Yea this happens from time to time on my game as well. I know exactly what you mean about the huge icon. I think if it wasn't covering the picture it wouldn't be so bad. Also some of the sorting options don't seem to work as they should and seem very random so like you said the only way I ever sort my cards is by faction. This are all really minor problems, I'm so glad the game doesn't lag for me anymore because it made it impossible to use the wheel at all and very frustrating to play the game. Do you guys think if cards that you have in your deck did not count towards your inventory total that it would help enough to solve your inventory woes? The reason I suggest this is because when I would play TCG's my decks were in deck boxes and not with my other cards so it would be a quick fix and would make sense also the cards you have in your deck can't be sold. Just an idea I have had in mind for awhile.
Also has anyone noticed there are two different gem screens? One that has an option to buy like 85 gems instead of 50? It shows up sometimes and then changes to the correct page.
That's how i think it would be. I'm also having inventory issue. 50 isn't enough for my Sandy lands deck.
Another screenshot has been posted on the Facebook page. You can see a new area of the map as well as a Dr. Finn hero.
I didn't played the game since a week ago, or more then a week, and this morning I open'd the app and played a duel, now when I open the app it said "connecting..." and more then 10 cards are gone from my inventory (1 droling dude, 1corn ronin, 2mama spider, 1farmer tom, 1lost golem... and more AR cards!) what can I do now? what does it means "connecting..." ? it replaces your save file or what? ... edit: is not first time cards gone from my inventory after opening the game and "connecting..." appears... but didnt lost AR cards, now more then 5 AR cards are missing from inventory...
I ran into something similar last week. Was playing during break at work, where my cell phone signal can be a bit spotty. First, I received the "connecting" message. Afterwards, I had just collected my last card needed to make a Dark Angel, so I crafted her and when back to work. When I got home a few hours later, there was no Dark Angel, and the last Fountain of Forgiveness I collected weren't there. My suggestion, and this is just what I do, is I ONLY play over wi-fi. I haven't experienced any data loss issues since only playing over wi-fi.
Posting my response in case anyone has other issues: Hi - Very sorry to hear that you are having problems! Dont worry we will get you all sorted out. A few questions 1. It says connecting, but you have more than 10 cards missing from your inventory. How do you know that they are gone? Thats the most important info I need. 2. Connecting doesnt mean that your save file is replaced it just means that it is not hooking up to the internet to do a check. 3. Can you send me a screenshot of your customer ID? 4. Where does it say connecting? Can you send me a screenshot of it? Thanks, Ricci
I opened the app and after cn and kff logos "connecting..." appears for 30seconds and then I can continue to the game... I looked at my decks and my inventory and some cards are gone, AR cards crafted in weeks of play... I play in airplane mode sometimes... what happens if you play without being connected to internet and then you open the app connected to internet? you lose all your progress/cards? my 3G data signal is low sometimes... I dont like being hooked at my wifi all the time... I can't recover the cards that are missing from my inventory,no? ...sick... played weeks and spent many on iaps to collect cards ... and most of the cards I had are gone ...
Yes and also think the black border cards from the first photo could be cards being tested and have not received the normal in game border or each set of cards will have a unique border color. Just some ideas
Here's a few ideas for future updates: Colour specific spells A spell that destroys all creatures in play (casting cost 5MP) A spell that destroys all of your opponent's creatures (casting cost 5MP plus 10 HP) Direct damage spells A creature that destroys an opponent's creature when you return it to hand (it could be 1/5 and cost 5MP) Certain creatures could be built with larger sweet spots for either attack or defence. Walls should definitely have a bigger "Perfect" zone by default. Both the player and the AI should be able to attack first and then cast spells after the attack phase.
Yeah this is annoying. For creature cards, it should be possible to filter the cards, not just sort them. As I'm, click filter, press "blue plains" or "algebraic rare" and see only those cards. Would be way useful when we have to set up decks for challenges. If we had 7 preset decks there would be no need to delete a deck in order to finish a challenge, like having to replace your corn deck with a plains deck and so on. This would be a cool and easy change to make.
