Had a not terribly interesting run (5 Wins, 28 Minutes) but I managed to catch one of the empty levels in a screenshot this time. Hope it helps.
http://forums.cardhunter.com/threads/suggestion-cosmetic-item-sets.5898/ http://forums.cardhunter.com/threads/suggestion-legendary-figures.5971/#post-64188 And somewhere there is a thread with a full list of everyone whose name appears on an item or in flavor text.
This is my plan right now. This is intentional. Neat idea. Right now the PC characters are from premade parties + a couple others, so yeah they're not super strong. Tweaking them is one of the main levers for balancing CoC and it's something I intend to do before we publish the adventure. Adding a couple Named Heroes could be interesting but it's also considerably more work to add to the roster. We'll see what we have time for—there're a lot of different considerations on our end. Thanks for the continued nospawn reports. I'll do my best to fix them as soon as I can. You should be good now.
Took around 1hr20min to get to and lose to level 10. Seems to get easier after lvl6, until you reach 10. Obvious farming technique would be to quit after lv1 and repeat. Lv10 was Bliz again, what are the odds... Kinda tricky this fight, would probably have to concentrate to beat it. Heh.
The biggest obstacle so far is Whorl. As for this fight I lost outright on round 2 by not drawing any armor, heals, or attacks.
First run: Took 36 minutes, died on round 6. Got 2 epics in the loot (one was club reward). No enemy bug on round 4, map was Temple of Terror #3. Nothing in the logs. Spoiler: maps and monsters 9:19pm 1. new map Carrion Scuttlers, Ethereal Wisps, Thought Munchers (burfft party) UR(R) 2. Forest of Souls #2 Orcs, Acid Imps, Kobold Spearmen (PC12, PC17, PC2) CE(R) 3. Beneath Frozen #1 Acid Imps, Magma Idol, Guardians of Mist (PC3, PC1, PC9) RR(E) 4. Temple of Terror #3 no enemies!!! (PC22, PC23, PC1) URt(R) 5. High Mountain Pass #3 Acid Imps, Goblin Grunts1, Plant Pygmies, Frost Imps (PC23, PC5, PC8) CtR(R) 6. Secret Gnome Lords #2 Green Jellies, Flying Monkeys, Guardians of Mist, Kobold Spearmen (PC1, PC24, PC22) defeat! 9:55pm Spoiler: PC decklists PC1 ?? dwarf warrior default: walk Block 4x Bludgeon Bruiser 2x Dancing Cut 2x Immovable Muscle Through Potent Stab Pressing Bash Reliable Hide Armor Reliable Mail Scuttle, Team! Shield Block Sprint Thick Hide Armor Thickened Mail Trained Bludgeon Traveling Curse PC2 AtoA elf wizard default: Dash Punishing Bolt Stone Spikes Wall of Fire PC3 ?? human priest default: Run Demonic Power Flanking Move Healing Dash 2x Help the Weak Leadership Limited Heal 2x Powerful Bash Purge Purging Burst Reliable Hide Armor Slowed Soothing Darkness Team Heal PC5 ?? human priest default: Run Attack, Soldier! Defender's Block Demonic Power Enervating Touch Healing Blessing Holy Presence Impenetrable Nimbus Invigorating Touch Jump, Soldier! 2x Purge Purging Burst Violent Spin Weakened Armor PC8 ?? dwarf wizard default: Walk Bungled Bolt Chilling Rime Cold Snap 2x Cone of Cold Devastating Spark Firestorm 2x Frost Jolt Gusts of War Immovable 2x Mighty Spark Sparkling Cloth Armor Squeamish Teleport Self Toughness Winds of War PC9 ?? dwarf wizard default: walk 2x Combustible Fire Spray Flash Flood Flash of Agony Flight Aura Force Blast 2x Hot Spot Jarring Block 2x Magma Spray Maze 2x Mighty Spark Perplexing Ray Toughness 2x Volcano 2x Wall of Fire Winds of War PC12 caveman human wizard default: Run Arcane Feedback Big Zap Cautious Sneak Desperate Block Dimensional Traveller Forgetfulness Healing Dash Slowed Surging Bolt Thick Hide Armor PC17 (complete!) EttSC elf wizard default: Dash Arcane Feedback Arcing Spark 2x Dual Laser Beacon Ember Burst Ember Spray Flash Flood 2x Force Bolt Force Blast Force Cannon Force Field Healing Dash 2x Hot Spot Laser Beacon Lava Pool Magma Spray Maze Pathfinding 2x Potent Spark Powerful Spark 2x Punishing Bolt Scouting Run 2x Spark Spark Generator Spark Inductor