[HD X] card changes & new cards.

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[HD X] card changes & new cards.

Postby Greywing » Sat Apr 28, 2012 12:21 pm

This topic will list the changes and new cards in HD:X, compared to HD:S.

The quick fight setup screen is complete, but before all the environments and deck boosts can be implemented i need the random deck generator to work and i also need the AI to be finished. Before i can start on the deck generator i need a large portion of the new cards (or at least their abilities) to be added to the game, the same requirement is also true for the AI.

I'll lock this topic as it's for reference only, whining & complaining is preferably done in seperate topics ;D
I'll add new cards only when they've been added to the game and went through basic mechanic tests.

Part I - changes to existing cards & mechanics

* card denial protection activatable ability removed from the game
* card draws from actions now only happen if you have less than 8 cards when casting them, as the action resolves before the action goes to scrap
* the game now properly distinguishes between skipping an attack phase and disabling all your ships. if your attack phase is to be skipped, forcing a ship to attack will no longer work (unless that ability also gives you your skipped attack phase back)
* unblockable is no longer granted by a CIP ability but by an automatic ability

* Vector : new acti : self destructs to deal 3 dam to target ship and disable that ship, costs 0
* Nagato : new acti : gains 1 attack, costs 4
* Flare Chaser : new CIP : generates 1 solar when enters play
* Troy : becomes elite
* Solar Harvester : new acti : self destructs to deal 4 damage to target ship, cost 0

* Assault Dorgan : new acti : gains +1/+2, costs 5
* Guardian : new acti : gains +1 resist, costs 6 (cost = (current resist + 1) * 2)
* Crystal Dorgan : new acti : self destructs to increase base HP by 5, costs 0
* Aelynn'Ador : becomes elite
* Antimatter Plant : new acti : self destructs to give target ship +5 defense, costs 0
* Antifusor : penalty changed from -1/-1 to -1 defense only
* Adelan Device : activated ability cost increases by 1, with each activation, starting acti cost is 5
* Fortify : gives +6 defense and +1 resist, cost stays the same

* Nebula Scout : new acti : gains +1/+1, costs 4
* Crystal Nagato : new acti : self destructs to genernate 1 neb and 1 sol, costs 0
* Nebula Shard : new acti : self destructs to deal 1 dam to all opp ships, costs 0
* Nebula Spire : loses CIP base HP
* Crystal Tree : becomes elite

* Salvager : new acti : self destructs to generate 1 fusion, costs 0
* Cerberus Drone : new acti : gains +1 attack, costs 6
* Shatterer : this ship now self destructs at the end of turn and participates in all attack phases in that turn
* Drone Carrier : becomes elite
* Fusion Plant : new acti : self destruct to rep all allied ships for up to 2 HP
* Fusion Capacitor : costs 1
* Sacrifice : targeted ship should now participate in all attack phases in a turn before being destroyed
* Clone : costs 3, if copy is found of target ship, draw it (if hand is full, copy is placed on top of your deck)

* Cargoship : new acti : generates 1 gravitational instead of attacking this turn, costs 0
* Battlecruiser : acti gives +2/+4 instead of +2/+2
* Dreadnought : defense up to 40 from 36
* Battle Carrier : becomes elite
* Grav Wave Farm : new acti : self destructs to repair base for up to 6 HP
* Obfuscation Tower : activated ability cost increases by 1, with each activation
* Recall : targets ships and structures, generates X grav equal to targets cost, costs 1
* Ambush : skips your next attack phase instead of disabling your ships
* Nanobot Swarm : opposing ships lose 2 attack, costs 3

* Entromorph : new acti : gains between 1 and 2 attack and defense, costs 6
* Hydramorph : new acti : self destructs to deal 1 dam to all opposing ships, costs 0
* Abomination : destroy target allied ship, gets X attack and repairs self for X, where X is targeted ship's attack
* Entropic channeler : 4/40, regens 3 every turn, new acti : set this ship's attack to the amount of entro energy in your stock, then halve that stock, costs 0
* Combat Leech : generates 1 entropic each turn, if its owner has less total energy than opponent
* Entropic Monolith : new acti : self destructs to drain up to 4 random energy from opponent
* Entropic link : generates 1 entropic + 1 random when an allied ship enters play
* Leech Hive : becomes elite
* Space Warp : technowall should no longer prevent this from resolving

