PSCD 0.9.9 - beta demo!

A VN/CCG hybrid game with all romance combos https://www.winterwolves.com/pscd.htm
Post Reply
User avatar
jack1974
Pack leader
Posts: 15095
Joined: Thu Jun 16, 2005 4:43 pm

Re: PSCD 0.8.6 - beta demo!

Post by jack1974 »

Sorry I forgot to update the description, works only on organic targets! :lol:
Regarding buffs/debuffs is not really possible: differently from SOTW/Loren there's no track of what has been cast on the cards (would be crazy). So yes, it can only restore the card to default values, which could be a good or bad thing.
I can have it target even allied units though, that is possible.
User avatar
Franka
Elder Druid
Posts: 1406
Joined: Fri Nov 30, 2012 3:07 pm

Re: PSCD 0.8.6 - beta demo!

Post by Franka »

jack1974 wrote:Sorry I forgot to update the description, works only on organic targets! :lol:
Regarding buffs/debuffs is not really possible: differently from SOTW/Loren there's no track of what has been cast on the cards (would be crazy). So yes, it can only restore the card to default values, which could be a good or bad thing.
I can have it target even allied units though, that is possible.
Well, if it restores Health to full, then it's too strong to be played on our own units. If it just restores Attack to normal value and can be played on both enemies and our own units, it might be good.

Another bug: The Breach you get from Covert Operations doesn't work.
User avatar
Franka
Elder Druid
Posts: 1406
Joined: Fri Nov 30, 2012 3:07 pm

Re: PSCD 0.8.6 - beta demo!

Post by Franka »

All right, I think I've checked all the new and the changed cards. We're taking a look at balance and use then.

Riot: A good first turn card, because that's when the AI usually plonks down 4-5 cards. After that, it becomes a comeback card if you're getting beat, which is good, this is something the game has really needed. I think the cost is probably about right.

Volunteers: Fairly unexciting. They call non-upgraded versions of themselves, which plain sucks (and I would consider it a bug).

Robo-Replicator: We've already covered its bugs earlier (summons a bad organic copy). I find that its stats are over the top, 4/6 when upgraded is too much. Starting stats 3/3 or 3/2 would be reasonable.

Electrocute: Probably overpriced right now, but AoE damage is good early in fights.

Collapse Ground: A bit tricky to use, best when you kill all the small units first. Relying on luck is a loser's game. I'm not sure about the cost, under the right circumstances it would be fine, but the random bit makes me think it should be a little cheaper.

Apex-Rahn Berserker: Pff, now we have to hope for Walls to really abuse this guy, though Steroids still make him interesting. He's now one of the few good units against Palidrayans and their 10 Health Walls.

Observer: Growing units are fun to abuse, this one is slow though, and only gets silly when we play Unoptimal Balance after several turns. It's still good at 3 Attack and Breach though.

Snipe: I'm thinking it's overpriced right now. Also not sure this should work on Walls.

Agent Zero: I like this guy for his versatility, while Invisible isn't very useful, it does mean the AI can't take him out before summoning sickness is over.

Barrage: A basic AoE damage card. Should probably be cheaper than Electrocute and Psionic Blast.

Sergeant: I like him, he’s interesting, good by himself, but also good if he should die (once the targeting bug is fixed).

Domesticated Avian: The only difference between Flying and Breach is what cards affect them, which is currently none for the player, so it's like a 3/4 Breach unit, which is ok, I guess, but compared to, say, Agent Zero, not very good. I think it needs a buff, an additional ability.

Critical Hit: Not highly useful right now, and rather expensive, but it does round down in our favor, so you can go from 7 to 3, or 1 to 0. Should this work on Walls though?

Spiked Wall: I'd pretty much always use Cannon Turret before this. Very unexciting, but of course somewhat abusable with Rebuild. Probably strong against Matrick, who are mostly melee units with little Wall hate.

Suppress Fire: This is interesting, because we have very few ways to mess with enemy Attack stat. It's expensive, but guessing it will be useful later. Rounds down in our favor, which is good.

Mobile Factory: It makes Robotic units open for abuse, but with the change to Discount (doesn't discount Credit costs), I think it works. It's a little too tough, probably 1/5 before upgrades would be more reasonable, or better yet 0/5. It feels a bit much like another Cannon Turret at 2/7 upgraded.

