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New Deck: Castle Victory

Subscribe to New Deck: Castle Victory 9 post(s), 3 voice(s)

 
Avatar darkrune Administator 257 post(s)

The new deck Castle Victory is online. It contains cards with victory points (crown icon). Five victory points win the game. Have fun …

 
Avatar Tarod 5 post(s)

Yeah, more stuff!

Keep it up!

 
Avatar Tarod 5 post(s)

Just tried out the new deck in tryout mode.
A few questions:

Markets have armor and life points, but are played in the kingdom area? Is this some kind of feature that is not yet implemented, or just some oversight?
Is it intentional that the royal market has no downtime after selling goods?
Did the normal market always give 1 victory point?
Is it intentional that a forest (or other card) has a downtime after you cancel the demolish function that you accidentially clicked?

Overall, I think the deck is a little bit to static to be fun. Its sole purpose is to survive by playing a few walls, you have almost no interaction with the opponent.

 
Avatar darkrune Administator 257 post(s)

Markets have armor and life points, but are played in the kingdom area? Is this some kind of feature that is not yet implemented, or just some oversight?

I originally intended that buildings could be attacked by special creatures (i.e. siege machines). I’m, however, not sure if this would be a cool feature.

Is it intentional that the royal market has no downtime after selling goods?

The Market Place and the Royal Market are both cards I’m not sure about. Perhaps they are to uninteresting to be played. To receive, say 1 wood you have to give away 4 stone. Why should some build a market instead a of cheaper forest, stone quarry etc. So I removed the downtime as an experiment. Another idea is, to lower the exchange rate. Instead of 2:1 in either direction, the market could provide you with any other resource for just one gold.

Did the normal market always give 1 victory point?

Hmm. No, the normal market doesn’t give vp at all. The Royal Market provides 2 vp. But thats too much. I will change it to just 1.

Is it intentional that a forest (or other card) has a downtime after you cancel the demolish function that you accidentially clicked?

no. seems to be a bug.

Overall, I think the deck is a little bit to static to be fun. Its sole purpose is to survive by playing a few walls, you have almost no interaction with the opponent.

You may be right. Do you think the victory point concept is a bad concept at all, or is it just this deck?

 
Avatar darkrune Administator 257 post(s)

Is it intentional that a forest (or other card) has a downtime after you cancel the demolish function that you accidentially clicked?

After cancel, the first Action had been selected (i.e. lumber in case of a forest). Its fixed now.

 
Avatar fartybrando 8 post(s)

winning by different ways is generally interesting. I think you really need to give more reason for the first heroes deck to be played though, as it is they get curb stomped by anything and everything else.

 
Avatar darkrune Administator 257 post(s)

Ok – perhaps I should improve it a little. What about the Castle Victory Deck? Do you think it is balanced?

 
Avatar darkrune Administator 257 post(s)

I streamlined the Heroes & Knights deck a bit. I hope it is more attractive to play it now.

 
Avatar fartybrando 8 post(s)

Sadly I do not think the castle victory deck is balanced. I was able to beat BOTH of the ‘hard’ mode enemies with little to no effort. Simply because of one card, the Guard Tower. It pains me to say this because I enjoyed having a big card, and I’m not sure how the deck can survive without it. lol. But the fact is, it has SO MUCH health and a high enough attack that it can wipe down unit after unit after unit without dying. I won each game by simply killing every single unit he put out with two guard towers next to each other, until he had 0 cards left. then i could summon 1 creature and beat him to death.

I am not a master coder or deck builder so I can’t say exactly what could fix this without making the deck unplayable. Maybe making it so that two towers cannot be within attack range of each other. Or lowering the hit points. It’s a very hard thing though because on the one hand, you have to have a defense strong enough to make the victory stuff. But not SO strong that it’s unbeatable.

I think the only way to solve it is to upgrade the AI so that it keeps the units back. Then once it has a lot of units attacks and destroys the towers.

It’s very complicated so I’m not sure what could be done to fix it, cause it’s a win 100% or lose 100% problem. Make it not strong enough and its garunteed loss, make the defense too strong and it’s garunteed win, except versus the lightning bolt decks/building destruction dekcs.

Maybe it’s fine the way it is though? Win vs creature decks and Loss vs buildingdmg decks and spell damage decks?

BTW it seemed to me like victory points took WAY too long to win. Some games I played took over 600 seconds, and I still never got enough victory points to win. The dark warlock AI (which is way OP in my opinion haha) wins in about 350 seconds, and the hard decks seem to win around that speed too. So apparently castle victory is, what, a 800 second or longer win? lol seems absurd.

I don’t know though because I’m not a true “balancer” i’m just good at thinking in real life. lol.

i haven’t got a chance to play heroes yet but I bet it’s better.

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