* Data Node : planned change reversed, so still the same as in HD:S, on death effect should no longer cause bugs
* Technowall : loses CIP base HP
* Ethereal Fighter : new acti : gains +3 defense, costs 3
* Techno Architect : becomes elite
* Technospire : new acti : self destructs to disable the opposing ship in front of it, costs 0
* Virus Barrier : new costs 2
* Elemental Techno Crystal : becomes elite, loses CIP base HP
* Mind Wipe : look at opponents hand, have opponent discard a card of your choice, costs 3
* Techno Quasar : target ship's defense is lowered by 10, costs 3

* Lesser solar demon : CIP changed to 'can attack the turn it enters play'
* Rift Demon : 8/24, costs 6+2, generates 8 random when launched, 1 damage resistance
* Greater Nebula Demon : defense from 44 to 40
* Greater Rift Demon : 16/48, costs 12+4, generates 16 random when launched, 2 damage resistance
* Lesser Rift : new acti : self destructs to deal 3 damage to opposing base, costs 0
* Demonic Rift : becomes elite
* Energy burst : costs 4 - target ship and its neighbours are disabled for 1 turn

* Prismatic Spark : new acti : increases this ships random eng generation by 1. Costs 2 (cost = (current energy generation - 1) * 2)
* Prismatic Demon : new acti : deal 2 damage to target ship, costs 1
* Greater Prismatic Demon : new acti : deal 4 damage to target ship, costs 2
* Lost Carrier : becomes elite
* Ancient Convertor : drains 4 instead of 5.
* Data Cube : loses CIP, new acti : draw a card if hand is empty, else rep base for number of cards in hand, costs 3 (better off legendary again?)
* Sensor Cluster : acti costs 3 random instead of lowering base HP
* Ancient Torpedo : costs 3, targets only non-energy structures
* Chain Reaction : deals 10 damage to target ship and all copies owner of that ship has, costs 5
* Shielding relic : reps base for 20, provides 1 base resistance for 1 turn, costs 2
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Re: [HD X] card changes & new cards.

Postby Greywing » Sat Apr 28, 2012 4:06 pm

Part II - new cards batch 1

The first set of new planned cards currently consists of 172 cards. This leaves about 100+ cards that are still on my list of ideas, but might not be added until the first batch has been tested. This first set also doesn't include all of the campaign/storyline specific cards that are planned. I'll add new cards as they are added to the game and tested.

HU : 11 ships, 4 structures, 7 actions = 22 cards total

* Solar Engineer : 4/36 cruiser, costs 4
play : when enters play, the top struct card in your scrap is returned to top of deck
acti : generates 1 solar, nebular, dimensional or dark energy, costs 0 (see screenshot in first post)

* Kimiko : 2/24 science ship, costs 4
play : when enters play, gain Hp equal to half the number of cards in your scrapyard
acti : look at the top card of your deck, you may choose to move it to the bottom of your deck, costs 1

* Karasu : 5/15 elite fighter, costs 2
auto : loses unblockable at start of turn
acti : this ship becomes unblockable for 1 turn, costs 2

* Chimera : 3/40 carrier, costs 5 + 1
play : all fighter/soldier class ships get +1/+1 when enters play
acti : target ship gets +1 attack, costs 3

* Science Ship : 2/20 elite science ship, costs 3
play : draw a card when this ship enters play
acti : top ship card of your scrap is placed at bottom of deck, costs 3

* Shield Buffer : 0/36 support ship, costs 3
auto : transfers up to 4 defense from itself to base each turn
(this is current defense being affected not max and this functions as repair, ie no more than whats needed will be transfered)
acti : transfers up to 3 defense from itself to target ship, costs 1 (ditto)

* Siege Engine : 10/44 elite battleship, costs 9+2
auto : can not attack, deals 6 damage to opposing base each turn.
acti : destroy the allied structure behind this ship to enable this ship to attack this turn

* Crusher Class (HU/RV) : 8/24 elite destroyer, costs 4+3
play : deals 4 damage to opposing base when launched
acti : if the ship in front of this ship has 8 or less defense, destroy it instead of attacking this turn