My thoughts. Color specific spells - This would be cool. I'd like to see, like, a spell that reduces attack of a Corn creature, defense on a Blue Plains, etc. Not just the sceptres and super hugs! Speaking of which, I am way disappointed that buildings don't have factions. It's one thing to say it doesn't matter which landscape they are used on, but buildings clearly have factions (e.g., comfy cave is nice lands). It would be good to make these buildings not break color specific challenges. Also, it would be neat if buildings could have privileged landscapes where they get slight bonuses. At present, buildings are underpowered, but adding synergies like this or other cool bonuses (-1 to floop) would be kewl. One suggestion: Playing building cards on an empty landscape allows the player to Draw 1 Card. If this were the norm, buildings would not be a liability in your deck anymore and it would make sense to have more than just 4 Sand Sphinx and anything else is better used by creature/spell cards instead. (Which is sort of how it is now.) Another idea: The buildings that do damage to opponent creature (bone castle thing) or hero (the tower) should do % damage to opponent creature/hero. Like, (-5%)*(level) or (-10%)*(Current hero HP) for the spirit tower, and (HP)*(1/4 or 1/3 or 1/2 at max level) for the bone castle. Then they would be super awesome if you use them just right! Destroy all creatures in play (5 Magic). This seems overpowered. But a spell like "send (1, 2, or 3) random creatures back to owner's hand" would be cool. Like a 'traveling teleport' kinda thing. So you'd use it when they outnumber you, like traveling heals when your creatures mainly have damage. Destroy all opponent creatures (5 Magic & -5 HP). Seems overpowered, I'm not a fan of this exact idea. But I like the idea of costing health. It would be cool if they added more Woad spells that cost health and relatively little magic. Like: Life leech, or spend X health and do X/3 damage to opposing creature. Spend X health to heal X/2 from own creature. Leech X% health from own creature(s) and transfer it to Player's HP. etc... As I write this, I think decks could be made more unique or factions could counter each other. So each deck is strong against one strategy or faction and weak against another (making each faction strong against 2 and weak against the other 2 factions). Like so: Nicelands. Strength: 33% chance of reflecting -ATK and -DEF floops/spells. Weakness: Cannot defend against Corn attacks (only counter or miss). Corn. Strength: Double Crit zone on wheel against Useless Swamp (AI has 20% chance to counter Swamp creature attacks). Weakness: +50% vulnerability to direct damage floops. Blue Plains. Strength: -20% Damage from Corn creatures. Weakness: Sandy lands, or +50% to -DEF moves on them. Useless Swamp. Strength: 25% chance of reflecting direct damage floops. Weakness: Nicelands, whose life leech and direct damage floops are increased 50% and 25% respectively. Etc etc. Admittedly, this would be a challenge to balance just right, but would make decks really interesting. Imagine having to actually plan to use a certain deck to counter the decks of boss enemies like Lemongrab! (Or not be countered by so-and-so's deck.) That would be awesome! Maybe these perks could be enabled for Heroes/Opponents above level 15, to not overburden beginners but enhance the second half of the game. This would be so cool and awesome. Destroy opponent creature and return creature to hand (5 MP Floop). I like the idea of this. Like a ticking bomb character or whatevs that is like the other 1 Magic Cool Cards creatures which destroy creatures and do damage or reduce attack like Ethan Allfire, Grape Jelly, etc. 5 magic is too much though. If anything I think that certain upgraded Cool Cards could have improved floops, like (1 MP > 0 MP) or (X and destroy this creature > X and return this creature to your hand). Which is similar to your idea. Would make them more interesting and worthwhile to keep in your deck later in the game when you are able to upgrade them with relative ease. Certain creatures could be built with larger sweet spots for either attack or defence. Walls should definitely have a bigger "Perfect" zone by default. Yes! I love this idea. Like Ninjas could have the expanded 1st level Crit zone (same size as Finn on levels 1-3). Some creatures could have bigger Counter zones, or no defense zone and a slightly larger counter, etc. I definitely think this is a great way to expand on current features of the game and add more depth. I really hope they make more use of the wheel like this. Related game bug: The tutorial at the start of the game shows the OLD game wheel. Where the order is Miss-Crit-Defend, but for the actual game it is Miss-Defend-Crit. They forgot to update the graphic! Something to add to the to-do list I guess! Both the player and the AI should be able to attack first and then cast spells after the attack phase. I'm not sure how likely or easy this would be for them to implement, but I'd love to see this. Maybe the mechanic could be that the Battle phase could cost 1 magic to use before playing any cards at the start of the turn, like a second button above the "Battle" button in the bottom right, which appears after quest 25, called Sneak Attack or something, with a 1 turn cooldown. So people could use direct damage floops and such after the battle phase but at a strategic cost. Could also make it a spell. Would be an interestingly math way to complexify the game. Speaking of the AI, kff_ricci, how does it work? It sucks, and makes bad mistakes, like using hero abilities inappropriately and not spending all its magic. And building cards could be used better. Etc. It seems to randomly pick between heuristic strategies, like play cards X,Y,Z,... on unguarded landscapes, use Cough Syrup on creatures A,B,C, at end of turn activate hero ability, etc. My question is, would it be of any use to you if we suggested AI improvements, like when certain heroes should use or not use their hero ability? Or other heuristic changes? Or would this information be no good for the developers? I'm happy to record my thoughts and post them here, but only if you'd appreciate it!
