Working on TheMarine’s poison arrow suggestion. It’s gonna be a black market item for the next version.
During the last days quest creation was unlimited. A little refactoring on server side during Easter holidays caused the problem (I forgot to adjust the database layer to work with the change in business logic).
This moment I deployed a hotifx, so it’s 1 quest per day again.
Thanks Thierry and Hoid for reporting!
This weekend there’s a special egg waiting for you at black market.
zzking is currently publishing a 500 wave game plus bonus round on youtube.
The first two parts are already uploaded, with 8 more parts to come. If you’re interested to see what strategy another player is using, I highly recommend to check it out.
Quite a few players complained about the RNG of the card forge. And I can feel the pain!
So what’s the problem with the current mechanic? For new players it is actually pretty good. Every foil card they get is probably new, and there is a fair chance to even pull a legendary out. For advanced players however it gets more and more unlikely to get one of the desired cards that are still missing in their collection. I think this is quite a frustrating experience, especially when new content updates are released with new legendaries.
I’m currently working on the option to forge cards directly. I adjusted the “my cards” screen, so that all cards are displayed. Non golden cards are rendered in a ghostly blue, indicating that they are still missing in your collection. For missing cards a buy button is enabled. Pressing that button leads you to the famous dwarf Reginn the Dvergr. He’s doing custom forgery for you, if you are willing to pay his price.
- Common: 50
- Uncommon: 100
- Rare: 150
- Unique: 200
- Legendary: 400
Excited to hear your thoughts about this addition! Will you pay Reginn a visit?
The ladder backend is ported to Java. After integration testing the development environment during the past few days, I feel confident enough to go live with the new backend. 1, 2, 3 live!
Players shouldn’t recognize the switch (except maybe a slightly improved performance).
Although the whole thing is written test-driven with a coverage of 93% percent and the fact that I manually tested each usecase with the current app, there might still be bugs that slipped through.
If you notice anything weird about the ladder backend, I’d be glad if you throw me a message!
And the good news: After this being done now, I have time again to add new game content. Yay!
The Spire Magazine wrote an excellent review of Mazebert TD!
The whole article (Russian) can be read here.
I’m currently porting the ladder backend from PHP to Java.
There are a few reasons for me to do that:
- With the root server in place, there’s no need to stick to PHP anymore
- Better flexibility to add new features (I’m much more comfortable in Java than PHP)
- Hands on evaluation of my use case centric open source framework JUsecase
The new ladder backend is completely open source. Feel free to checkout the github repository and see the current progress.
Big thanks to the great people at Github, Travis CI and Coveralls! You’re providing an amazing infrastructure to the open source community.
How strong is the new tower Stonecutter’s Temple in your opinion. Do you make use of it?
It has the same damage bonus effect as Shadow, so I tried to keep things low. How is your experience with it? OP or do we need a buff to keep up with darkness?
Looking forward to your opinions on this topic!