* War Carrier (HU/RV) : 5/50 elite carrier, costs 5+3
play : reps all allied ships for up 3 when enters play
auto : repairs neighbouring ships for up 2 each turn
acti : target ship can attack this turn, costs 2

* Chaos Moth (HU/MT) : 4/24 elite warrior, costs 3+2
play : gains +x/+x when launched, where X is the number of mith ships you control (includes self!)
acti : repair target ship for up to 3 HP, costs 2

* Dataminer (HU/TM) : 4/25 elite cruiser, costs 2+2
play : if this ship is played in front of an opposing ship, it receives 5 defense
auto : if opposing ship's attack is larger than this ship's attack, this ship gets +1 attack. Similar for defense.

* Shield Generator : defensive structure, costs 2
play : +5 base HP
auto : +1 base resist while in play
acti : repair base for up to 3 HP, costs 2

* Rocket Battery : offensive struct, costs 2
play : +4 base HP
auto : deals 2 damage to random opp ship each turn
acti : deals 1 to all opposing ships, costs 1

* Crystal Antistar : elite energy structure, costs 0
auto : generates 1 solar, dark, nebular each turn

* Crystal Plant (HU/XY) : energy structure, costs 0
play : when deployed, the allied ship in front of this struct gains 4 defense
auto : generates 1 solar
acti : generates 1 neb, costs 1

* EMP Missile : ew action, costs 1
target ship is disabled for 1 turn

* War Deployment : ew action, costs 2
all your ships can attack this turn (only if you have an attack phase this turn)

* Emergency Repair : repair action, costs 2
repair target ship for full and give it +1/+1

* Bombardment : elite damage action, costs 3
All oppsing ships are dealt X damage, where X is the number of opp ships.

* New Intel : card action, costs 3
If opponent has more cards in hand than you, gain 3 solar energy, draw a card.

* Defensive Formation : modding action, costs 1
Target ship you own and its neighbours each get 6 defense but don't attack this turn

* Solar Storm : ewar action, costs 3
All ships currently in play can't attack or activate abilities for one turn (includes your ships)
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Re: [HD X] card changes & new cards.

Postby Greywing » Sun Apr 29, 2012 5:52 pm

CA : 11 ships, 4 structures, 6 actions = 21 cards total

* Antimatter Engineer : 4/40 cruiser, costs 5
play : when enters play, if the top card of your deck is a structure, draw that card
acti : generates 1 fusion, nebular, solar or dark energy, costs 0

* Anti Screen : 0/40 support ship, costs 3
auto : this ship retaliates for x, equal to the attack of the ship that dealt damage to this ship

* Warfare Thogrom : 5/15 electronic support, costs 3
auto : ship in front of this ship loses 1 attack each turn

* Dark Sentinel : 4/40 cruiser, costs 4
auto : if there's no ship in front of this ship, this ship can't attack
acti : deals 2 damage to target ship, regens for up to two HP, costs 2

* Void Diver : 8/50 elite battleship, costs 8+2
play : disables the 3 ships in front of it when enters play
acti : regens for up to 8 HP, the top card in your deck is placed in your scrap, costs 2

* Dark Deflector (CA/HU) : 0/40 elite support ship, costs 2+2
auto : deals damage to opposing base equal to the attack of the opposing ship in front of it

* Modified Freighter (CA/HU) : 3/40 elite industrial ship, costs 2+2
play : repairs base for up 6 hp when enters
acti : generates 1 dark and 1 solar, loses 4 defense

* Energy Shield (CA/XY) : 0/20 elite support ship, costs 2+2
play : when this ship enters play, it drains all energy from all stocks and gains defense equal to the energy drained
auto : cloaked
acti : generates 1 dark and 1 neb, loses 4 defense

* Cerberus Dorgan (CA/CC) : 4/15 elite fighter, costs 2+2
play : deals 1 damage to the 3 ships in front of it when enters play
auto : deals its damage to the 3 ships in front of it when attacking
acti : regenerates for up to 2 HP, costs 1

* Support Node (CA/MT) : 2/8 elite support ship, costs 2+1
play : all allied ships get +8 defense

* Rift Warden (CA/RD) : 8/20 elite destroyer, costs 4+3
play : neighbouring ships get +3 defense
auto : all damages received are lowered by 2
acti : target ship loses 1 defense, this ship gets 1 defense, costs 2

