One day post-patch feedback: + I haven't had any issues starting matches. + Tile responsiveness is way better - I still am getting tiles that wont move. Pre-patch, there were two tile issues ( The first is that you would make a move and the tiles would move back, and the second is that the tile just wouldn't move). Post-patch, the first seems to be completely gone, but the second is still there, albeit way less common. This is not due to a multi-player game as I was playing alone. - UI of event rewards. I see what you were saying about 'look carefully and you'll see the CRO is actually the 10k reward'. I think it should be moved around a bit so its clear which reward is at which level. - No help/glossary of terms. I think it would be super helpful to have a tool to show what each ability does as well as descriptions of currency, etc. - I would like to see event points in the victory screen (helps with my decision to battle again or go back to the home screen). - Weird difficulty curve in story. Video game bosses are tough, but I think it spikes a little too high (Im looking at you, King Dupadu). Other As far as extra loot tickets, maybe they should only be used on victory. It wouldn't feel good to burn one joining a losing team late game, and it would be just as terrible to join a team of trolls that tank the match deliberately. Even though the feedback here is mostly critical, I gotta say that this update was amazing and took out pretty much all of the earlier frustration. Good job!
iOS IAP Fixed Server side hot-fix'd. Older purchases are still going through restoration process - but newer purchases should be showing up (mine did, at least). When our team gets back from GDC tonight will start looking into the purchase restoration process.
I proposed a ceiling on cards for PVP, but a floor is much smarter. I could see it being a set floor, or instead a dynamic one: the floor = average deck lvl of all 6 players in battle. I love guild battles and haven't really missed one yet, but I could see this working nicely for my sanity. 5 games per player isn't bad, but I usually play closer to 8 or 10 in a 30-minute period. Maybe unlimited, but you can only join one or the other battle session? I kind of like the incentive to work in teams to beat tougher content, so if anything, I like the "cakewalk" aspect of the game. If I had equally as good a chance to win a battle solo as in teams, I wouldn't team up as much. Mostly I wish that the AI team sped up when I hit turbo mode. c'mon guys you gotta give 100% No real thoughts/input on the last two. Enjoying the game! Cheers!
anyone's event points getting dropped randomly? I lose event points whenever I restart the app. Though it seems to only drop when I do the event then close the app. It doesn't drop if I restart the app without playing the event.
Upcoming update patch notes Hey everyone! Thank you for hanging out in our thread! We wanted to share our upcoming update patch notes here ahead of time. Patch notes subject to change Many of you have provided the feedback that it would be wonderful if there are more players With this update, we are now starting to bring more players into the world of Larentia If you like Chief Puzzle Officer – please leave a rating and/or a review on Google Play or Apple AppStore It will help us so much – thank you!!! Game Changes -Number of moves per board in PvE increased to 3 (from 2) -Global and Guild Chat now persistent instead of starting from each login -Every battle now starts with 5 mana per Executive -All cards under level 30 in PvP will be boosted to Level 30 -Poison, Protect, and Strike went through a balance change – they were all too powerful -Certain cards with too much stats went through a balance change -Updated Tutorials -Decreased the cost of leveling up staff cards in the Guild Card Shop -Executives have been added back to the Guild Card Shop -Improved multiplayer experience when there are multiple humans attempting to concurrently make swaps -Various improvements to disconnect situations and loss of focus issues -Charms gets a coloring update so that Red and Purple charms should stand out more -2nd Executive Slot unlock now happens at Level 1 (from Level 5) Bug Fixes -iOS IAP now fully working -Memory/Performance Optimizations -Protect now working as intended -Protect now also works against Poison -Destroy Column/Row now also activates Charms -Global Chat now scrollable -Extra Loot Chests now only drop when an extra loot ticket is used (still used automatically) -New Guilds can immediately use HQ, Guild Card Shop, and Guild Member Shop -Guild War Rankings should be updating correctly now -Guild War Rewards timer should be displaying correctly now -Fixed a bug with occasionally seeing a missing tile on a board -Various improvements to Guild War team lobby -Guild War Weekly Rewards now go to mailbox instead of direct to account -Fixed a bug where players were able to get to Level 51. Level cap is 50. -graphic issues from using summoning tickets is fixed -Various graphics fixes and minor bug fixes Known Issues + Upcoming Changes -Graphic issues from using summoning tickets -Terminology will move to universal language. i.e., Guilds instead of Megacorps -"Guild Alerts” system messages to show highlight worthy things in the Guild Chat Channel -Group Finder change in next update to show all in-progress parties, including Events -Player Level Up notification box to show increase in stats More tutorial updates -Changes to NPC-ally HP and deck strength so NPCs will be more useful -Changes to Monster damage so they come from instants instead of charms. This will prevent a lot of unintended huge spikes in damage. -Improvements to player messaging so clearly indicate what hit you and for how much
That's a known visual bug with event points, which sometimes shows you a much higher amount of event points than you actually have. When you restart the client, your score is refreshed with the true value. It's annoying nonetheless, but at least it's just a visual bug.