Stone Spikes Subtle Parry Superstitious Telepod Jaunt Teleport Self Wall of Fire PC22 AotA elf priest default: Dash Consuming Spear Draining Touch Enervating Touch Help the Weak Invigorating Touch Loner Lunging Strike Martyr Blessing Reliable Hide Armor Skip Unholy Wellspring PC23 ?? human priest default: Run Dangerous Maneuver Dash, Team! Enervating Touch Fiery Stab Healing Blessing Healing Rays Horned Plates Lunging Hack Martyr Blessing 2x Mass Frenzy Minor Heal Reaching Swing Reliable Hide Armor Stab Team Shift Walk, Team! PC24 ?? human warrior default: Run Blind Rage Hard to Pin Down Impaling Stab 3x Mail Perforating Strike 2x Puncturing Stab Reliable Hide Armor Reliable Mail Run, Team! 2x Stab
I managed to do 13 runs so far. Overall it was quite fun and really frustrating at the same time. Like many others have already said, there are quite a few levels that are just unbeatable. I would rather have a higher overall difficulty and know that all the levels can be beaten. Loot is quite nice though, so i am really looking forward to see the final version of CoC (hopefully a bit easier than the current one ). Information requested by @Flaxative about my runs: Spoiler 1st run round 1, 3 mins round 2, 4.5 mins round 3, 6 mins round 4, no enemies round 5, 7 mins loss 2nd run round 1, 3 mins round 2, 3 mins round 3, 3.5 mins round 4, 7 mins round 5, 6 mins round 6, 7.5 mins round 7, 5.5 mins loss 3rd run round 1, 3.5 mins round 2, 5 secs round 3, 5.5 mins round 4, 5 mins loss 4th run round 1, 3.5 mins round 2, 3.5 mins round 3, 5 mins round 4, 6 mins loss 5th run round 1, 3 mins round 2, 6 mins round 3, 3.5 mins round 4, no enemies round 5, 1o mins round 6, 1 min round 7, 4 mins loss 6th run round 1, 2 mins round 2, 4.5 mins round 3, 3.5 mins round 4, no measurement round 5, 6.5 mins round 6, 3.5 mins round 7, 3 mins loss 7th run round 1, 2.5 mins round 2, 4.5 mins round 3, 3 mins round 4, 2.5 mins round 5, 7 mins round 6, no measurement round 7, 4 mins loss 8th run round 1, 1.5 mins round 2, 2.5 mins round 3, 3 mins round 4, 5 mins loss 9th run round 1, 3 mins round 2, 4 mins round 3, 2.5 mins round 4, 4 mins round 5, 4.5 mins round 6, 3 mins round 7, 5 mins round 8, 2.5 mins loss 10th run round 1, 4 mins round 2, 4 mins round 3, 4 mins round 4, 11.5 mins round 5, 6.5 mins round 6, 3 mins loss 11th run round 1, 2.5 mins round 2, 3 mins round 3, 3.5 mins round 4, 4 mins round 5, 5 mins loss 12th run round 1, 2.5 mins round 2, 2.5 mins round 3, 3 mins round 4, 4 mins round 5, 5.5 mins round 6, 2.5 mins loss 13th run round 1, 2.5 mins round 2, 4 mins round 3, 5.5 mins round 4, 3.5 mins round 5, 7 mins round 6, 8 mins round 7, 8.5 mins round 8, 7 mins round 9, 4 mins loss Spoiler: Maps without enemies
I gave it a couple of try in my spare time, sorry I couldn't properly track how much time it took because I had to go costantly afk every few minutes. on both tries I died on map 3, on both tries it was against laser turret/security robots in an open field map. The random party feels interesting but rather underwhelming in card power, given they are supposed to be level 21 , but I suppose it makes sense in the context of cavern of chaos. Possible suggestion : what if the party for map 2+ was picked with quick draw rules instead? still with random race/classes but at least there is a bit of player agenda. Possible suggestion 2 : sincve it's random, what if the player characters were considered higher level for cavern of chaos map 2+? Some extra health would make a big difference in those case of unavoidable 10+ partywide damage
Took me roughly half an hour to make it to level 6 and lose. No blank maps, but I did get a free pass on this one: Spoiler: pic It does seem like it'd be a pretty big slap in the face to go through all these levels just to be faced against the alabaster dragon with one of these ragtag teams at the end. Perhaps you should get to use your original party in the final map as a sort of epic finale?
