55 minutes, won 6, lost the 7th. If I had been "farming" I would have just surrendered that 7th map, my team was two no-damage wizards and a no-damage priest against a wall of beef (Mummys, War Monkeys, Arcane imps, Servants). I probably spent at least 15 or 20 minutes trying to get through it, but lost anyway. Weird map "error" I ran into: That rightmost corner of the map looks like an open space, but it was actually blocked.
9 wins, 95 mins (including death at final battle) Lost horribly on the final map + got lucky on earlier matches with a lot of slow moving dudes, so things were more manageable then they probably usually are. Also had a bug on the 3rd battle - the board (Throne of Strench, map 1) had the incorrect number of VPs needed to win, so I won before I had defeated all the enemies. You can see it in the first half of my run (relevant battle at 18 minute mark, sudden win and surprise at 22:35). Second half will be uploaded later, and I forgot to record the final battle, but in summary, Blizzy + Whorl + Acorn Sling = D:
That is not a bug, Giant Roaches score 0 stars each just like servants. (The star requirement is equal to # of stars you can get from killing the enemy.)
3 wins, 42 minutes. I shake my fist angrily at you, adult wyverns vs two wizards and an elf fighter on a wide open map!
Runs: Spoiler 14 mins 2 wins 19 mins 5 wins 4 mins 0 wins 34 mins 6 wins (Both these in last run) Melvelous the Magnificent map 2 had 3 groups of enemies as normal (previously noted to have only two copper golems at one point) at round 2 Lord's Stafford's Treasure, map 1 had 3 groups of enemies (previously noted to have no enemies) though the enemies are very easy at round 4 So, it's probably not a problem with the maps, as you said. May I ask how the monsters are spawned? Are there areas they can spawn in (close to where the monsters appear on their original maps), or are there loads of spawn points?
Lots of spawn points. Right now my theory about the broken spawns is that there's some bad typo in the "ranged" monster group set and that's breaking the monster group selection process in some of the battles that try to include a ranged group. I haven't actually taken a look at the code yet. To all testers: I don't think I need more run data on this version of CoC. Thanks for all your input. Feel free to post your successes or failures, complaints, etc., but at this point our chests/minute and average run depth have stayed constant over about 80 runs and I'm going to go ahead and make some tweaks. Not sure when the next test build will be out, hopefully sometime soon.
Did another 10 runs, for a total of 23 runs so far and only managed to reach lvl 9 once. What pisses me off the most is the huge amount of movement cards that mobs have, making escaping from melee creeps or closing down on range creeps impossible. Anyway, i don't think that i have the skills to clear CoC. so i am done trying for now. I have had a good time playing this though and it is definitely something that was missing from the game. P.S. I read your message Flax, but since i already have the data ready, i will just go ahead and post it. Spoiler 1st run round 1, 2.5 mins round 2, 2.5 mins round 3, 3.5 mins round 4, 2.5 mins loss 2nd run round 1, 2 mins round 2, 4 mins round 3, 5 mins round 4, no enemies round 5, 5 mins round 6, 5 mins loss 3rd run round 1, 2.5 mins round 2, 2 mins round 3, 3 mins round 4, 6.5 mins round 5, 5.5 mins round 6, 4.5 mins round 7, 5 mins round 8, 7 mins loss 4th run round 1, 3.5 mins round 2, 5 mins round 3, 6 mins round 4, 7.5 mins round 5, 7 mins round 6, 5 mins round 7, 3.5 mins loss 5th run round 1, 3.5 mins round 2, 2 mins round 3, 6.5 mins round 4, 4 mins loss 6th run round 1, 3 mins round 2, 3 mins round 3, 3.5 mins round 4, 4 mins loss 7th run round 1, 2.5 mins round 2, 4.5 mins loss 8th run round 1, 3 mins round 2, 4 mins round 3, 3 mins round 4, 5 mins loss 9th run round 1, 3.5 mins round 2, 4 mins loss 10th run round 1, 2.5 mins round 2, 3 mins round 3, 7.5 mins round 4, no enemies round 5, 4 mins loss Spoiler: Maps without enemies
Third attempt Round 1 - 5 minutes Round 2 - 4 minutes Round 3 - 5 minutes Round 4 - 10 minutes Round 5 - 11 minutes Round 6 - died to mental flensing 1v1 on that map where each member of your party faces a different opponent. please take martyr's blessing out or at least let me self target xD
R0und 1: 2 minutes (Burst wizard and two priests stacking cards on her). Round 2: 4 minutes. Round 3: 8 minutes. Round 4: 6 minutes. Round 5: 14 minutes. Round 6: 9 minutes. Round 7: Swarmed by NPCs, didn't stand a chance. I do not know if this is a glitch or not, but the Battle Log does not automatically scroll down to the most recent text.
Alas, what happened to "Toughen up if you want the crown "? Difficulty feels about right to me, assuming 2-3% completion is acceptable to the masses. There are a few mobs that could possibly use tweaks. As others have mentioned the group of 4 archers tends to be a bit punitive for example. Would be nice if bosses had different weightings too. Because a hard fight is good, but endless repeats to get the easy fight among the impossible ones isn't so good. Currently on final level it is boss + lieutenant + 2 groups? Could instead vary it based on the boss, eg: Blizkenripper + 1 group Grendal, Troll King + 2 lieutenant + 2 groups Xanthicius + 1 lieutenant + 2 group etc.
Is there any way to shut Gary up on the test server? Every time I log in and accidentally click a block he keeps telling me about it. This is not a problem on the main server.
Can't do this, unfortunately. Roger. Given the current completion rate I think it could be significantly easier without being too easy
On one map there were 2 turrets hidden on the right side of the map in a wall. The enemy Lord Stafford allowed them to camp the victory spot... 74 rounds later I was finally able to achieve victory.
CoC - A sprinkling of easy blended into a mass of annoying and difficult, with random Kobayashi marus added for frustration. Pity we can't directly face the RNG, Master of Chaos, as the final boss. Of course, that might be harder than triple Blizzy.
We the testers aren't the average everyday noobs, so if we only have a 3% completion then less than a percent of the total player base(a guess I know) will be able to do it.
I'd just like to go on record as saying I think these are both really awesome ideas. The Caverns concept is good now, but these suggestions would do a lot to make the experience feel more polished. Then again, I also still think we should get to use our original party for the final battle.