Grenade: Too expensive right now, but a useful small AoE card, notable for being able to splash Invisible units on the sides.

Psionic Blast: Like Electrocute, a little too costly, I think.

Robo-Ant Protector: Strong, high stats, targeted Force Shield. Stats are too high, I think, 2/3 would be better maybe?

Alien Scavenger: Finally it's become useful! I like having this guy sitting around now, pumping up my units. I'm not sure these should work on Walls though, they make Mine Field pretty strong.

Bounty: I've tested it a lot, and I think it's ok now. Playable, but not amazing since we do pay resources we also need to summon that Credit expensive unit we want. The Renegade Sniper is also weak enough that it's the right card for this. I often have to get rid of it quickly, because it takes up space I could use for something better.

Snap Shot: Expensive. Might be more useful later, right now it kills almost anything. Shouldn't work on Walls though.

Outpost Ninja: We've already gotten this guy nerfed some. He's still hot cakes, but it's about time Galina got a proper attack unit, so I think it's fair.
Troyen
Elder Druid
Posts: 957
Joined: Fri May 06, 2011 2:23 am

Re: PSCD 0.8.6 - beta demo!

Post by Troyen »

jack1974 wrote:
Troyen wrote: I kinda wish walls had some sort of visual indicator. Didn't realize the mine field was one until turn two. Same for units that grant credits on death, but that's a lot to pack in.
There's a space on top of the small card border, I could try to put some small icons there, but need to check if is not too much info on screen at once.
If it comes down to it, I'd rather have the credit indicator than the wall indicator. Walls you can sort of figure out by using the card details. Credits aren't shown at all.
Troyen wrote: Also, would be nice if the "end selection" button lit up to remind you to click it. Or the "end turn" button if you have no more cards to play.
I need to ask Anima if is possible to do a check for the player not having any more cards to play, but otherwise is a good idea.
I think you already have this in that cards dim when you don't have the resources for them. It just would be nice for the button to end your turn to light up because it's on the far side of the screen and doesn't stand out so it can take me a while to find it. (I'm spoiled by the bright green button from Hearthstone.)
jack1974 wrote:
Troyen wrote: I almost want to see the victory conditions before the battle starts, but I don't know if that would get annoying. Maybe Franka or someone who has played all the way through can comment.
Basically after the tutorial battles (first 10), all the battles have all the same 4 victory conditions:
1) All enemy units destroyed
2) Reduce the opponent's HP to zero
3) Captain Nelson must survive
4) Enemy must not kill all player units
so after a while you get used to those. In the few missions where there's a special condition, I do a "cutscene" (the character coming in from the right with a short text) which will explain the extra condition.
I *think* (but need to double-check) that the character popping in with special condition information keeps showing up on Turn 2, after I've already begun down the wrong strategy on my first turn. Would be nice if they did their spiel at the start of the battle.


Random annoyance: anyone else keep bringing up the save screen by trying to right-click cards during a battle?
User avatar
jack1974
Pack leader
Posts: 15095
Joined: Thu Jun 16, 2005 4:43 pm

Re: PSCD 0.8.6 - beta demo!

Post by jack1974 »

Franka: thanks for the reports, will check them all tomorrow and reply in detail :)
Troyen: I've already implemented many of your suggestions (credits displayed, end of turn hilight) but I wanted to wait before doing an update again. Will probably do it tomorrow or wednesday with a lot of fixes!
I could enable right click on battle but since the card zoom is displayed on mouse-over I thought it was enough (originally there was no autozoom but was too inconvenient, people would be always right clicking on all cards).
Troyen
Elder Druid
Posts: 957
Joined: Fri May 06, 2011 2:23 am

Re: PSCD 0.8.6 - beta demo!

Post by Troyen »

I don't really want right-click on battle, I'm just doing it reflexively because of the deck screen. :p
Troyen
Elder Druid
Posts: 957
Joined: Fri May 06, 2011 2:23 am

Re: PSCD 0.8.6 - beta demo!

Post by Troyen »

Mission with the robobrains (8? 9?)
You suggest I should use Mizuki's hacker unit and unoptimal balance on Turn 2. Not only have I burnt my resources at this point on other cards, but I didn't even put some of these into my deck, so it's a little late. :P
User avatar
jack1974
Pack leader
Posts: 15095
Joined: Thu Jun 16, 2005 4:43 pm

Re: PSCD 0.8.6 - beta demo!

