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 Post subject: Scrolls Test Changelog 0.121.0 (client 121)
PostPosted: April 30th, 2014, 11:16 
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Joined: Mon Mar 11, 2013
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Location: Dresden, Germany
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Greetings fellow Scrolldiers,
today a small test server patch has been deployed that, among other changes adds the winning scrolls from our Scrolls Design Competition.

Full patch notes:

Scrolls
  • Added the four competition winner scrolls: Skythorn, Oculus Cannon, Void Gate and Eternal Sword.

Miscellaneous
  • Wild is now enabled across all game modes.
  • Screen shake has been reduced slightly.
  • Added resource scroll filter (f:, faction:, res: or resource:). Multiple resources are separated by commas (for example f:g,o).


Some changes have been made to the 4 winning scrolls, see their current version here (images kindly provided by Zarc):

Image

Image

Image

Image


That's it for today's changelog. Now go out and play! :)

The SG Team

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 Post subject: Re: Scrolls Test Changelog 0.121.0 (client 121)
PostPosted: April 30th, 2014, 12:07 
Spearman
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Joined: Thu Oct 17, 2013
Posts: 41
In-game name: Vitriol
Eternal Sword's a rare? Does Mojang want to limit aggro Order decks in Judgement?

Oculus Cannon and Void Gate look really cool. I love how the sphere is floating and chained down.

With Skythorn just being better, Illthorn now looks really pointless in constructed. Not that it wasn't before.
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 Post subject: Re: Scrolls Test Changelog 0.121.0 (client 121)
PostPosted: April 30th, 2014, 13:03 
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In-game name: Mezahmay
I wonder if Oculus Cannon counts down from Machine Divinator and, if it doesn't, if the divinator will always affect another structure instead. Also "countdown is set to 0" seems like there's no way to slow it down other than direct removal or combat damage. I'm not sure how I feel about that. I kinda wish it was "countdown is reduced by 2," but we'll see how well it plays out. It's not like I intend to just leave 4/4 piercing cannons laying around unattended, but still, I'd like knowing how I can mess with it.


Last edited by Mezahmay on April 30th, 2014, 13:09, edited 1 time in total.
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 Post subject: Re: Scrolls Test Changelog 0.121.0 (client 121)
PostPosted: April 30th, 2014, 13:07 
Infantryman
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Joined: Sat Jul 06, 2013
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In-game name: Hutchhogan
Steampunk-esque sniper cannon? Really pumped with the design! Great job developers! :D
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 Post subject: Re: Scrolls Test Changelog 0.121.0 (client 121)
PostPosted: April 30th, 2014, 13:29 
Skirmisher
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In-game name: NildoSal
How void gate works with a 0 health idol?
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 Post subject: Re: Scrolls Test Changelog 0.121.0 (client 121)
PostPosted: April 30th, 2014, 13:33 
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In-game name: Nenananas
They all cost 3 lol :P

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 Post subject: Re: Scrolls Test Changelog 0.121.0 (client 121)
PostPosted: April 30th, 2014, 14:35 
Infantryman
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Joined: Thu Feb 20, 2014
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In-game name: Zarc
Void gate will still relay damage to the idol even when it's dead. it will never take combat damage. even after the idol is dead. the only way to get rid of it is through a spell
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 Post subject: Re: Scrolls Test Changelog 0.121.0 (client 121)
PostPosted: April 30th, 2014, 15:05 
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Joined: Fri Oct 25, 2013
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In-game name: Squiddy
Okay, things I'd like to see tested:

Having a unit with hex marks and caller's bane attack an opponent void gate that is still on a row with an idol.

Piercing attacks versus void gate.

Does the Oculus Cannon set off if you Flip a unit onto the opposite row?

Does the Oculus Cannon set off if you Flip the Oculus Cannon onto a row that is opposite of a creature you control?
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 Post subject: Re: Scrolls Test Changelog 0.121.0 (client 121)
PostPosted: April 30th, 2014, 15:48 
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I think Void Gate is a little OP. Outside of Pushback, how can an Order deck really combat that?
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 Post subject: Re: Scrolls Test Changelog 0.121.0 (client 121)
PostPosted: April 30th, 2014, 15:57 
Vanguard
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lavahothand wrote:
I think Void Gate is a little OP. Outside of Pushback, how can an Order deck really combat that?

You combat it with units. Grind their idol to death, then benefit from them giving you free dominion. If you don't want that, then play around it with pother/flip to finish off a nearby idol at lower health.

Also, pretty sure you can kabonk/decimation it to death without it triggering its effect.
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 Post subject: Re: Scrolls Test Changelog 0.121.0 (client 121)
PostPosted: April 30th, 2014, 16:16 
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Squiddy wrote:
Does the Oculus Cannon set off if you Flip a unit onto the opposite row?

No, Flip seems to consistently NOT trigger any "move" events.

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 Post subject: Re: Scrolls Test Changelog 0.121.0 (client 121)
PostPosted: April 30th, 2014, 16:55 
Skirmisher
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Joined: Sat Jun 01, 2013
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In-game name: alsavi
I like the artworks! Hopefully 0.121 will hit the normal server soon.
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 Post subject: Re: Scrolls Test Changelog 0.121.0 (client 121)
PostPosted: April 30th, 2014, 18:03 
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Zylus wrote:
Squiddy wrote:
Does the Oculus Cannon set off if you Flip a unit onto the opposite row?

No, Flip seems to consistently NOT trigger any "move" events.


GEET REEADYY TO RUUMBLE!

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 Post subject: Re: Scrolls Test Changelog 0.121.0 (client 121)
PostPosted: April 30th, 2014, 18:05 
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NildoSal wrote:
How void gate works with a 0 health idol?

It probably takes normal damage, since they increased the health to 3 up from 1.
(Sorry for posting twice :P )

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 Post subject: Re: Scrolls Test Changelog 0.121.0 (client 121)
PostPosted: April 30th, 2014, 19:08 
Infantryman
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Entropicmaster wrote:
NildoSal wrote:
How void gate works with a 0 health idol?

It probably takes normal damage, since they increased the health to 3 up from 1.
(Sorry for posting twice :P )

Apparently it does not take combat damage at all. You can destroy it through other methods, such as burn.
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