If the bugs at launch turned you a bit off on this game, I'd recommend giving it another try. This game is basically what happens if match3 + card collecting + a social RPG had a baby. XD TouchArcadia is mostly full, but if you see an open spot, feel free to join in and ask any question you may have! Two up and coming guilds, EX Slayers and Cornelia, are still open, and they're starting to show their chops.
Thank you rslowe, Yes I admit we had a rocky launch but we stuck it out and listened to the players and have come a long ways in such a short time. We welcome anyone back with open arms and or feedback to share. New update hit the store fronts yesterday and had a hotfix in today to fix several issues players were reporting during PVP. Join in the fun!
Pending guild battle changes Hey Everyone, Hope you guys are doing well, specially any of you that got hit with all the recent snow! Wanted to send out a bit of an update for ya. We are looking to make some Guild Wars Changes these are still pending and may change a bit while we do some testing internally. 1) # of Boards for Phase 1 changed from 4 to 7. This now creates a no-waiting experience in Phase 1 2) # of Keys required to win Phase 1 changed from 5 to 10 3) Matching a charm (special item) now counts also as obtaining a key 4) Overall balance adjusted as a part of v13 (upcoming update)s major balance overhaul a. The effective power gap between different tiers of deck score has been significantly reduced Would love to know what you guys think.
I personally love changes 1 and 2 (I think I proposed change 1 myself! but I doubt that I was the only one). I worry about change #3 short-circuiting the strategy question of "do I go for keys or go for tokens?" Right now, there's a definite strategy for considering whether you are ahead in key hunt and can risk going for a token v. a key. Change #3 will make it always smart to go for the token instead. So I vote "nay." And I'm all for power balances re: #4/4a. I enjoy playing against teams who are equal in power to me, rather than curbstomping or getting stomped.
Thanks Rslowe, Your feedback is very appreciated and we're glad you feel the same way on some of the issues. As for #3 thank you as well. This is why we wanted to involve our players more than most developers do. We wanted to get your ideas and your mindset for if a change was made what would you do with it. Let me add some info and see if that changes anything (if not no worries) So at the moment keys are spawning in the beginning of the board as well as mid tern. This is a bug, originally it was only to spawn key at the start of a board. So fixing this issue at the same time will mean less keys. Add in that now you will need 10, May balance out, but give an edge to the players who are able to make quick SMART matches. I think for balance stuff most people are for it, as with any game its a living system that needs buffs here and nerfs there Let me know what you think On a separate note, We do have the new event running now called "Moment Of Clarity" More info about it can be found on our forums. We welcome everyone to come hang out!