* Antimatter Field : defensive structure, costs 2
play : +5 base HP
auto : provides 1 base retaliation when this card is in play

* Dark Energy Shield : defensive structure, costs 2
play : +5 base HP
auto : all damages dealt to base are lowered by 1
acti : provides 1 base resist for 1 turn, costs 2

*Dark Fusion Gate : elite energy structure, costs 0
auto : generates 1 fusion, dark, dimensional each turn

*Dark Spire (CA/CC) : energy structure, costs 0
play : base HP+8
auto : generates 1 dark
acti : generates 1 fusion, costs 1

* Antimatter Storm : warfare action, costs 3
all opposing ships lose 2 attack and defense

* Shield Link : repair action, costs 3
repair all your ships and base for X, where X is the number of ships you have + 1

* Void Armor : modding action, costs 2
target ship you own loses 2 attack, but gains x defense, equal to half its max defense

* Reverse Knowledge : elite card action, costs 6+2
shuffle your scrapyard into your deck (resolves before this card goes to scrap)

* Dark Bolt : damage action, costs 2
deal 8 damage to target ship, repair your base for up to 8 HP

* Siege Anchor (CA/RV) : elite modding action, costs 2+1
target ship you control gains x retaliate and defense, equal to that ships attack, then that ship loses its attack

And some changes to existing cards (first post has been updated as well) :
* adelan device : activated ability cost increases by with 1 each activation
* fortify : gives +6 defense and +1 resist, cost stays the same
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Re: [HD X] card changes & new cards.

Postby Greywing » Mon Apr 30, 2012 2:09 pm

XY : 13 ships, 3 structures, 4 actions = 18 cards total

* Crystal Engineer : 3/36 warrior, costs 4
play : when enters play, base hp +x, equal to 2x allied structs
acti : generates 1 grav, nebular, dark or solar energy, costs 0

* Data Spark : 0/15 soldier, costs 1
auto : attack = number of cards in owners hand

* Aether Spark : 4/12 elite soldier, costs 2
auto : any ship that deals damage to this ship gets -1/-1

* Opaline Xyloxi : 4/20 warrior, costs 2
play : +4 base HP
acti : this ship gets +1/+1, base loses 2 HP

* Shimmering Xyloxi : 4/16 warrior, costs 3
auto : loses cloak at start of turn
acti : this ship becomes cloaked for one turn, base loses 2 HP

* Rogue Diver : 4/12 warrior, costs 4
play : when enters play, gains +1 defense for each card in your scrapyard
acti : self destructs to shuffle all ship cards in your scrap back in your deck

* Crystal Wraith : 10/40 elite commander, costs 9+2
auto : loses cloak at start of turn (not shown on card due to not enough room for text)
play : top card of opponent's deck is placed in opponent's scrap when enters play
acti : instead of attacking this turn, this ship is cloaked for one turn and regens for up to 5 HP

* Solar Xyloxi (XY/HU) : 4/24 elite warrior, costs 3+2
play : can attack the turn it enters play
acti : generates 1 solar and 1 nebular instead of attacking this turn

* Dark Xyloxi (XY/CA) : 5/30 elite warrior, costs 3+2
play : +4 base HP
acti : generates 1 dark and 1 nebular, this ship gets -1/-1

* Amber Xyloxi (XY/RV) : 8/32 elite commander, costs 5+3
play : +6 base HP
acti : repairs base for up to 4 HP, this ship gets -1/-1

* Wavebreaker (XY/RV) : 5/25 elite warrior, costs 3+2
play : repairs base for up to X HP, where X is the number of XY and RV ships you control
auto : whenever an opponent plays a struct, this ship gets +1/+1

* Entropic Emerald (XY/MT) : 6/25 elite warrior, costs 2+2
play : +4 base HP
auto : generates 1 entropic or nebular each turn
acti : regens up to 4 HP, bases loses 4 HP

* Flux Mage (XY/MT) : 6/28 elite commander, costs 4+3
auto : deals 3 damage to all bases each turn
acti : target ship gets +1/-1, costs 1

* Dark Crystal Fusor : elite energy structure, costs 0
play : base HP +4
auto : generates 1 neb each turn
acti : generates 1 dark and 1 fusion, costs 1