Recommended AI changes for when to use specials. Jake - End of turn Marceline - End of turn Ice King - End of turn. Doesn't matter. Bubblegum - End of turn. If only 1 creature is damaged, delay casting 1 turn Lumpy - Same as Bubblegum Rainicorn - End of turn, if no creature is missing more than 25% HP, delay casting 1 turn Dr. Donut - Start of turn, or just immediately after 1st card is played. Gunter - Same as Dr. Donut. Ash - Same as Dr. Donut. Ricardio - Same as Dr. Donut. Flame - Start of turn, or just immediately after 2nd card is played. BMO - Start of turn and prioritize 4/3 MP cards, or end of turn but only if a card would be played as a result. Just simulate the next action as if it was played, and if BMO would just end the turn, then don't use the ability, otherwise use it. Finn - Same as BMO. Lemongrab - Start of turn. SERIOUSLY. It is just the worst how he uses his hero ability after playing all his creature cards! Unacceptable!!! Hunson - Same as Lemongrab. Edit: Here's another reason why this is important. If multiplayer comes along, it is definitely going to involve playing against the AI but the opponent has a custom deck built by another player (and character level etc.). If the AI doesn't use their abilities in a reasonably useful way, they are pointless for multiplayer. But with the proposed changes, the character could be picked strategically. In a perfect world, there would be a system where the user could enforce strategies on their AI, like Try for Witch Way as an opener, then play 2x4 magic creature cards as a priority, or a 5/2/2 or 5/2/1/1. Though these strategies should just be part of the AI to begin with.
I enjoyed it TSM, I think some of the originally spells and buildings will covert over to a specific field type. I think since there are really not that many buildings in the game having them all as rainbow cards helps us right now but as you mentioned buildings need something to really make them more playable. As of right now there is no need to have them in your deck and many people see them as a waste of space in your deck. To be honest they are very good cards for using a good ways through the game but in the last 30 levels I rarely had them in my deck and when I did I would only use them if I had extra magic to use and didn't want to waste other than that they would sit in my hand. Right now the best use for buildings are ones that cost 1 magic and then you play throne of doom or gloom I can't remember which it is but you play it to get 4 magic for destroying one of your buildings. So how do we fix this and bring buildings back into the game? Either make them 0 cost cards or make them stronger. Make them color specific cards and or add a special ability when played on the corresponding field type. You guys defdinately brought up some very nice changes that could be made. Could the game do with a few, yes it could. I'm really glad we are bringing up the dumb AIs, I thought when fist playing this game ok as I get further in they will play better and more aggressive....wrong...it's a huge issue for serious players who want a challenge and when they play spells or use their ability after it would help them it just makes me shake my head because it could have really helped them out a ton and made them much harder opponents. Maybe there can be an easy, medium and hard added to settings so people who want a challenge can get just that and people who want to take the easy route will get past without a problem. I actually just thought of something, if a game difficulty setting were to be added to the game you could also make it easier or harder to get the rarest cards from chests. So if your playing on the hardest setting your 50% more likely to get the hardest to get cards.
Zero cost buildings would be a good avenue to explore, given that you typically get zero value out of them if you don't have creature in that lane. TSM, I think you misunderstand my suggestion of colour specific cards. I don't mean cards that have an effect on specific factions. I mean that there should be non-rainbow spells. The Sceptres and Super Hug-type cards are deadweight. I never play them. There needs to be a moderate range of board sweepers in the vein of "Destroy all creatures" or "Destroy all of your opponent's creatures" or "Return all of opponent's creatures back to his or her hand". The game is too creature focussed and there is no penalty for just dumping everything out of your hand. It limits the strategic value of keeping cards in your hand and becomes a race to who gets out the most 30/30 creatures in very lane. Contrary to the above I think that there should be a rainbow coloured spell whose effect is to destroy all creatures. It can be difficult to play a deck that has more than one landscape and effectively play blockers against some of the higher level AI opponents, particularly when they can play ridiculous hands of nothing but AR creatures or (in one of my games) SIX MUD ANGELS. Zero cost spells could be investigated too. Let's hope that Ricci finds his way in here again soon.
I've actually been testing two decks recently, a Sandy/Nicelands deck and a 4 landscape deck. I noticed that the 4 landscape deck had a way higher win rate than the Sandy/Nicelands deck. The 4xWitch Way I have in it really helps as far as the placing of creatures goes. And even if I have only about 3 creatures for each landscape, 4 rainbow ones just as a safety precaution, I still manage to get at least 2-3 of my strongest creatures down on my first turn. Another thing I noticed, Witch Way doesnt just take your landscapes into consideration, it also takes the opponent's. So if your opponent is using the only landscape you aren't using, instead of getting 4 magic, you gain 5. And am I the only one who hasn't gotten a single AR from the cool chest? I'm pretty sure I've spent at least 9 million coins trying to get one, but haven't had any luck.
Try saving and spend it all in one sitting seem to improve odds then 500 k each time got like 3x porcelain potties though so it seem to be focus on that but manage to snag a doctor d and corn ears