On another note, I noticed something that I’d kinda seen before, when the Hydra is poisoned, it only regenerates 1 point per turn or regeneration is stopped altogether even though it still says it has regenerate 3. One strategy is to poison the hydra to bump it, but that is somewhat mitigated by this issue.
Thanks for the suggestions. I agree that choices like that are good. Not sure it is something I will implement at this stage in the game's lifecycle, but I do like the general concept.
Poison is an alteration that reduces the creature's attack by 1 and max life by one at the start of turn. The effect of this is that poison 'damage' can't be regenerated, as it isn't really damage but a permanent decrease in the creature's max life. So if the Hydra had lost two life previously, it would heal two back to max from its regeneration 3, then its max life would drop by one from the poison 1.
Dragon Egg has a chance to create a dragon from a set of lists (uncommon, rare and ultra rare dragons). So as long as I add the Predator Dragon to the right list, it has a chance to show up. The Demon Gate is definitely similar. It is considered part of the 'base set' and is unlocked for all, but the Undead Demon is part of an expansion, so I didn't include it in the list of demons that could be created from it.
I have a couple questions: 1. If I Vaporize an enemy creature card and its equipped item card, can I gain those vaporized cards after I win the duel? Vaporize says it removes those cards from the game, and even after I win a duel, I still don’t see the vaporized cards among my opponents’ deck as its cards spill all over the screen, so sometimes I’m afraid to vaporize a big enemy threat for fear I’m losing out on the chance of winning that big, powerful card after the game. 2. How is progress going along with the new expansion? I’ve been looking forward to it!
The game actually pulls the cards you win from the top of the enemy's deck, unless that deck is empty, in which case it pulls from the discard pile. So, most of the time it won't matter unless you are somehow decking your enemy frequently. Avatar cards are handled differently, so if you happen to win one of those it won't matter where it is or if it was vaporized, you'll still get it. Progress on the expansion is proceeding. I just got some new enemy artworks from Marc and am incorporating them into the game right now. Roughly 31 (of about 39 or so) new cards are done, and then just need some new dungeon artwork, enemy AI / deck tweaking and more play-testing.
The artwork continues to amaze! I’ve found another potential bug. It appears that Annihilate doesn’t use aeon exchange for determine how many black aeons you have. I always looking forward to your updates. FWIW I prefer completable dungeons to the ones that replenish every time you leave. I like to feel like I’m completing a task, not just playing to no goal.
Hi Grinner, The aeon exchange only works on the cost that appears on the card, not any extra costs described in the text. This applies to other cards like this, such as Storm Funnel, Psychotic Break, Dream Surge, and Forest Titan. So, not a bug, but a limitation on the aeon exchange. Regarding the expansion, as of now you can expect something similar to the other two expansion, with a new town and new quests/dungeons around it.
Hello, Magicians Mask doesn’t proc the “any aeon, draw a card” feature when equipped on the Predator Dragon. The +1/+1 works, and the dragon’s “Hunt” work
Thanks for reporting this. I was able to reproduce it easily and can see it is a problem with "Hunt", which moves the creature to a new location, making any other aeon ability fail to complete. Not an easy fix, but I'm thinking about the best way to do so and hopefully will address it in the next update.
So, there's a specific kind of board state that can happen in Lost Portal that I find pretty annoying: It's when your side of the board is filled with low-attack or 0-attack creatures, which means you can't deal meaningful damage to your opponent AND you can't fix the board state by playing big, powerful creatures from your hand, because your 7 creature slots are already full. Your opponent casting Sudden Chill can cause this board state if you don't have creatures with very high attack values; or, more commonly, this also happens if you have a lot of small creatures and a few large ones, and the large ones get hit by Devolve. This is not a huge problem in the sense that it can be solved through deckbuilding, for example by running very few small creatures in your deck, or running board-wide buffs like Nature's Grace, or running ways to recall your units back into your hand after they get hit with Devolve, or running cards to give your creatures the Hidden buff like Sword of Shadows to protect them from Devolve. While the problem can be solved, I do think it would be nice if you didn't have to build your deck around it. Legends of Runeterra has a good system in place to ameliorate this problem: if your board is full, you can play a new creature from your hand on top of an old one, which obliterates (vaporizes) the old creature that gets replaced. It's probably too much work to create a new system just for this, so I do have an alternative suggestion that should be easy to implement: Make devolve set a creature's power to 1, instead of 0. From my understanding of the game's AI, 0-power creatures are openly ignored by the AI, which leaves that creature spot bricked by your devolved creature that will never get killed; 1-power creatures are not ignored like 0-power creatures are, which should result in this annoying board state being much less common.
@Taznak - that is definitely an annoying board state (but perhaps one you should be prepared to deal with). None-the-less, I do agree there could be some additional cards in the game that make that easier, beyond just wiping out your own creatures to make room for more. I am experimenting with a new creature ability type called 'consume' that allows you to cast a creature on top of an existing creature to activate an ability. Ie, Consume: draw a card or Consume: Might. This would allow creatures with this ability to replace an existing (perhaps poisoned or otherwise hosed) creature and you get some benefit on top of that. Maybe I can work this onto a few creatures in the next update/expansion.
That sounds pretty good to me! Not only does it help solve that annoying board state I mentioned, it can help unclutter your board in general and it would add some much-needed synergy for creatures with On-Death effects like Dwarven Hero and Dreamweaver, which suffer from their On Death effects often triggering at the worst possible time.
There's a bunch of cards which are missing the artist's name: Gift From Gaea (#273), as well as the entire latest batch of cards (#321 through #342)
Another small issue to report: If I cast Dream Surge when I only have one other card in hand and with 6+ blue aeons available, Dream Surge correctly spends 6 blue aeons and draws 6 cards, leaving me with a full hand of cards. However, if Dream Surge is the only card in my hand and I cast it with 7+ blue aeons available, the spell incorrectly spends 7 blue aeons to draw 6 cards. The spell needs to have a hard upper limit where it can never spend more than 6 blue aeons.
Fixed Gift From Gaea, but the others are intentionally blank, as I acquired some cheap artwork that did not provide artists for individual pieces. It did allow me to add a bunch more cards to the base game, so happy about that.
Let me add my voice to those that love this game. It's been on my phone for years and I'm still playing it! I've noticed that I can't replicate King of the Beasts at the forge, unlike the other avatar cards. Is this intentional, or a bug?