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The crystal ball [cw]

The crystal ball [cw]

Статистика

The crystall ball tells all: Chatwars game dev blog (Eugene); Personal blog (Eugene); Npc home (Crystall ball).

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  • 1 июн.864513

    Please, take a glimpse of what we incubating according to napkin-road-mind-map (from previous post). Long story short it' is predictable champion loot if guild can manage risk/reward balance. Readiness status: - Core functionality is ready; - Risk/reward balance need to be tuned; - Social functions (champ hunter top and public completion announcer) need to be implemented.

  • 26 апр.1 2901325

    A completely unofficial chatwars2 roadmap. It's waiting on a couple of cross department approvals to become a bit more official. Also I had a birthday this year, so all the issues from these new features are sort of a gifted challenge to future me. All comments and feedback are welcome, as usual. Let's *sigh* & oops* and ✍️ together.

  • 🇬🇵 🐢 🐉 The state of castles meta: Many of you may have already noticed that the meta regularly converges toward one powerful and overcrowded castle? For some players, this is just cold calculation; for others, it's a guarantee of stock safety and nearly assured rewards at the end of the season. But beyond all this, there's also an important social aspect. Not everyone are ready to accept other castles rules and traditions. And it would be wrong to force everybody move to :duck: solely through game mechanics. So what can the game offer to restore competition spirit of the /worldtop? Let's consider some problems and possible solutions: >>> Negative effects for the overpopulated castle: < There's almost nothing we can add here without completely breaking the gameplay within the overcrowded castle; < You can view the description of all debuffs using the command /overpopulated; >>> Castles/Alliances battles and their impact on /worldtop (playing in alliance objectives requires significant coordination and reduces the impact of zerg/passive-def effects, so why not try increasing rewards for this?): < Modify the castle cup reward system so that it it take into account population distribution (e.g., a castle with one-third the population of the overcrowded one receives 3 cups instead of 1); < Increase the number of cups in Fort-like objectives (Forts already have cups, but their quantity/gain-rate could be balanced); < Reduce the number of cups awarded in castle battles; >>> Seasonal chest rewards are practically unattainable for residents of smaller castles (while many citizens of overpopulated castles receive them without participating in castle life): < Add three new types of seasonal chests with rewards, e.g., Diamond, Emerald, and Topaz chests. These chests will be awarded to players who take 1st, 2nd..3rd and 4th..6th places in the alliance leaderboard at the end of the season. The rewards currently presented in castle seasonal chests will be moved into these new chests. Castle seasonal chests will retain only unique rings/amulets and possibly a few PoGs. >>> Temporary bonus last placed castles players (lost technologies from past seasons); < Bring it back >>> Rewards from seasonal chests depend on character level (passive residents of overcrowded cities are hoarding them, apparently hoping to open them at level 85): < These rewards were never intended to last forever. Starting next season, only three previous seasonal chests can be opened; all others will remain as souvenirs and will no longer take up space in stock. All comments and feedback, as usual, are welcome. Let's shake up the meta together.

  • 3 авг. 2025 г.47462из walobox

    видео или голосовое, без подписи

  • Well finally, voice-over to lv.81 level up!

  • 🩹 The state of Early-Access

  • ⛩Shaman and 🤘Tinker from a different perspective Two new playable classes for a 9-year-old game in a nutshell 111 files changed, 6920 insertions(+), 524 deletions(-) Just kidding, it is still Monk and Engineer.

  • Just finished monk chanting skill UI update. High five to all math lovers in this chat! 👋

  • Did a little work on the class selection, what do you think? Feel free to comment.

  • 👾 Also one pal from chat asked me about.. Q: What really makes Golems attack and destroy castles. Just in lore case here is the answer: A: For three reasons - Golems have been embittered by humans since their oppression on Factorial Island as labor and more; - The half-abandoned cities have been deserted for a reason. Human Vices and Weaknesses have sapped the mental fortitude of their egregores, weakened their spirit and resolve. The gods had turned their backs on them. So no amount of defenses, thick walls, and half-forgotten ancestral technologies can keep their inhabitants safe anymore. They just don't effectively take up space in the Golems' opinion; - The Golems need what they have found in their excavations, but have not been able to use in their capitals; - Strong cities are too dangerous for direct conflict, so the Golems use the tactic of gradually weakening them before further action.

  • ⚗️ Also one pal from chat asked me about clarity potions recently. Just in case here is the answer: Oh, good thing you asked, because I was starting to forget. In a parallel universe with a more developed system of buffs and debuffs in cw. Clarity was supposed to be analogous to Dispel for debuffs, with some limitations so as not to completely nullify the efforts of the debuffing player. With the ability to specialize, for example into a hard-dispel, a dispel-to-heal conversion, or a dispel-to-buff conversion. The effect can be scaled by the number of debuffs on clarity consumers, by the number of debuffs removed and so on. Specializations are achieved by mixing clarity with other ingredients and powders. Not very detailed, but I hope I got the basic idea across. Bye-bye ❤️

  • Это было классное первое апреля, ребятки! Полезных ископаемых нет, но вы держитесь! Таким транспарантом встретила тебя планета просившая о помощи. Населена роботами, подумал ты и долил целительного масла еле-живой железяке. В благодарность было получено... Существо напротив явно хотело торговать, но никак не могло объяснится. Зато почти смогло засунуть тебе в ухо говорящую-рыбу. Такого ты вытерпеть уже не смог и закончил сделку сногсшибательным ударом. С собой ты смог забрать... Паркуясь на сомнительных космических станциях ты подхватил вирус. Бортовой компьютер был уже почти полностью им захвачен и следующей целью была вся галактика, но ты вовремя разлил кофе на клавиатуру. А в одном из дальних отсеках коробля ты обнаружил ...