* Dark Shard (XY/CA) : energy structure, costs 0
play : generates 1 dark and neb when enters
auto : generates 1 neb
acti : generates 1 dark, costs 1

* Data Spire (XY/TM) : elite warfare structure, costs 2+2
auto : if opp has more cards in hand, random ship you own gets +2 attack, else +4 defense

* Crystal Synergy : elite modding action, costs 5
all your ships and base get +x defense, where x is the number of XY ships you control

* Crystal Affinity : modding action, costs 2
all opposing ships lose 1 defense, all your ships get +1 defense

* Crystalline Void : ewar action, costs 5
target ship and its neighbours are disabled and get -1/-1

* Spire Fusion (XY/CC) : elite repair action, costs 1+1
destroy all structures you control and repair your base for up to 10 Hp for each structure destroyed this way
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Re: [HD X] card changes & new cards.

Postby Greywing » Tue May 01, 2012 10:07 am

CC : 11 ships, 3 structures, 3 actions = 17 cards total

* Fusion Engineer : 5/32 support, costs 4
play : deals X to opp base equal to num structs owner controls
acti : generates 1 fusion, entropic, dimensional or dark energy, costs 0

* Swarm Leader : 4/25 warrior, costs 4
play : when this ship enters play, it gets +1/+1 for each allied copy of it in play
acti : regens for up to X, where X is 1 + the number of allied Swarm Leaders in play, costs 1

* Evolving Soldier : 3/20 soldier, costs 3
auto : if there's no ship in front of this ship, it gets +2 attack, else it gets +2 defense

* Interceptor : 4/18 soldier, costs 2
play : can attack the turn it enters play
acti : target ship doesn't attack next turn but deals x damage to this ship, equal to its current attack, costs 1

* Leviathan : 7/26 commander, costs 6+2
play : deals 3 damage to opposing ship when launched
auto : repairs base for 1 each turn
acti : regenerate for up to 3 HP, costs 1

* Diamond Praetorian : 8/30 elite commander, costs 7+1
play : drains one of each type when enters play, repairs base for up to 2 HP for each energy drained
acti : regen for x, equal to number of allied ships in play other than self, costs 2

* Siege Praetor (CC/HU) : 7/24 elite commander, costs 7
play : drains up to 2 solar energy when enters play, for each energy drained, it deals 2 damage to opposing base
acti : deals its damage to target ship, that ship retaliates for its attack, costs 2

* Shield Praetor (CC/CA) : 4/32 elite commander, costs 6
play : drains up to 2 dark energy when enters play, for each energy drained it repairs all allied ships for 2 HP
auto : neighbouring ships are repaired for up to 4 HP each turn

* Waverider (CC/RV) : 4/20 elite soldier, costs 1+1
play : gains +1 attack if opponent has more ships than you at the time this ship enters play
auto : if this ship is blocked by a ship with more than 7 attack, it deals its damage to opp base instead of attacking this turn

* Core Praetor (CC/TM) : 4/25 elite soldier, costs 6
play : drains 1 dimensional energy when enters play, when it does, this ship can attack the turn its enters play
acti : gains +2/+2, the top card of your deck is placed in your scrap

* Nebula Grazer (CC/XY) : 3/24 elite support ship, costs 2+2
play : increases base HP with 5 when enters play
auto : generates 1 nebular each turn
acti : repair target ship for 3, costs 1

* Fused Gravimorph : elite energy structure, costs 0
play : repairs base for up 5 HP
auto : generates 1 fusion each turn
acti : generates 1 gravimetric and 1 entropic, costs 1

* Crystal Furnace (CC/XY) : energy structure, costs 0
play : +7 base HP
auto : generates 1 fusion each turn
auto : generates 1 nebular, costs 0

* Technomind (CC/TM) : energy structure, costs 1 + 1
play : when enters play, the top card in your scrap is shuffled into your deck
auto : generates 1 fusion and 1 dimensional each turn

* Datacide : damage action, costs 5+1
target ship you control deals its damage to opposing base and is destroyed, opponent puts the top card of their deck into their scrap.