Welcome back to the World of Larentia! Thank you all for your continued support, we really appreciate all the feedback we hear from everyone! V1.1.04 Patch Notes Game Changes General -Starter Missions have been added - these are new missions to navigate a new player to different parts of the game. -Level-up screen’s added when you level-up, showing you what benefits you’re getting from the new level. -Stats on all cards have been re-tuned. -All enemy stats & abilities have been re-tuned. -In Quests & Events, your NPC allies are now stronger! -“Recruit” menu has been renamed to “Card Shop”. -“Cards” menu has been renamed to “Deck”. -“Megacorp” is now known as “Guild”. Group Finder -Group finder has been simplified -Joinable ongoing battles are now visible - including Event battles! -No more Chapter selection needed! -Setting -Players can now rename themselves in Setting->Rename. -Players can now see their player ShortId as an account identifier. PVP -There are now 7 boards in phase 1. -Vaults now takes 10 keys to open instead of 5 keys. -Spikes have been added to enemy items on a board. Battle -Minor UI tweak Guild -“Highlights” have been added to guild chat. Various events will now be logged in the guild chat. Bug Fixes General Disconnect/reconnect issues have been improved. Events All members in a party now properly receives a bonus chest when they win a battle with an event ticket. Deck & Human Resource Card filters logic has been adjusted. When you select both a color and a rarity (red and 5 star, for example), you will now only see cards that meet both conditions (so all red 5* cards). Other various bug fixes. Known Issues -Starter Mission Starter Mission 22 cannot be completed at the time. For the various “Join Story or Event Battle” missions, using “Again” in victory doesn’t count toward their progress - only joining a new one counts. -Group Finder Task Joining a specific group isn’t counting towards group finder related tasks - only “Quick Join”
Hey Boss, Hope everyone is doing great! I am here to ask for your help. No no not for a spot in your guild. About the newest changes and feel of CPO after our last update 1.04. We made some pretty significant changes like adding boards in PVP so there is 7 total to cut down on wait times. Making phase 1 Key hunt require 10 keys to open the opponents vault! Not to mention in PVE increasing the difficulty to make it more challenging and take a bit longer to get through each battle. With these changes it also means there isn't as many spikes of damage being dealt by the monsters or players to make for a huge amount of damage in one hit. We would love to hear what you think about all the changes or anything else in order to make CPO as fun and challenging as possible!
Hey! We are submitting a new update to apple and android (Hope for approval this weekend are early next week) We have some great changes coming along the way, this patch is mainly bug fixes. We did make a switch from our own account logins to using Facebook login to save you'r accounts. What does that mean? Well not much really just make sure you are logged into you'r main account, then go to settings and link to Facebook. This will allow you to play on any device as long as you log into Facebook your account info will be saved. We hope this will mean more people registering their account thus less loss of account info and inventory. As always if you have any questions do not hesitate to ask us here. Here is a look at the patch notes! V1.1.06 Patch Notes Welcome back to the World of Larentia! Thank you all for your continued support, we really appreciate all the feedback we hear from everyone! Game Changes General -Facebook integration has been added - players can now link their CPO account to a facebook account, and play the same account on a different device. This replaces the old account sync system. If you had previously synced your account, please sync again using the new facebook integration. Deck Builder -Auto now maxes out your deck score. Event -Event Enemy HPs have been reduced slightly. Bug Fixes General -Starter Mission #12 now credits players properly for the correct battle. -Starter Mission #22 can now be completed. -Several Crash-related bugs have been fixed. -Other various bug fixes. Home -XP progress bar now accurately shows progress between current level and next level. Gameplay -Gem swapping is now smoother. Victory -XP progress bar now accurately shows progress between current level and next level. Guild -Non-officers can no longer purchase nor upgrade guild cards. Guild War -AI Reinforcements are now properly randomized per battle. -Our Vault is Open message now goes away correctly. Known Issues Group Finder Task -Joining a specific group isnt counting towards group finder related tasks - only Quick Join Event Reward -Total points in Event Rewards screen will occasionally show double the points you currently have. Relogging would show the correct score.
Big News! We have some major changes just around the corner! Stay tuned here and across our social media to find out more!