Tuesday, January 31, 2017

What Changes do Chaotic would you make?


 Chaotic hasn't been generating any new cards for several years now (Are you surprised by that?), so playing with the same ruleset can be slightly boring.

 It is because of this that some have been playing with additional rules such as "Build Restrictions" such as only using Commons/Uncommons in their deck and so on and so forth.

 Here's my main discussion point though -

What changes would you make to the Game Rules itself to make things interesting?

 Obviously we cannot simply play it with an "Over-powered" rule like allowing 50 build points worth of attacks in a 20 card deck.

 Here are some ways I've been testing with...
  • The Current Location is determined by which space is being attacked.

    This is somewhat of a weird rule but let me explain. Chaotic's game-board is built with each player having their side of the battlefield (or board). Instead of flipping the Location Card for the Attacking player's turn, we flip the location card based on which side of the board the battle takes place in.
    Consequently, this makes it slightly more difficult for the Attacking Player to win a bout (assumedly) but it does make sense when you think about defending player having the home-field advantage from players. Locations aren't necessarily the "make-it or break-it" things in battles (usually) so I think it can be an interesting take. (And make you relook at your location deck)
  • Top-deck Mode

    This is more of a deck-testing tool than an actual change to the rules. Essentially, you remove the concept of Attack Hands and play solely using the top card of your attack deck. This essentially tests your attack deck overall as you can't strategize usage of your attacks (saving some attacks, using your Magma Mights on 5 energy creatures etc). It's a very random and can sometimes help you see flaws with the deck.
  • End of the Line Win (6v6 and up)

    This is an alternative win condition, suppose an enemy attacks and lands on the very end of your side of the board. Add a "Hold" Counter on that creature, if at the end of your turn, the creature with the "Hold" Counter is still there... you would lose the match.

    "WHAT?!?", I hear you exclaim.

    That's fine, allow me to explain... When you think about it, your side of the battlefield is your "territory". If somebody can infiltrate (or fight their way) into your territory and hold it. You essentially are surrounded and fighting between a rock and a hard place. Some Creatures will do this better than others (Xelfe combination, Ere, etc), but it'll promote different deck building strategy. It may make it so MAYBE your Muges shouldn't be too far back. MAYBE you'll need more Defenders... We'll definitely see.
 So have any of you played with any weird rules to the game? Curious to see if there are any. :)

Thursday, January 26, 2017

Coding the Dromes Part II


Hi there!

It's been awhile hasn't it? University (and other Games) has kept me swept away and totally busy. But now with a bit of spare time, I decided to proceed on with an older Project involving Coding the Battledromes.

So what are the progress? Well I decided to start over and use Unreal Engine this time... So there essentially hasn't been any much "progression" if you will since last time.

But of course! If you're still reading this, you'll probably want to see what's been done. I will just briefly go over each thing done.


So we begin with a relatively simple board - Two of my favorite "Dawn of Perim" units are the chosen fighters (rather than the random Velreth and Toxis).


Combat has not been inputted yet... However, the setup for an apprentice battle is more or less setup by the end of the day. With the following features being implemented during the Start-Up (I'll add more as I remember them)
  • The Starting Player is Randomized
  • Location Decks and Attack Decks are shuffled 
  • The Starting Player's Top Card of their Location Deck is flipped Up
  • 2 Attack Cards are drawn for both players.

I know it isn't much (especially compared to how much I did in a day for Unity), but I did try for a cleaner code and spent most of my time bug squashing (ensuring little to 0 problems). And it's also more "exciting" for me to look at - compared to the plain blue background and 2 pictures.




Finally (although not totally relevant and very ugly due to my lack of experience in "art"), A scroller based on the cartoon/anime. This was more of a side-track thing. If I did want to pursue it, I'd probably actually get a friend of mine to help make me a spinner :p

That's all for now. 
Peace
malcolm9

Tuesday, October 20, 2015

Card Creation II - Eehrin, The Combat Trainer

Let's try creating an Overworld Creature today...

This time, a Creature called Eehrin done by "E-Mann".


Eehrin
Overworld Hero Warrior

Courage: 85
Power: 75
Wisdom: 45
Speed: 45
Energy: 45

Mugic Counters: 1
Elements: Air, Earth

Adjacent Creatures deal an additional 5 damage with attacks
Eehrin deals an additional 5 damage with attacks
Loyal - Unique

To discuss the card... Eehrin seems to be a bit an instructor to some of these weaker Overworlders but definitely not one to shy away from battle... 

As such, giving her an ability to support her fellow Overworlders could potentially be quite good on her. Placing her on the middle row with a Bronzeflight allows easy protection due to her fairly bulky presence, while still supporting the front row. 