* Berserk : elite modding action, costs 4
target ship you own with 5 or less attack becomes unblockable, disable this ship for 1 turn

* Searching Thoughtlines : repair action, costs 3
look at opponents hand, repair your base for X * 3, where X is the number of ships in opponent's hand
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Re: [HD X] card changes & new cards.

Postby Greywing » Tue May 01, 2012 1:48 pm

RV : 6 ships, 7 structures, 7 actions = 20 cards total

* Gravimetric Engineer : 5/30 cruiser, costs 4
play : when enters play, gains +2 defense for each structure you control
acti : generates 1 gravimetric, entropic, nebular or elemental energy, costs 0

* Scylior : 3/12 elite fighter, costs 1
auto : unblockable for 1 turn if opponent has a structure in the opposing structure slot
acti : destroy target allied struct, this ship gets +2 attack

* Recycler : 4/30 cruiser, costs 4
play : the top card of your scrap is shuffled back into your deck
auto : everytime a ship goes to a scrapyard, this ship gets +1/+1

* Hypernought (RV/HU) : 12/36 elite battleship, costs 6+4
auto : retaliates for 4 damage
acti : deal 3 damage to target ship and that ships owner, costs 2

* Scrap Warden (RV/MT) : 2/24 elite support ship, costs 2+1
play : gains HP equal to num cards in your scrap
acti : rep base for 4 hp, lose 4 HP, costs 0

* Datanought (RV/TM) : 8/36 elite battleship, costs 6+4
play : draw a card when this ship enters play
acti : this ship gets +2/+2, top card of your deck is placed in your scrap, costs 0

* Battle Tower : elite warfare structure, costs 6
auto : all your ships get +1 attack each turn. For each affected ship, your bases defense is lowered by 2

* Siege Laser : offensive structure, costs 3
play : +5 base HP
acti : deal 3 damage to target ship and that ship's base, costs 2

* Antigrav Shield : defensive structure, costs 2
play : +5 base HP
auto : provides 1 base retaliation

* Launch Bay : warfare structure, costs 2
auto : all your ships can attack every turn in which you have an attack phase, even if they entered play this turn

* Unstable Grav Rift : elite energy structure, costs 0
auto : generates 1 grav, elemental, entropic each turn

* Rift Tracer (RV/RD) : energy structure, costs 0
play : generates 1 grav and elemental when enters
auto : generates 1 grav
acti : generates 1 elemental, costs 1

* Anchor Monolith (RV/MT) : energy structure, costs 0
play : generates 1 grav and entro when enters
auto : generates 1 grav
acti : generates 1 entro, costs 1

* Mass Refurbish : elite card action, costs 5+1
all ship cards in your scrap are shuffled back in your deck

* Fleet Repairs : repair action, costs 3
all your ships are repaired for up to X, where X is half that ship's current maximum defense, skip your attack phase

* Eject : damage action, costs 1
destroy target structure you own to deal 8 damage to the allied and 3 opposing ships in front of it

* Ravage : damage action, costs 5
all opposing ships are dealt 4 damage

* Tidal Wave : elite damage action, costs 6
all opposing ships lose 2 defense, all your ships get +4 defense

* Emergency Fuel : ewar action, costs 1
all your ships can attack this turn, even if your attack phase was to be skipped this turn

* Ram : damage action, costs 2
target ship you own deals x damage to the ship in front of it and is destroyed, where x is target ship's current defense.

changes : obfuscation tower (acti cost increases +1 each activation)
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Re: [HD X] card changes & new cards.

Postby Greywing » Tue May 01, 2012 7:40 pm

MT : 13 ships, 5 structures, 6 actions = 24 cards total

* Chaotic Engineer : 4/36 warrior, costs 4
play : when enters play, all opponent's energy is turned into random energy
acti : generates 1 entropic, fusion, elemental or gravimetric energy, costs 0

* Shifting Morph : 1/30 soldier, costs 3
acti : copy the attack and automatic ability of target ship, costs 1
(this includes the effects granted by that auto abil, like cloak, resist, unblock, retaliate)

* Shield Node : 3/20 soldier, costs 3
auto : damages dealt to this ship are lowered by X, where X is the number of shield nodes in play

* Triax Node : 4/16 soldier ship, costs 2+1
auto : deals 1 damage to a random ship each turn
acti : Sacrifice this ship to generate energy equal to this ship's cost

