Nice, I missed that bit of info. Sounds like if I link my steam account to an existing account, that will forever be attached to my steam account though. Hmm, I wonder if I just play on steam for a while and not link accounts, and then eventually link my account when my friend catches up to my progress. Very curious to see how this will all link up exactly. I assume trading cards means Steam trading cards, not trading Card Hunter Item cards right? July is already upon on, good luck on a huge Steam release!
Isn't it just that they are exactly the same? Steam just connects to the main server so everything is the same, you just get Steam functionality but it is the same as logging in on a browser.
Yep. But your Steam friends can see, whenever you start to play Card Hunter from steam They may join you.
Just keep in mind, you don't need to make a new account to play in line with your friends, on Card Hunter. Just make a rule that your co-op characters can only use items they find in the co-op runs, and it won't matter what items you have in your collection otherwise.
Moar publicity: http://www.rockpapershotgun.com/2015/07/04/card-hunter-coming-to-steam-with-co-op-and-notshodan/
From what I can see, here's a full list of the cards revealed (both from the trailer and the image on the homepage): - Radiation Bomb (Gold, Rare)(on a priest) - Damage 2, Range 6, Burst 2, For each affected character, create a random Handicap card and attach it to them. - Battery Explodes (Black, Common)(on a priest) - Damage 5, Damages you and all adjacent characters. Mandatory Action, Cantrip. - Meltdown (Black) (small card from trailer) - Laser Barrage (Gold, Common)(on an enemy) - Damage 10, Range 8, Cone, You may not turn when playing this attack. This attack only affects enemies. - Rocket Dash (Gold, Common)(on a priest) - Move 4, Roll a die. Add half that many move points to this Move, rounded up. If you roll 2 or less, draw a random laser malfunction card. Fly. - Laser Whip (Emerald)(small card from trailer)(also in image) - Damage 8, Range 2, Major Erratic Damage. This card may not target enemies adjacent to you. - Ammo Block (?) (Silver)(small card from trailer) - 3+ - Laser Strike (Silver)(small card from trailer) - Damage 7, Range 1 - Rad. Bolt (?)(Bronze)(small card from trailer) - Damage 2, Range 6 - Gene Therapy (Bronze)(Uncommon) - Discard each Handicap card attached to target then attach an equal number of random Boost cards. Heal 3. - Adapted to Acid (Bronze)(Common) - Attach this card to yourself. You are Immune to Acid damage. Duration 2. - Mega Laser (Gold) - Minor Erratic Damage - Spawn Swarm (Gold) - Shotgun Spray (Silver, Common) - Cone - Invisibility (Emerald, Rare) - Trait, Attach this card to yourself. You may not be targeted. Duration 2. - Drained Battery (Black) - Discard all Laser cards. Mandatory Action. Cantrip. - Laser P (?)(Silver, Common) - Flaring Laser (Bronze, Uncommon) - If this attack is blocked (something) damage (something) - Push the Button (Silver) - Force Field (Gold, Uncommon) - Adapt(ive?) (Silver) - When you take damage, create a (new?) card that grants you Immunity (to?) that damage type and attach (it to?) yourself. Keep. A few new things there. Mandatory Action, Cantrip is presumably the new version of "trait that doesn't draw you a card". Minor Erratic Damage and Major Erratic Damage... hmm. Look at Laser Whip (funnily enough the trailer shows only its damage and the image shows only its effects, but by combining them we get the full card). If Major Erratic Damage is "sometimes better, sometimes worse" then it would be much worse than Impaling Stab at a higher quality, so it's probably a flat out boost. I'm going to take a wild guess and say it's "This deals a random amount of damage between the regular amount and twice the regular amount". Mmm, 16 damage stab. A few other random thoughts. - Radiation Bomb seems really fun but overall a fair bit worse than Fireball. Oh well, Fireball is crazy anyway. - I'd be scared to run Rocket Dash over Sprint. Laser Malfunction card, that doesn't sound rosy. - Gene Therapy is the new Lateral Thinking? Probably not but it still sounds cool. - Invisibility... oh man. Since there are new high level items there could conceivably be a Level 21 with 2x Invisibility and 1x random black card. If that happens I am so done with multiplayer. Even 1 of it sounds scary. And you thought one turn nimbus that didn't replace itself and didn't stop Winds of War was bad. It's even unpurgable! (Actually Purging Burst might still affect it... lets hope so.) - Drained Battery for worst card in the game? I mean in the best case it's a dead draw. Even bad stuff like Weak Strike at least does a bit, and the actual handicaps draw cards. - Push the Button and Force Field are awesome names and I'm going to be really disappointed if they don't do something awesome. - Adapt (or is it Adaptive?) seems crazy? You get hit by one Ember Burst and now you're immune to fire for the rest of the game? Welp. Although Adapted to Acid makes me think the cards it creates only lasts for two turns. Still scary.
Push the Button is really awesome. I have no idea how it'll go in regards to balance, but I love playing it.
Well, the above was in my quote 'pool' for some reason, but it fit nicely, so it's staying. Anyway, I'm all about pushing buttons, y'know! Totally a good card for me :X :glances up: Of course, it's important to know what pushing the button does.. else you'll look up after a few good presses, and find gnomes've sprouted out from the ground all over the place. And, as we all gnome, that never ends well. :X
Let me quell this fear immediately: Invisibility does not appear on items. (And yes, Purging Burst works.)
Burst, Cone, and Linear cards and terrain attachments do not target chars. But Adaptable only triggers when you take damage, so you can't refresh existing "Adapted to" cards until after they wear off (or are pushed/purged off).
Adaptable is crazy powerful, IMO. Players can currently only have one per deck, but some monsters have more.
Yeah, it is one of the cards I've voiced my concern over. I haven't done much testing of it myself, but any Immunity / binary power card is either overly weak or overly strong. Really wish it was more like a "reduce damage by X" instead of immunity.
There's a lot of counterplay and it never proved problematic in playtesting. If it becomes an issue after release, which I think is basically impossible, we can very easily can the 3 items it's on. Anyway
Yeah... well our definitions of problematic are different. I still think Imp Nimbus and Res Hide and similar binary cards are already problematic... :-P
From a pvp perspective, it's a lottery draw that can be worked around. It can be the bane of narrow builds (which seems intentional), but armor removal will dispose of it. From a pve perspective, it can also be worked around, but facing mobs with multiple copeis can be a stone PITA. Attack diversification and armor removal work well if they show up when needed.
@The above comments Okay, unless I'm missing something, isn't the point of Adaptive partly to encourage versatility in spell selection, and thus add a negative to, oh, say, fire-only casters? It seems a pretty solid design concept to me, spellcasters have needed motivation to generalize more.