Agreed. Even without the +6 effort you wont use it all the time since you don't need extra action points each turn. All that does it increase the time between each turn and thats never good against a group of enemies.
scape and vect, Thank you for taking time to think over our game, this is some great ideas. We will definitely see how to include them (while we are working on PvP). By the way, we've just updated the game: What's New in Version 1.0.4 - Daily Login Reward - Balance adjustments in Acts 2 and 3 - Bug fixes in the quest of The Rain mission - UI improvements for iPhone 6 and iPhone 6 Plus - AI and connection stability improvements - German and Spanish localizations
Thanks for the update Sazonov! Its always a huge plus to know devs listen and talk with their customers. I have not had a chance to preview the update, but will certainly take a look soon. This game has a ton of potential and I've enjoyed it so far. I hope you guys are able to keep it awesome and still keep the food on the table!
Thanks for the update! I got to finish the glitchy quest, so my OCD completionism is quite satisfied. Thanks for all your work, it's a fun game. Also, I am eager to see the PvP, it should be fun. On a side note, there is one major benefit for adrenalin surge: if you run a high end ranged deck (I think I've mentioned before that I don't think it's worth it, but I haven't actually tried), and if you get the higher tier ambush cards (fully upgraded, they provide two bonus actions, not just one), then you can reliably get 5-7 actions in a burst. The delay mounts up to ~80, buuuuuuuut you did just eat three enemies. In cases where drop pods or reinforcing waves are based off of turns taken, not a timer (which I think is the majority of them), this should become viable. The only problem I can see is that you have to either run your other squadmates also on ambush decks, or fight solo.
Interesting....I could see this being useful for online or in certain instances, but from my experience, the enemies board can fill up quickly so while burst kiling three guys sounds awesome, in practice it might still leave them 2-3 guys on board while you sit at 80 effort... In MP though i like the idea of 4v4 where one of your guys can burst kill 3 and let your other 3 guys finish off the last one
A week of incredible gifts from HeroCraft is on the way! During the next week stay tuned and you will get a great chance to grab a super cool special card for Warhammer 40,000: Space Wolf! 5 days + 5 codes = 1 legendary card! Official website http://spacewolfgame.com/ Facebook page https://www.facebook.com/40kspacewolf Twitter https://twitter.com/40kspacewolf The game in the App Store: https://itunes.apple.com/us/app/warhammer-40-000-space-wolf/id840103145
Maybe adrenaline surge could give back some cards then? Either replenish card for card or give you another card for each attack/kill you make.
From the deadly snows of Fenris here comes the White Thunderwolf! This code M2CZAU7BGB gives you the first exclusive card of Young Thunderwolf which you can get ONLY with this code, no other ways! Dont disassemble it. More special codes are coming this holiday week! Stay updated!
I hope that this card has a non-linear stat growth, cause those lvl 1 & 2 stats look a little troublingly low. This seems like it's quite likely, as the normal wolf has non-linear growth in its attack stat (lvl1 --> 100,400; lvl2 --> 125,450; lvl3 --> 160,500). The thunderwolf starts at 120,250 and goes to 150,300 at lvl 2, but it maxes out at lvl 4, whereas the normal wolf can reach lvl 5. The lower hp makes me worry that he'd get focused down faster than your normal wolf. Maybe he has an additional ability or maybe his cards lvl up as he does (can anyone confirm or deny if this happens with the normal epic wolf? I only have mine to lvl 2 and his cards are still lvl1). As I have not seen the maxed out stats for either wolf, I cannot tell whether which one ends being the best card at max lvl, but I can tell that I prefer the old wolf at lvl 1 purely based on what I see from stats. The cooler model/lore + rarity will be a plus for some people, plus assuming you enter the code all 5 days, you get the thunderwolf maxed for free, whereas I've only ever crafted a single wolf in all my crafting attempts ever. I has anyone else here had more luck getting wolf cards? Edit: also, assuming the picture herocraft is posting is the maxed out card revealed a little bit each day, it seems that the legendary wolf doesn't get any cheaper effort-wise for non-scout decks as you lvl it. Just an observation+assumption