I also felt that such a boost may be considered a tiny bit strong... Especially on guys like Maxxor, Protector of Perim... as such, we gave her a little vulnerability with the low energy so that she can be coded without too much effort.

That all being said - Eehrin is a nice alternative to Lomma, Desert Wanderer and can be considered. 

We hope you enjoyed Eehrin, The Combat Trainer!

Monday, October 12, 2015

9 Years Anniversary of Chaotic: Card Creation I

 Hello once again... and Wow! Has it really already been 9 Years?

 It's difficult to come up with a great special way to celebrate the 9 Years... So... to try and come up with something - I'll be bringing up some Chaotic Art you may/may not know about (1 per post) and perhaps some... fun Abilities/Stat.

Perhaps making these into cards and "proxy-ing" them may lead to some fun results hahaha!!

Without further ado!!


Ahnem
Mipedian Caretaker

Courage: 45
Power: 45
Wisdom: 75
Speed: 65
Energy: 30

Mugic Counters: 1
Elements: Earth

Expend Earth: You may return a Battlegear from your discard pile and equip it to a non-equipped Mipedian you control.

Unique - Loyal


 I think this is a fairly interesting concept idea to try out... The idea of constantly returning a Battlegear like Vial of Liquid Shroud or Nexus Fuse would make this guy a constant threat on the board. This is especially true in things such as Mipedians that rely on their Invisibility to make a devastating first strike...

His low energy is rather this Caretaker's downfall as you should find it fairly easily to burn through this guy. Even engaging him through regular Range/Swift tactics would be able to crush him easily.

Nonetheless, you should always be cautious of this little Caretaker... as a Battlegear returning constantly can mean devastating implications if not dealt with straight away!

What do you guys think of Ahnem? Too OP? Interesting? Let us Know!

Credit: Art by JayAxer.









Wednesday, November 12, 2014

Coding the Drome Part I.

Hey,

I obviously don't know how many of you are still out there or still hold a ant-bite amount of interest for the old game.

But for those who follow the Backup Forums:
http://chaoticbackup.forumotion.com/

There has been a spark of talk about the community wanting to re-create a World of Perim (3-D Adventure) or to re-create the Dromes. Now these are incredibly daunting tasks that had previously took a team of programmers to accomplish.

With no plans drawn up, I decided to spend some time with Unity3D to code up a storm across the holidays and see what I can get done/working and what... isn't so... easy to forge.

That being said - this blog will act as a "log" about the progress, setbacks and etc. faced when trying to code a Drome. :)

Day 1: Final Screen-Shot


That may be a tad small... But here was what was done in Day 1:
  • A 20-Card Attack Deck has been created. It is shuffled at the Start of the Game (Before Cards are dealt) and is re-shuffled when the deck is depleted.
  • 3 Attack Cards are drawn and deals Base Damage (The Stat Checks, Challenges and Elements work as intended.)
  • An attack card drawn replaces the previously used attack card.
  • Images was added to Attack Cards/Creatures for better Visibility
  • Stats (Not real stats but proxy stats) is implemented to test attack conditions and damaging the enemy (including elements)
This Drome (for now) will be built for 1v1 Apprentice mode (To be expanded later) and I have yet to code Battlegear or Locations (No I haven't forgotten).
Once I get those functions working, I can work on making it prettier :)

Peace
malcolm9/CounterGambit

Monday, March 31, 2014

Dread and Despair

Hey Guys,

Every month (as long as some interest remains) I will post up a post here to work hand-in-hand with the decks posted on "TradeCardsOnline" site.

This month's deck is... "Dread and Despair"


The Link to the Deck:
http://www.tradecardsonline.com/im/showDeck/deck_id/495349

123
45
6

1. Agitos, Eloquent Motivator - Gigantroper
2. Zamool, Lord Van Bloot's Enforcer - Sun Chariot of Kehn-sep
3. Chaor (Dawn of Perim) - Whepcrack
4. Ulmar, Perithon Racer - Bi-Mowercycle
5. Ulmar, Perithon Racer - Bi-Mowercycle
6. Kopond, High Muge of the Hearth - Mipedian Balladeer's Flute

Mugic
2x Canon of Casualty
2x Consuming Cacophony
1x Improvisational Melody
1x Roar of the Mob

*The attacks and locations may depend on personal preference and playstyle - A Power Stat deck is a strong variant however in the decklist above I went with a bit of Fire elemental attacks for a tad variation