This is what I would have expected given that quick draw rules in the campaign has already been done in EttSC. It would keep some sort of deck building component, which I view as a core component of Card Hunter. I'd even like to keep my characters across all the rounds. After all, these are my characters! I've raised them since they were level 1 and repelling Ig-Gabig's kobold invasion of Ommlet. However, I still think the current Caverns of Chaos is a great addition. It's clear a lot of work has gone into it so I've no doubt a lot of thought has gone into it too and there are good reasons for not doing this. This would also give an opportunity to use the sweet loot that you've been collecting through the previous rounds, while still not knowing exactly how to build your team since you wouldn't know what you're facing. How about Caverns of Chaos Quests? Maps 2-6 give guaranteed epics, maps 7-10 should give guaranteed legendaries but no-one bothered to define the loot tables, assuming that they would never be needed. ... Anyway, on a more useful note I'll try and get in another run or two today. Happy delving* all! * Does one delve in a cavern, or is that only for dungeons?
This would certainly have a side effect of slowing down speed farming. Maybe we'll get to use our own characters in the next project. I'd like to use mine even if it's quick draw. I think Flax prefers balancing the characters and monsters himself, and I can see his point. I don't think he'd have released a beta unless he had personally beaten the final level with the characters provided an acceptable percentage of the time. I also suspect his acceptable percentage was well below 50%.
Security Robots are a bit odd in teams. They never appear in teams in the campaign, always one robot per draw group. When they are in teams the bot that plays the charge up isn't always the one that plays the discharge, this makes the discharge almost unavoidable in many situations. Seems they were specifically designed not to be put in teams.
Okay, tried two times. 1st time stop happened at... 5th or 6th part I believe. Overall probably round 30-40 minutes taken to get there. 2nd stop at level 4, after 23 minutes of playing. Archers, damnit. Definitely going to try this more than these two times, but there's so many things happening I can only afford as much.
Got defeated on encounter 7. Total time: 51 minutes. Encountered only two copper golems on level 6: This was after I logged out after the 5th round and came back about 1 hour later. I logged out after the 6th round and immediately logged back in but the 7th round had all the monsters spawn as normal. Log is included on the off-chance that it helps: Spoiler: Battle Log === CARD HUNTER CORE PC Client === Fri Sep 25 13:03:53 GMT+0100 2015 Sandbox Type: remote Version 3.74.0.11045 SFS Version: 1.2.0 Create landing screen. Initializing world screen Landing screen: set login dialog No bootstrap configuration file. Loading configuration from ch-config.json Authenticating... https://test-server.cardhunter.com/game_login.jsp?time=1443182639938 Connecting... Connected Logged in as Silver Flame === SERVER CONFIG === - CAMPAIGN_TEAMS: True Loading static data... Fetching manifest Manifest loaded. Creating CSV parser. Processing manifest. Processing: Hint Loading from https://test-server.cardhunter.com/data/gameplay/Hints/Hints.csv received block list received friend list Processing: Card Loading from https://test-server.cardhunter.com/data/gameplay/Cards/Cards.csv Processing: Adventure Loading from https://test-server.cardhunter.com/data/gameplay/Adventures/Adventures.csv Processing: Equipment Loading from https://test-server.cardhunter.com/data/gameplay/Equipment/Equipment.csv Processing: CharacterArchetype Loading from https://test-server.cardhunter.com/data/gameplay/CharacterArchetypes/CharacterArchetypes.csv Processing: Figure Loading from https://test-server.cardhunter.com/data/gameplay/Figures/Figures.csv Processing: ExperienceTable Loading from https://test-server.cardhunter.com/data/gameplay/ExperienceTables/ExperienceTable.csv Processing: HealthTable Loading from https://test-server.cardhunter.com/data/gameplay/HealthTables/HealthTable.csv Processing: TalentTable Loading from https://test-server.cardhunter.com/data/gameplay/TalentTables/TalentTable.csv