I'm stuck with the Bounty card though, I'm not sure if/how to change it...
PSCD 0.9.9 - beta demo!
- jack1974
- Pack leader
- Posts: 15095
- Joined: Thu Jun 16, 2005 4:43 pm
Re: PSCD 0.8.4 - beta demo!
No I'll make sure that won't happen
I've almost finished the next update, did some card changes that you'll find interesting!
I'm stuck with the Bounty card though, I'm not sure if/how to change it...
I'm stuck with the Bounty card though, I'm not sure if/how to change it...
- jack1974
- Pack leader
- Posts: 15095
- Joined: Thu Jun 16, 2005 4:43 pm
Re: PSCD 0.8.5 - beta demo!
Okay, I think I found something useful to add to it 
Uploaded new beta which should let you reach up to mission 20 ! You should in theory be able to reach the romance endings if you talk with each character every chance. There is still no jealousy scene check, and the ending CGs are missing. But you can save before the last dialogues and on next update they should show up. I also need to limit the amount of possible romances at same time.
For the romances, If you save before mission 18-19 and send me the save it could be very helpful for me making sure everything works as intended
I released this version mostly to test the battles and card changes, will probably do another minor update with bugfixes, and jealousy scenes+ending romance images next week. The final endings will still be missing since they unlock after mission 30 (end of the "campaign").
Uploaded new beta which should let you reach up to mission 20 ! You should in theory be able to reach the romance endings if you talk with each character every chance. There is still no jealousy scene check, and the ending CGs are missing. But you can save before the last dialogues and on next update they should show up. I also need to limit the amount of possible romances at same time.
For the romances, If you save before mission 18-19 and send me the save it could be very helpful for me making sure everything works as intended
I released this version mostly to test the battles and card changes, will probably do another minor update with bugfixes, and jealousy scenes+ending romance images next week. The final endings will still be missing since they unlock after mission 30 (end of the "campaign").
- Franka
- Elder Druid
- Posts: 1406
- Joined: Fri Nov 30, 2012 3:07 pm
Re: PSCD 0.8.5 - beta demo!
I don't see any of the card changes, remind if I have to do something special to get them? Please don't say "start over."
- jack1974
- Pack leader
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- Joined: Thu Jun 16, 2005 4:43 pm
Re: PSCD 0.8.5 - beta demo!
The cards get reloaded before each battle, so is enough that you continue the story to see the change (or do a side mission). I should probably refresh them also when opening the deck builder... (in beta, in the final game there will be no need to).
- Franka
- Elder Druid
- Posts: 1406
- Joined: Fri Nov 30, 2012 3:07 pm
Re: PSCD 0.8.5 - beta demo!
Thanks! Lucky me, I had one side mission left before continuing because you forgot to code a Palidrayan mission. 
- Franka
- Elder Druid
- Posts: 1406
- Joined: Fri Nov 30, 2012 3:07 pm
Re: PSCD 0.8.5 - beta demo!
Healer Vialle must not die! Oh no, what will I do?


- jack1974
- Pack leader
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- Joined: Thu Jun 16, 2005 4:43 pm
Re: PSCD 0.8.5 - beta demo!
Haha OK looks like I need to make that battle tougher! 
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Needy98
- Young scout
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- Joined: Fri Jul 24, 2015 5:19 pm
Re: PSCD 0.8.5 - beta demo!
Galina's talk scenes seems to be bugged. I'm not able to get further than to Truth and Dare scene (and it's without animation).
- jack1974
- Pack leader
- Posts: 15095
- Joined: Thu Jun 16, 2005 4:43 pm
Re: PSCD 0.8.5 - beta demo!
That's because Galina is only available in the upcoming DLC. You shouldn't actually be able to see that first scene at all!
I think happens only if you're playing an older version, or if you continued a save from an early version. I just tested from the start now and is indeed not possible to reach that scene.
- Franka
- Elder Druid
- Posts: 1406
- Joined: Fri Nov 30, 2012 3:07 pm
Re: PSCD 0.8.5 - beta demo!
Suppress Fire looks like a really bad card. Compare this to Stun. I would suggest that this permanently reduces Attack (by 3? Maybe by 4, comparing with Overpo.. hrm... Outpost Ninja?) of a unit instead? It could halve Attack instead, but only if we get to see 7-8 Attack units later on.
I haven't tested Outpost Ninja yet, but he looks too cheap/like he should be a tier 4/5 card, or both.
It's interesting that we get so many Robotic units at this late point. It's going to make Optimization and Unoptimal Blance extremely strong cards all of a sudden.
It's also interesting that these new units are very cheap. Almost all new units will cost 0 with discount effects. (I'd like to go back to an earlier point and repeat that I don't think discount should reduce Credit costs.)
Even though we spend more resources overall (1/1/1 compared to 1/1), you have to remember that we earn one of each non-Credit Resource per turn. So a 1/1/1 unit still takes only one turn to play, just like a 1/1 unit does. Since we only draw 1 card per turn, once we're set up, we will then always be able to play the next card we draw, if we've built our deck properly. So, a 1/1/1 card in practice costs the same as a 1/1 card, except in the very early turns, where we might play two 1/1 cards instead. (Of course they all cost Credits, which changes things slightly, but probably not that much.)
I would have expected these newer, stronger cards to all cost 2/1 or 2/1/1. Possibly with the exception of Observer and Domesticated Avian, since they're the weakest of the bunch (before we start making combos).
I haven't tested Outpost Ninja yet, but he looks too cheap/like he should be a tier 4/5 card, or both.
It's interesting that we get so many Robotic units at this late point. It's going to make Optimization and Unoptimal Blance extremely strong cards all of a sudden.
It's also interesting that these new units are very cheap. Almost all new units will cost 0 with discount effects. (I'd like to go back to an earlier point and repeat that I don't think discount should reduce Credit costs.)
Even though we spend more resources overall (1/1/1 compared to 1/1), you have to remember that we earn one of each non-Credit Resource per turn. So a 1/1/1 unit still takes only one turn to play, just like a 1/1 unit does. Since we only draw 1 card per turn, once we're set up, we will then always be able to play the next card we draw, if we've built our deck properly. So, a 1/1/1 card in practice costs the same as a 1/1 card, except in the very early turns, where we might play two 1/1 cards instead. (Of course they all cost Credits, which changes things slightly, but probably not that much.)
I would have expected these newer, stronger cards to all cost 2/1 or 2/1/1. Possibly with the exception of Observer and Domesticated Avian, since they're the weakest of the bunch (before we start making combos).
Last edited by Franka on Sun Dec 06, 2015 6:00 pm, edited 1 time in total.
