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.
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?
This is a question to the pro-gamers out there.
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!
I introduced a new concept to the game: A Note from the Developer.
I noticed that even though I continuously add new features to the game, I don’t really tell the players about it. Of course, I post those features to the blog (which is good and I’ll keep doing that) but it doesn’t reach all the players.
For the upcoming card dust feature I do a little experiment.
There’s gonna be a new hidden quest, that completes as soon as you transmute two unique/legendary cards. If the quest is not completed yet, two A Note from the Developer cards will be added to your item stash. The notes explain the new feature and you can try it by swiping them up, resulting in your first card dust. And a completed hidden quest!
I believe this could be a great way to promote new features to all players.
Looking forward to your opinion on this!
A Note from the Developer. What?
This happens if you follow the instructions.
Thanks for all the amazing community feedback about transmuting unique/legendary cards.
Most of you would like to transmute cards you won’t use in the current game, the ones that only consume space in the deck.
On the other hand there was a big concern about the reward being too powerful.
I think I found a very nice solution.
Card Dust, a new type of potion will be introduced. Transmute any two unique or legendary cards (doesn’t matter if they are potions, items or towers) and you will be rewarded with a piece of Card dust.
There are three different kinds of Card Dust so far, and I’m up for more suggestions!
Should it be possible to transmute (swipe up) unique / legendary cards?
Another tweaking for 1.1: A completely reworked loot function!
The current function has several drawbacks:
- It scales quite fast: There is a point in the game where you suddenly get flooded with lots of loot.
- It has a hard cap at 400% item chance. Additional item chance boosters have no effect.
Have a look at the current function (yellow graph). It grows very quickly from 100% (initial item chance) to 400% and caps from there on.
Now, the new function (blue graph) is quite different. It grows moderate from 100%, but keeps growing indefinitely. Every item chance boost has an impact, however the higher the chance already is, the less impact of new boosts.
Tests are green, whohoo, refactoring 😀 Just kidding! Can you see from the tests what this sentence in my spec exactly means?
The black market will be available every weekend.
Well at least my weekend begins in most cases at that time. Fingers crossed tomorrow as well, hehe!
public function testIsBlackMarketAvailable_startOfWeekend()
public function testIsBlackMarketAvailable_middleOfWeekend()
public function testIsBlackMarketAvailable_endOfWeekend()
public function testIsBlackMarketAvailable_startOfWeek()
public function testIsBlackMarketAvailable_endOfWeek()
public function testIsBlackMarketAvailable_startOfWeekendBecauseTimeZoneOffset()
public function testIsBlackMarketAvailable_endOfWeekendBecauseTimeZoneOffset()
Thanks for all your feedback about the black market! The first draft of it was really lacking a few things, plus it somehow made the regular card forge obsolete. So here is my second attempt!
- It still opens every weekend
- The price is increased to 300 relics
- Weekend drop is random but the same for all players
- You get a guaranteed special legendary item card
- Those special legendaries can only obtained by the black market, not by the forge
Let me know what you think!
You get special..
The costs are increased..