 This is MY version of the classic Zamool Burn deck that almost every Underworld Player has a variant of. It's definately an all-in type of deck that abuses Zamool's ability to prevent the opponent from even attempting to stop it.
For those unfamiliar with the concept, Zamool must ALWAYS be involved in the First Battle, whether by Agitos, Eloquent Motivator's ability (Opponent's first) or simply attacking with Zamool. This locks the opponent from using mugic or activated abilities. This simply means you can cast any mugic you wish without fear of them denying the mugic.
As soon as Zamool is engaged, we can begin to distribute the damage in any way you see fit. In total, the MAXIMUM damage that can be done...
20 (From expending both Ulmar, PR's Fire)
40 (Consuming Cacophone 30 + 10 from Kopond's ability)
30 (Canon of Casualty 20 + 10 from Kopond's ability)
20 (Canon of Casualty)
30 (Consuming Cacophony)
__
140 damage excluding Improvisational Melody (Possible 20 damage from Kopond Cast) and Roar of the Mob

The 140 Damage should be plethora enough to wipe out at least a front-line creature (or two) or wipe a ton of the backline. Adding the fact that you've engaged a particular creature beforehand that you may not have used your burn mugic on, you could potentially wipe half the board with a single blow.

To talk a bit about Improvisational Melody - It's a mugic that could potentially cost 0 Mugic Counters (Should you have dealt 20 or more damage beforehand) that does 10 damage or 20 damage if cast by Kopond, HMotH - Thus I did not count it in the "Base Burn Damage"

Roar of the Mob is also a variable mugic dealing 10 damage per Counter on the Creature. Thus you would usually only want to cast this on a caster possibly a Najarin Fluidmorpher's Foe or a Karraba for instance. Again this number is variable and could change should you choose to cast it with Kopond.

=====================================================================

THINGS TO NOTE:
No, this deck isn't perfect - It's far from it.
In fact, this deck is all about that single moment where you burst everything down and bring their morale swooping down into a crash.
Before Zamool gets to attack, be warned they may burn your own creatures down! (If they're Underworlders' anyways)
This is a "All-In" deck, meaning there isn't much room for variation compared to other decks (in terms of playstyle). There's no defensive mechanisms like Bronzeflights or Weightless Energy Vessels.

However, this "All-In" playstyle is what I've come to love about *some* of the Underworlders, and I love the idea of a "Sink-or-Swim" method deck.

Hope you enjoyed! - Perhaps Give the deck a whirl

That's my deck! ;)

malcolm9



Thursday, November 21, 2013

Probably...

Hi guys,

Know how I typed (Probably) at the end of that last post? Yea... it just didn't work out... So here I am, at 2.40AM in the morning... where this card crept into my mind and just won't leave...

So which card is it?


















THAT ONE!!!! The first Silent Sands Ultra Rare I ever pulled.
I don't know if it's because I entered a deck-building competition (with some unusual rules) or just because I was thinking of creatures for a new deck.... But again, another underused card has entered the table.
So with 50 energy average, Enre-Hep isn't the most vulnerable muge to burn mugic. Neither does he have the most counters to cast mugic with - especially in a tribe already short on mugic counters.

So... Now on to the more interesting parts of this Ultra - how he gains 1 {} per 1 {} on Mipedians that hit your discard pile. This is once again - a simple example of the trickier Mipedian tactics. So he's a very sustainable card - ensuring no {} are ever wasted. This allows you to juggle counters to a safer muge, allows the usage of crazier tactics like sacrificing a Conjuror with Ravita Flower to provide Counters for Enre-Hep's benefit. Nourishing Nocturne sacrificing Minions to ensure a won battle, can provide counters to Enre-Hep.
All these crazy tactics will/and can ensure that Enre-Hep is the only muge you need.

His second one, is another one of those "more unique" abilities - Target Creature GAINS recklessness 5. So... basically you could give this to a Warbeast and let him Slashclaw/Harnessed Rage for extra damage. You could stack this onto the enemy creature and make him hurt himself a lot more than he hurts you. It seems very insignificant but it hides a darker threat. With 3 Counters on Enre-Hep, Recklessness 15 can be applied to your opponent, pair this with invisibility strikers with Invis 10 onwards, and that's a guaranteed 25 damage on them - counting the attack damage you will deal + the fact he MAY have to use 2 attacks to finish you. This ability can become very scary, very quickly. Combine this with the first ability and you can swiftly see that this card is truly deserving to become the future High Muge of the Mipedians.

With a mindset to help sustain the Mipedian's mugical side and having the ability to both torture your enemies and strengthen your beasts - Enre-Hep is one of the few Mipedian muges that aren't commonly played - but still needs your attention when seen in battle.