* Infecting Growth : 1/10 soldier, costs 2
auto : gains +1/+1 each turn
acti : target ship gets -3/-3, this ship gets -3/-3

* Unstable Mutation : 6/25 warrior, costs 4+2
auto : gets -1 attack each turn
acti : target ship gets -1 attack, this ship gets +1 attack, costs 1

* Persistent Morph : 5/32 warrior, costs 4+2
auto : resist 3
acti : regens for up to 5, base loses 5 HP

* Horde Regenerator : 3/20 support, costs 3+1
play : when enters play, this ship gets +2/+2 for each copy of it in your scrapyard
acti : repair target ship for up to 3 HP, costs 1

* Tackler Morph : 3/15 soldier, costs 1
play : when enters play, the opposing ship in front of it is disabled for 1 turn and gets -1/-1

* Triax Intrl'Chcht : 8/32 elite commander, costs 6+3
play : lowers attack of the 3 ships in front of it by 2 when enters
acti : deals 4 damage to target ship and that ship's base, costs 3

* Plague Morph : 5/25 warrior, costs 4+1
play : deals 3 damage to opposing base when enters play
auto : when destroyed, all opposing ships get -1/-1

* Failed Symbiosis (MT/RV) : 4/20 elite support, costs 2+1
auto : when enters play, lower attack of opp ship and it neighbours by 1
acti : self destructs to deal 6 dam to its neighbours, opposing ship and that ship's neighbours

* Elemental Morph (MT/RD) : 1/1 elite soldier, costs 3+2
play : when enters play, this ship drains all energy from all players and receives 1 def for every two drained
acti : generates 1 energy of your choice, loses 2 defense

*Chaos Maw : elite warfare structure, costs 5
auto : at end of turn drains all energy from all energy stocks, when 100 has been drained this way, this structure is destroyed.
acti : repairs target allied ship and base for up to 3 HP each, costs 3

* Solar Technolith : elite energy structure, costs 0
play : +5 base HP
auto : generates 1 entropic each turn
acti : generates 1 solar and 1 dimensional, costs 1

* Solar Monolith (MT/HU) : energy structure, costs 0
play : +5 base HP
auto : generates 1 entropic and 1 solar each turn

* Siege Monolith (MT/RV) : elite offensive structure, costs 2+2
play : +10 base HP
acti 8: deals 5 dam to target ship and that ships base, costs 3

* Rift Monolith (MT/RD) : energy structure, costs 0
play : generates 1 elemental and entro when enters
auto : generates 1 entro
acti : generates 1 elemental, costs 1

* Mass Mutation : modding action, costs 4+2
all your ships get random amount of att and defense, each between 1 and 4

* Energy Warp : resource action, costs 2
all energy in opponent's energy stock is turned into random energy

* Weapon Morph : modding action, costs 3
target ship loses all attack, but gets +3 defense for each point of attack lost

* Chaos Bolt : damage action, costs 5
Deal 5 damage to opposing base. Has x% chance to destroy a random opposing struct, X = 20 times the number of structures opponent controls.

* Chaotic Burst : damage action, costs 5
destroy target ship, this ship's defense and attack are randomly divided over that ship's allies

* Gravimorphing (MT/RV) : elite modding action, costs 1+1
target ship you own gets +x defense, where x is the sum of the defense of the neighbouring allied ships, those ships are destroyed
SVC - NULLL games.
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Re: [HD X] card changes & new cards.

Postby Greywing » Wed May 02, 2012 3:57 pm

TM : 12 ships, 2 structures, 7 actions = 21 cards total

* Techno Engineer : 3/36 cruiser, costs 4
play : if you have less cards in hand than opponent when this ship enters play, reps base for up to 8 hp
acti : generates 1 elemental, dimensional, fusion or solar energy, costs 0

* Stabilizer Ghost : 4/20 support, costs 2
play : gets +2/+2 if you have less cards in hand than opponent when this ship enters play
auto : if the opposing ship has more attack than this ship, this ship gains +1 defense

* Equalizer Ghost : 1/5 support, costs 1
play : if you have less ships than opp, gains +4 attack, else +8 defense
auto : if you have less ships than opp, gains +2 attack, else +4 defense