EDIT: Happy to take questions from players or devs on my rant below via pm as well. Clockwerk- Absolutely love this game. I'm an NYC based startup COO (b2b travel tech platform) who's been a dedicated gamer and 40k fan for life. Was never a huge player of standard 40k, loved to watch my friends though--when this game came out I was in heaven. Not going to lie--I've probably spent $100-150 on the game thus far (not complaining, happy to feed my need for stress relieving outlets during grueling days of VC pitching), have beaten every challenge (was waiting for the update for single character in rain!) and greatly enjoyed your take on the 40k world using my favorite army PS—I had only seen the end cinematic when you won….not the 10 charges…decided to check it out before posting, and let me say…… GREAT STUFF! AND TO THOSE WHO QUESTION IF I KNOW WHAT I'M TALKING ABOUT..... Screenshots of my cards below! I just stumbled upon the forum and have enjoyed reading through the 40+ pages of comments on your game. That said, I thought I'd take a few selfless moments (though promo codes always appreciated to give you some feedback from my entrepreneurial tech mind: 1) Way to Farm R/E Weapons (if not Legendary...)--Obviously we all know games are a business, but it would be great to be able to farm more than the main mission of 400gears&coins--maybe you do a bit more with the movement of creates? (already seen it a few times...). I'm not saying all optional objectives should be farmable, but think about it this way: final mission keep bro carl alive is by far the hardest optional obj of the game....replaying that level to get that reward twice def should be rewarded ---NOTE: A reasonable way could be to add optionals to missions like 1-5, 2-2, 2-4, 2-5, 2-6, 3-1, 3-3, 3-4, 3-5, 3-7....which would be kill x number of enemies, kill xx number of enemies...basically see how long you can make your squad last! 2) SPELLS! Move type cards or ones like the sorcerer’s have!!! Something a-la all squad members +2 Def or all enemies effort +xx (as a legendary, obvi)... 3) Deck Management / Forge Have a few sub points here--I truly believe that improving on some of these will directly impact player retention--biggest issue overall: having to remove a card from every deck for evolving purposes!! A) Abilitiy to evolve / disassemble without removing card from each deck: I could see this fix as: if a card you're trying to evolve is in a dexk, after evolving card will be replaced by a similar effort card available (then players can go and put it back in) B) Forge 1) Forge Success: This may only be my opinion, but forge success rate is way low for hard and extreme--at least give us a common to re-grind!! 2) Forging needed cards: this is a bit of a tough one, and I've thought a lot about it. One of the primary snares of the is To get the player interested in leveling their best cards, which after probably 50+ hours of gameplay I can tel you is quite difficult! Though there may be multiple ways of fixing this I had the following idea: i) add a toggle in the forge in the right bottom corner which is a slider button with 2 options: NEW Or EXISTING (this suggestion is independent of my comment above on forge success) ii) NEW: leaves forging as it currently is in the game, cards spit out completely at random iii) Existing: each forge level costs 50-150 more gears, same success levels, but gives a 50% increased chance to forge a card you already have in your deck The idea here is that, even for R/E cards, players will disassemble those card/weapon types they don't use, leaving their deck full of favorites.....let us uograde our favorites more easily!!!!! Please! These are just some initial thoughts! If they are helpful, I'm always happy to add more Clock!!! Looking forward to codes this week and a big update soon! VECT: I'll say this...I also have only ever forged a single wolf card, and upgraded my little guy to lvl 2....I thought the same went for jump packs until I started being able to forge them recently....maybe it's just extra difficult? What You've all been waiting for..... my cards!
I hope card exchange or trade market being introduced in following update. I keep farming coins and gears doing same main quest mission and spend them in forge. The probability getting move cards is soooooo low. Please please make it balanced later.
Mean, Welcome to the forums I'm sure you'll find yourself pleasantly surprised by the insightful conversation and developer interaction First off, what are those two legendaries on the last page? Secondly, I like the idea of a couple new spell cards (like Oraix's AoE armor ability) and some improved grinding objectives on replayed maps (maybe unlocked after a certain character level?). I'd sure like to finally finish leveling some of my squadmates, maybe some of the armor sets, and as always I need more cards!
Thunderwolves are among the most cunning and dangerous predators on Fenris! This is the second code W7J8ER2SC3 for this legendary beast! Don’t disassemble it! More special codes are coming this week. Official website http://spacewolfgame.com/ Facebook page https://www.facebook.com/40kspacewolf Twitter https://twitter.com/40kspacewolf