Processing: Prompt Loading from https://test-server.cardhunter.com/data/gameplay/Prompts/Prompt.csv Processing: Keywords Loading from https://test-server.cardhunter.com/data/gameplay/Keywords/Keywords.csv Processing: Price Loading from https://test-server.cardhunter.com/data/gameplay/Prices/Prices.csv Processing: StarterPack Loading from https://test-server.cardhunter.com/data/gameplay/StarterPacks/StarterPacks.csv Processing: MPReward Loading from https://test-server.cardhunter.com/data/gameplay/MPRewards/MPRewards.csv Data loaded. Verifying data. BattleScreen::getInstance failed - no instance yet! Initializing deck builder Initializing battle screen Battle joined BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Event=StartGame BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Msg=Starting round 1 BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Event=Attachment Phase Initiated BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Event=Draw Phase Initiated BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Msg=Silver Flame drew Dash for COC PC4 BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Msg=Silver Flame drew Powerful Hack for COC PC4 BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Msg=Silver Flame drew Impaler for COC PC4 BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Msg=Silver Flame drew Impaler for COC PC4 BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Msg=Silver Flame drew Walk for COC PC9 BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Msg=Silver Flame drew Squeamish for COC PC9 BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Msg=Silver Flame drew Perplexing Ray for COC PC9 BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Msg=Silver Flame drew Wall of Fire for COC PC9 BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Msg=Silver Flame drew Walk for COC PC14 BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Msg=Silver Flame drew Healing Rays for COC PC14 BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Msg=Silver Flame drew Purging Strike for COC PC14 BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Msg=Silver Flame drew Trained Bludgeon for COC PC14 BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Msg=Gary drew Walk for Copper Golem BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Msg=Gary drew a card for Copper Golem BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Msg=Gary drew a card for Copper Golem BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Msg=Gary drew a card for Copper Golem BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Msg=Gary drew a card for Copper Golem BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Msg=Gary drew a card for Copper Golem BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Msg=Gary drew a card for Copper Golem BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Msg=Gary drew a card for Copper Golem BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Event=Action Phase Initiated BATTLE LOG: Scenario=COC Shallow Node3,Room=COFC (Silver Flame),RoomID=1517,Msg=Silver Flame must play a Trait
So partially out of curiosity, and partially to increase the rate at which I get past it, what teams and gear are people running as far as the first adventure goes?
Just a heads up: I'm not absolutely sure about this (I have gone through rather a lot of maps in CoC): but I think I faced enemies in both ClanCrusher's screenshotted map (glad. quals. map 2) and 40c_rudy's last screenshot (Lord Stafford's Treasure, map 1). If anyone sees enemies in any of the maps that have nospawns, maybe if you could screenshot/confirm this, it might be helpful. Of course, I may just be misremembering. So far we have had nospawns at: Lord Stafford's Treasure, map 1 ; glad. quals. map 2; Lair of the Yellow Dragon map 3; Cliff of the Wyvern's map 4; Also, there has been only two enemies at: Melvelous the Magnificent map 2; There's two of my screenshots which I'm not sure where they are from. Does anyone know where my screenshot on the bottom of page 1 is from? Pretty sure it's from an MM and has a dragony thing in it. Also, anyone know where my screenshot from the top of page 4 is? Edited - Thanks to Assussini for telling me the map on page 4 (though, while the map on page 1 looks similar to Dungeon of the Swamp King map 1, I don't think it is)