I have never seen a message pop up for gems after someone went against me. Maybe it just adds them. As far as how the offensive deck works. You put whatever cards you want in there up to the maximum. Then when someone defends online and gets you, the cards are randomly "smart" put in. From what I gathered in a previous post. Difficulty does matter. It will scale just like in the campaign. Gem rates are the same as well. Still average about 25 gems/ minute on master. I think there definitely could be some expanding on this feature to make it more enticing. Although it does make farming gems better for a bit of variety.
Yep already checked, here's my last battle log?? It usually updates straight away, maybe it's broken today or something.
I'll be looking at that today, folks -- sounds like there may be some invisible ceiling that some of these cards are hitting. In general, catapults and similar cards can get: * Deck-cost reduction * Build-cost reduction * Range extension ... as "generic" boosts. They may be failing to get any more specific boosts for some reason (to make them fire faster, or have their inner range adjusted versus outer, or whatever), and maxxing out what they think they can get. I'll see if that's the case, and get it fixed.
Yeah, that's confusing, and it's my fault. Here's the background reason, for those who care: The cards are defined such that normally each card is unique (Redshirts with 2 guys, Tres Amigos with 3, etc.). However, once in a while we wanted to make several starting variations of cards that were very similar, but different power levels. For example, a card that gives extra cash, starts at only a 2% bonus, and can ramp up through 20% ... versus a much more rare card that starts at 25% and can ramp through 50%, or something. Normally, we try to differentiate those at least a little, both visually and with a different name (Engulfing Flames versus Everlasting Flames, or whatever). However, due to artwork and time constraints as we were trying to get the game out at the very end, I took a couple and just made them visually show up with an identical image and title, even though they weren't considered to be "exactly the same card" by the system. So .. if you try to put more than two identical "Moneybags v1" into your deck, the game will yell at you. But if you put 2 v1s and a "Moneybags v2" in, it'll be happy. Two solutions -- one is that I have the game check for a "general type" for the limit (so that all moneybags count), to match how it appears. The other is to take the time to rename/re-image one of the identical cards, so that you end up with "Moneybags" and "Rich Uncle" or something, to indicate that one is different and better than the other. Sorry about that -- it was one of the things that got ignored in the final push to get the game live.
Sorry for the confusion there, and it does work mostly like that. In general: * Yes, the matches are not truly real-time. They behave like Clash of Clans, if you've ever tried that, in that you fight the computer playing with the other player's stuff, and later on you can both watch a replay. * You both earn coins no matter what the outcome of the battle is. The defender earns coins the longer he can keep defending, in the normal form of chests appearing. The attacker will earn coins when the battle is reported back to him, depending on how well his deck did versus the defender. * A number should show up in a badge circle on Ben's Battlegrounds -- those are the number of online battle replays ready to be viewed. Each time you come back online (or back to the main map if you've been playing continuously) and have new battle reports, it will add them there. It should also go "bong!" and post a little notification from the top of the screen that says something like, "Your offensive deck earned 100 gems from fighting 2 battles!" or something like that. * We don't currently have a way to let you influence how the battle goes, beyond choosing cards. We started out with a very direct building system -- if you've tried the editor at all, it was very similar to the "Waves" portion of that. After testing, people told us it was too complex for casual play, and they just wanted to be able to throw cards at people. Sounds like maybe we should make an "Advanced Attack" mode, that lets people who want to be able to craft a specific strategy, instead of hoping the computer will do it for them!
So I decided to start all over again, and since I am now more knowledgeable with how buying, selling and merging cards work, I'm now having more fun than before. I finally completed the game on normal, and 8 maps left for Masters. Sadly though, once you have the good cards, the game gets a lot easier. Still an awesome game, and I love how iAP is TOTALLY not required and you get so much content for the price (and even more content in the future). Hoping to dabble with the level editor soon.
I'm starting to think that the dragon cannon is a bit on the over power side, once you get one on any level any difficulty and you've won. The fire just kicks to much ass, Maybe the range of the cannon should be smaller or the fire should do less damage? Just thoughts.
I'm still loving this to bits but any idea when the fix for the crashing issues is likely to be submitted? On my touch 5g ios7 it's getting to the point where I have to restart 4 or 5 times to play a level and even then it might require a hard restart.... (I'm just starting chapter 3). It definitely seems to be getting worse and the most annoying thing is that if I make any changes to my deck before starting a level they're all lost. Ta
Yes, it is beast. I can't imagine what it will be like when I can make them purple/yellow. Plus it's range is insane. I'd be ok with it being tuned down.
Luckily, prestige (I think that's what it is called) difficulty is coming which should fix the easy part
Is there any chance of being able to defend against our own offensive decks? I'd like to be able to fight my own monsters just to see what other people will have to face?
Agree. Either make the range smaller, or weaker fire damage. I think whats making the game easy is Moneybags and Inheritance. I'm just enjoying the game as it is. But any update/changes should be good. Down to last 4 levels to complete on Master difficulty! ±±±±±±±±±±±±±±±±±±±±±±±±±±±±±± BUG REPORT (Crash): Not sure if this was posted, but on iPad Air, latest OS: When selling cards and I tap to go to other section, it crashes. It seems to happen if the cards are 'exploding' then you tap quickly on other part of the UI. ±±±±±±±±±±±±±±±±±±±±±±±±±±±±±± EDIT: Is there a maximum deck size?
Loving this game, the combination of TD and deck building is brilliant and definitely adds a lot of replayability. Two questions: first, is there a way to remove towers once I've built them? Second, I've seen people mention moneybags cards, but I have yet to see any despite playing through almost the whole game. Is there a particular pack I should buy or cards to combine to increase my odds of finding one?
Best bet is to buy the 300 defensive pack. You will find moneybags cards in there. Usually white though. What you want to do is when you get any of the reduced cost cards out of the pack, combine those. Best bet might be to combine 2 cards at a time instead of 4 to give you more chances. Most of the reduce tower cost cards I get out of that pack are green. You cannot destroy towers. I'd love to be able to.
Yeah tabs. Even though everything is easy with my current deck, I still enjoy playing and getting better cards. No other TD game has kept me hooked after completing it. Right now my goal is to hit $100,000 after finishing a level. I can't wait for prestige and more content. Not sure on deck size but I am at 2500 and can still go higher if I want. I recently started messing with offensive decks. More fun that I imagined as I never really thought to combine them. Now I have mostly orange/ purple cards. Way less but I have won some matches after combining. Add me on gamecenter if you want to test decks. shaymon23
I have an offensive deck up, still kind of randomly built, has some oranges though and might be a challenge for people that haven't cleared the whole game on master: ArtNJ