* Flickering Ghost : 8/24 destroyer, costs 5+1
auto : this ship gets -1/-1 each turn
acti : gets +2/+2, top card of your deck is placed in your scrapyard

* Techno Mimic : 1/1 elite support, costs 3
acti : copy the attack, defense and all abilities of target ship, replacing the current abilities of this ship, costs 5 (includes resistance, retaliate, unblock, etc)

* Technoseer : 5/30 cruiser, costs 4
acti : look at opponent's hand, costs 1

* Techno Magister : 3/30 cruiser, costs 5
play : draw a card when this ship enters play

* Technocrat : 5/30 cruiser, costs 5
acti : target ship gets +2 defense, this ship gets +2 defense, costs 3

* Techno Exarch : 6/32 destroyer, costs 6+1
acti : target ship can't attack or use abilities next turn, costs 2

* Ghost Screen (TM/HU) : 0/30 elite support, costs 3+2
auto : ship in front of it and its neighbours are disabled for one turn, those ships deal damage equal to their attack to this ship

* Techno Elementalist (TM/RD) : 8/36 elite battleship, costs 6+4
play 176,1(19): neighbouring ships get +1/+1 when enters play
acti 89,1 : target ship gets +1 defense, this ship also gets +1 defense, costs 1

* Techno Leech (TM/MT) : 4/20 elite warrior, costs 2+2
auto 92,1 : when damages opposing base, this ship gets +1/+1
acti 32,3 : reps base for 3, gets -3 defense

* Dimensional Wave Hub (TM/RV) : energy structure, costs 0
play : repairs base for up to 8 HP
auto : generates 1 dimensional each turn
acti : generates 1 grav, costs 1

* Chaos Mind (TM/MT) : energy structure, costs 0
play : +4 base HP
auto : generates 1 dimensional each turn
acti : generates 1 entropic, costs 1

* Data Recall : card action, costs 4
the top action card in your scrap is shuffled into your deck

* Techno Drain : resource action, costs 0
target ship you own is dealt 6 damage and disabled, you gain 3 dimensional energy

* Techno Mirror : modding action, costs 2
target ship you own its attack and defense are set to the attack and defense of the ship in front of it

* Advance Knowledge : repair action, costs 2
repair your base for the number of cards in your deck

* Lost Knowledge : card action, costs 4
top 2 card in opponent's deck is put into that players scrap

* Datashield : elite modding action, costs 4
target ship gets +x/+x, x is the number of cards in your hand

* Demonology (TM/RD) : elite modding action, costs 3+0
if you control both TM and RD ships, all your ships get +2/+2, else they get +1/+1
SVC - NULLL games.
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Re: [HD X] card changes & new cards.

Postby Greywing » Thu May 03, 2012 3:10 pm

RD : 5 ships, 1 structures, 11 actions = 17 cards total

* Lesser Dark Demon : 4/12 soldier, costs 1
play : deals 2 damage to opposing base when enters play
acti : instead of attacking, lower the defense of opposing ship by 3

* Lesser Grav Demon : 2/15 soldier, costs 1
play : gains +1 attack for each non energy structure opponent controls
auto : deals X to opp base each turn, where X is twice the number of non energy structures opponent controls

* Lesser Techno Demon : 1/15 soldier, costs 1
play : if there's no ship in front of this one, it can attack the turn it enters play
auto : when this ship deals damage to opposing base, it gets +1/+1

* Lesser Rift Demon : 3/24 warrior, costs 3
play : generates 3 random energy when enters play
acti : target a struct you own to generate 1 of that structs major race's energy type

* Chaos Demon : 2/30 warrior, costs 5
play : drains one of each, gets +1 attack for each drained this way
acti : gains between 1 and 2 attack and defense, costs 6

* Massive Star Rift : elite energy structure, costs 0
play : repairs base for up 5 HP
auto : generates 1 elemental each turn
acti : generates 1 solar and 1 gravitational, costs 1

* Overload : warfare action, costs 2
target ship's attack and defense are halved (rounded up)

* Energy Vortex : elite warfare action, costs 0
all ships in play have their defense lowered by 1, gain 1 elemental energy for each affected ship

* Rift Bolt : damage action, costs 4
deals 15 damage to target ship

* