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Mauve Manticore 22* MM 22.2 Hammer Time by @Potato Priest Just no... Used 6 restarts before finally giving up. Removing the Death Elemental might make this too easy, but something needs to change before I agree to try this again. Also, 22.2 map is missing one the corner doodads: MM 22.1 Ogre Escort by @adajon seemed fine. Maybe I got lucky, but I beat it on first try.
Holiday store seems to be fine, it's even stocking Hu-La Hoop's Vicious Circle. I was just testing MM 22 when the server shut down and I'm getting 2032 errors when I try to get back in. I beat the first map on my first try, though I've had some losses as well when trying the map when it was posted on the forum, so I think the map's fine as it is. Like Pawndawan, I've lost the second battle six times already, never even getting close to winning. It's extremely RNG-reliant whether you get the cards you need to shut down the doors or the AI does it for you with its traits and the Death Elemental's Roulette can easily just randomly cost you the game. Having no way to purge Doom makes the map even worse, as soon as you get Doom you might as well resign, and having to stay out of the Death Elemental's range while also dealing with the Doors and Poison Elementals is just way too much. The map is just frustrating, I've tried playing aggressive or defensive and either way you can just randomly lose to a roulette causing you to blow up, constantly targeting you or fixing doors back to full HP. The map also feels rather bare and not well-designed aesthetically, but that's just my subjective take on it. It's a very tedious map overall, not really MM-worthy in my view, at least last MM's Hydra map was charmingly random rather than frustratingly.
I have completed the second part 3 out of 5 attempts. The key cards are purging strike (to remove negative energy), doom (keep out of 4 range), and spawn elementals (don't kill them).
After 6 more tries I finally got a victory, but only because Roulette didn't screw me over. Even knowing the optimal strategy it took me several tries to win, I don't understand why people put Death Elementals in maps which are built like tests of skill since inevitably it just winds up being a test of luck. At least go full-on RNG if you put in Death Elementals. I also think the second map really needs aesthetic adjustments, the walls surrounding the second map look all wrong, there's T-segment wall pieces where they shouldn't be and it makes the walls look disjointed. Regular cave maps have the blocking terrain with clean and clear thick black lines surrounding it on all sides, MMs should require just as much visual polish. I beat the third map in two tries, it was satisfying unloading Rad Pulses in the middle of enemy crowds and charging all over the place.
Mauve manticore 1 (5 retries)feels very reliant of knowing the turn where they respawn, otherwise the hulk spawns very close to the path in the rocks. maybe tell us if it's odd, even or every three turns in the description? 2 (4 retries I think) Is kinda doable once you start moving only when the poison elementals come near you, keep flying in hand at all times never discarding it , use the big rock formation to avoid line of sight with the death elemental and use the heals on yourself first until you have more than 20 life, but roulette can still be an issue. Only beaten 3 after 3 retries,getting hear them out can help tremendously, I guess you are supposed to wait until them make the first move and enter the building. Also got walpurgis, but they were weakened so it wasn't an issue. Also consider unlocking MM 21 by default together with MM7 and the current one, since this one will probably be particularly difficult and stop players from playing the older MMs. .
The third map is Vlamona's "Ready to Rumble". http://forums.cardhunter.com/threads/lets-commence-preparations-for-rumbling.10233/
The version of the level that I entered is here though: http://forums.cardhunter.com/threads/mauve-manticore-submission-thread.4544/page-12 It's called Space explorers. Dunno if they changed anything about it.
I reduced the # of the ranged enemies in Space Explorers FWIW. Also you don't need to kill the death elemental in Hammer Time - you just need to stay out of its line of sight, basically, to avoid Doom, and go around closing the portals. I can beat it fairly reliably but if yall think it's stupid I appreciate that feedback and can try to make it easier.
It looks like they respawn every round, which is really challenging when you only get 1 attack per round yourself. I haven't managed to beat it yet. Can we please make the ogre not be a minion? Also, the large figure bug means that Muscle Through won't push enemies adjacent to the top half of the figure.
I beat Hammer Time! on my second try. Generally try to stay away from the death elemental and use heals to heal only when you think it likely that you could get taken out by roulette (generally 10 hp or lower). Another interesting thing is that the portals seem to prefer to spawn poison elementals through the left and upper portals. Sorry about the ugly map. That was one of my earlier ones.
The enemies respawn every 2 rounds. Making the Ogre not a minion makes the encounter far too easy (I tested it when making the level). Killing lots of enemies definitely isn't essential - you just need to clear a small path for Stafford. His bashes greatly help with this as well.
I had a hard time with the Stafford map. Every time I acquired significant bashing power, cowardly would ruin the day. Eventually, I was able to concentrate nearly all the goblins around the ogre so that I could kill them in 2 rounds. While the ogre was doing that, Stafford was collecting move cards. The round after the last goblins died, Stafford made a mad dash for the VP, dodging the newly re-spawned gobbos, and I won.