Post by jack1974 »

Well is a suggestion but it's not like you can't win in other ways too :) Also is common in RPG to start battles with other setup, in this case I made it quite simple to retry, since I auto-save before every hard choice and before each battle.
Troyen
Elder Druid
Posts: 957
Joined: Fri May 06, 2011 2:23 am

Re: PSCD 0.8.6 - beta demo!

Post by Troyen »

I think they'd be a lot more helpful before/on the deck screen though, so you can actually plan around the new cards. Having it pop up when I have none of them in my hand is a little unhelpful. :/
User avatar
jack1974
Pack leader
Posts: 15095
Joined: Thu Jun 16, 2005 4:43 pm

Re: PSCD 0.8.6 - beta demo!

Post by jack1974 »

Franka wrote: Well, if it restores Health to full, then it's too strong to be played on our own units. If it just restores Attack to normal value and can be played on both enemies and our own units, it might be good.
Yes perhaps restoring health is too much. I'll try just with restoring attack on next update and see how it is.
Franka wrote: Another bug: The Breach you get from Covert Operations doesn't work.
Fixed it :)
Franka wrote:Volunteers: Fairly unexciting. They call non-upgraded versions of themselves, which plain sucks (and I would consider it a bug).
Now they are upgraded. With the upgrade I think are good, because can be used in combination with buffing cards :)
Franka wrote:Robo-Replicator: We've already covered its bugs earlier (summons a bad organic copy). I find that its stats are over the top, 4/6 when upgraded is too much. Starting stats 3/3 or 3/2 would be reasonable.
I fixed the "bad organic copy", and changed starting value to 3/2. The summoned copy will keep the upgrade as well even in this case.
Franka wrote:Snipe: I'm thinking it's overpriced right now. Also not sure this should work on Walls.
Well dealing 4 damage is not bad since you can kill most units with it, but I could tweak it. Disabled it on Walls!
Franka wrote: Barrage: A basic AoE damage card. Should probably be cheaper than Electrocute and Psionic Blast.
Originally I wanted it to deal 2 dmg, but then I thought could have been a bit too much :lol: I can make it cheaper though.
Franka wrote:Domesticated Avian: The only difference between Flying and Breach is what cards affect them, which is currently none for the player, so it's like a 3/4 Breach unit, which is ok, I guess, but compared to, say, Agent Zero, not very good. I think it needs a buff, an additional ability.
Haha I just created the best ability ever!!! 8) "On Summon: optionally eat any organic unit (friend or foe) and gain +1 attack / +2 hit points."
Franka wrote:Critical Hit: Not highly useful right now, and rather expensive, but it does round down in our favor, so you can go from 7 to 3, or 1 to 0. Should this work on Walls though?
Nope, not work on Wall, fixed.
Franka wrote:Mobile Factory: It makes Robotic units open for abuse, but with the change to Discount (doesn't discount Credit costs), I think it works. It's a little too tough, probably 1/5 before upgrades would be more reasonable, or better yet 0/5. It feels a bit much like another Cannon Turret at 2/7 upgraded.
Yes I made 0/5 now.
Franka wrote:Robo-Ant Protector: Strong, high stats, targeted Force Shield. Stats are too high, I think, 2/3 would be better maybe?
Yes, also because Graciela has other powerful cards. So better 2/3.
Franka wrote:Alien Scavenger: Finally it's become useful! I like having this guy sitting around now, pumping up my units. I'm not sure these should work on Walls though, they make Mine Field pretty strong.
Ah no, it wasn't supposed to work on Walls. I always forget about it :lol:
Franka wrote:Snap Shot: Expensive. Might be more useful later, right now it kills almost anything. Shouldn't work on Walls though.
Indeed, another one I forgot to set!
Franka wrote: Outpost Ninja: We've already gotten this guy nerfed some. He's still hot cakes, but it's about time Galina got a proper attack unit, so I think it's fair.
Yes, I need also to consider the overall cards for a hero, and this is the first real attacking unit Galina gets, so is OK :)

Phew! I think will do an update in a few hours. The changelog is starting to be several pages long!! :o
Post Reply