  • My laptop fan is dying. And I just switched to old pc. Looks what I found. Few unpublished (question mark) texts from the space-theme chatwars event! Not enought minerals, but you're holding on! That's the banner that greeted you when decide to help to planet in need. Inhabited by robots, you thought, and topped up the healing oil on the barely living rusted tinny robot. In gratitude, it was received. The creature opposite clearly wanted to trade, but couldn't explain itself. But it almost managed to shove a talking fish in your ear. You couldn't take it anymore and ended the deal with a stunning blow. You were able to take with you. Parking in dodgy space stations, you picked up a virus. The on-board computer was almost completely taken over by it and the next target was the whole galaxy, but you spilled coffee on the keyboard in time. And in one of the distant compartments of the ship, you discovered ... Translated with DeepL.com (free version)

  • —— An over-explained mobs encounters —— In the game chatwars you can go to the forest. On your return, you may have a encounter with its aggressive inhabitants and/or other opponents wishing to spoil your health. On average, encounters occur once every 8 quest, but the chance can be changed both up and down with the help of effects. In most cases the player can choose to join a encounter or not, except for ambushes. Enemy types depend on the "forest" you're from, whether you're in a guild or not and whether your guild has encounter related quests. The number of enemies is affected by the roll of dice, subject to a normal min/max distribution. Enemy modifiers depend on enemy type and character skills. The number of modifiers is affected by the character's reborns count. The equipment of humanoid enemies is affected by their level and class. The state of the participants is fixed at the start of the battle. That is, if you somehow lost health after joining the encounter, it will not affect your health in the skirmish. Combat is a turn-based battle. For simplicity, let's think of the players and their opponents as two teams facing each other. All players on one team move first, then the move goes to the opposing team. The moves continue until no healthy characters remain on either side, or another victory condition is met. The victory conditions depend on the types of opponents. Each character can perform up to two types of actions in a single turn: - use an item in the right hand; - use an item in his left hand. The number of actions depends on the action speed. This speed based on both the type of item and the character skills. In most cases: - right-handed action speed is 100; - left-handed action speed is 33. When calculating actions, the speed value is used as a chance to perform an action. That is, if you have a bottle of poison in your left hand, but d100 speed roll is 51, then the poison won't be applied. If you roll 32 or lower, you will successfully poison your opponent. If your speed is over 100, the excess will be treated as a repeat action (provided that the new speed roll is successful). In case you have a weapon in your hand and the speed roll was successful, your character will try to hit. The target is selected by dice roll. In order for the hit to reach the target a simple condition must be met: - throw_d100 < your_attack_rating / (your_attack_rating + target_defense_rating) In general the attack_rating equals the player's attack, and the defense_rating equals the defense parameters accordingly. In case of a successful attack the opponent will receive damage, which value depends on the characteristics of the character and the weapon that was struck at about the same proportion. In case you are wielding bare arms or dual shields, only the character's characteristics will be used. Damage can be amplified or reduced by modifiers, such a a 'strong vs armor type_', 'vulnerability' or 'resist'. All damage dealt to enemies is summed up in the damage report row. All damage prevented or compensated is summed up in the defense row of the report. All effects that reduce enemy characteristics go into the control row of the report. Stay hydrated 🍻

  • —— Resurected channel —— We resurected release note channel from ancient times recently (https://t.me/chatwarsnotes/38). What do you think about it in terms of famous chatwars 'feelings of exploration'? Is it good 👍 or bad 👎 or 🐳 for the gameplay?

  • ------------ Inner fire ------------ Incredibly, we've completed the release of the new classes. Berserkers got their high-level skills, thus closing the most voted community request for the first time in the history of the project. The goals for that skills were synergy and replayability (yam-yam, seasonal changes in cooking). It is interested, should we buff them or nerf soon. So, what's next (fixes for new berserk classes)? Yeah, after cross servers sync feature_vote, characters progression will be nullified and we will see that the next bulleted item is PvE (the result of averaging across all servers and my notebook). Well, I will not sit idly by. I'm going to lie and nap a bit (but realms merge nightmare is so close, but nevermind).

  • 5 июл. 2022 г.1 640163из ChatWarsClassicBot

    видео или голосовое, без подписи

  • GG WP

  • ————— Noisy ninja update ————— Well if you does not know, it's an update when there's no news on the main channel and we don't tell such things as: - Rangers had too easy and unconditional stat bonus for aiming. Especially compared to Critical and Lucky or even Taunt. So we decided to add some gameplay here. - Cooking was also meant to be a regular thing, so the flavor experience changes over time. - Also we continue to remove routine processes from the game. And this time we updated the system of sponsorship with resources from the guild stock. - Everything is fine in general except berserkers summertime sadness

  • Special berserkers slice cutting skill. #wip

The crystal ball [cw] — tgindex