but Tribes packs are being won. This didn't happen in testing and we will figure out what the issue is as soon as possible. **

For our many new players, we are currently working on a new special prize pack for tournaments that will include all of the cards from our first three expansions, Eve, Rise and Tribes. When ready, we'll add this to the tournament rotation. We're also reviewing the overall tournament schedule to make it more fun for new players, including reintroducing the Pauper and Kingdoms formats. We'll have more on this in a later update.

Tribes

Tribes packs have been reduced in Gem price and are now available for Gold at a price of 20,000 per pack.

Rare Prices

The prices of rare singles in Eve, Rise and Tribes have been reduced overall.

*Note: This won't appear until the next price update.

Raise the Guard

Due to an unexpected interaction between Indestructible and self-sacrificing creatures (they don't die when Indestructible) we have removed the granting of Indestructible from Raise the Guard. We will be working to fix this interaction in an upcoming release, and at that time may reintroduce Indestructible to the card.

Note that yes, you can still achieve this using Belnir's 4 charge ability, but as this can't happen on turn 1 and takes effort to set up, we're leaving this as is.

Bug Fixes


  1. Inverted Hourglass will no longer cause Out of Sync errors while being used in PVP.
  2. AI Defending has been given an overhaul. It will no longer set creatures to defend improperly, and will be more likely to defend properly. Creatures with 1 Health and Armor will also no longer set themselves to Defend while Bleed is in play.
  3. Realm Crusher will no longer count creatures with Indestructible as having been destroyed when setting its ATK/Health
  4. Steam users can now use the Password Reset feature.
Free Gems


Yep! This weekend (GMT) just log into Kingdoms CCG and get 20 Gems Free! Just a special thank you to all of our players for enjoying this great game!

1/23/2015

Release Update

Whenever we do a release, we watch our official forums for the reaction from our players and to see if we missed any bugs.

In this release it was two changes that we didn't make that appear to have caused the most problems and we would like to respond to both:

1) Ticket Tournaments are not awarding Light Ascending packs

This was an oversight in development. Tournaments are supposed to automatically award the most recent set, but this didn't happen in this case. We believe that we've found the issue and will be addressing this next week. Light Ascending packs will be awarded for Tournaments.

2) Tribes was not made available for Gold purchase

When releasing Light Ascending, we decided not to move Tribes to Gold. Our intention was to move it with the release of the next 55-card set, which "completes" Light Ascending. We have heard your complaints about this decision. For many of you who have been with us through the entire transition, the wait has been long enough. We will be making a final decision as to the pricing of Tribes on Monday, and will aim to get the change into the same update as the Tournament prizing change.

In addition to these two issues, we've discovered that some problematic bugs were missed in testing:

1) The AI is setting creatures to Defend en masse

When one creature on the AI's side is set to defend, the other creatures are also set to defend. This bug appears to be a result of our fixes to the way that the AI handles Immolate and the new Rune Word "Bleed". This is a very important bug for us to fix and we will be working over the weekend to get it resolved.

2) Inverted Hourglass is causing Out-of-Sync Issues in PVP

This is a PVP issue only, and appears to only negatively affect the player who actually plays the Inverted Hourglass. It is strongly recommended that you do not play this card in any constructed tournament until the issue is resolved. The card appears to work fine against the AI and therefore can be used in Guild Wars.

3) Realm Crusher is interacting with Indestructible incorrectly

The creatures don't die, but Realm Crusher gains stats like they do. This is simply a logic error that shouldn't be difficult to resolve. 

We'd like to thank all of our players who gave their opinion - positive or negative - to the new set and changes, and everyone who helped us with detailing the above bugs. We'll keep you posted with updates as these issues are resolved.

- The Kingdoms CCG Team.

1/21/2015

A Legend Arrives

At last the Light Ascends!

Leading the charge is Elara, Angel of War - the first 7 mana Legendary creature in the game!

Elara is just the 10th 7+ mana card released, and joins such powerful, format-defining cards as Skybreaker Giant, Realm Crusher and Epic Battle Axe.

So what does a 7-mana Legend look like? Here you are:


Even without her card text, she's a 4/4 flyer who stays alive with ALL of Holy's ability suite: Regenerate, Armor and Puresoul. Polymorph your way out of a sticky situation? Sorry, Elara will have none of that.

So let's look at her card text:

On enter: Your Hero gains 5 HP. - Simple, yet powerful. Undo some of the damage done to you so far, so that Elara has time to win the battle.

This creature cannot lose Health directly... - Undead spells often cause Health loss directly, and these spells and effects will do nothing to Elara. Take that 

... and cannot be destroyed. - Skybreaker of the skies! Elara ignores Smother and Echo Blast as well.

So exactly how do you kill Elara? Two Disintegrates will do it, if played on the same turn, but one of the best options is actually Enigma of the Unknown. His four points of Volatile will kill an unbuffed Elara is one blow, and get you two mana and some charges back in the process!

Watch for Elara to rule the skies! Light Ascending is available now!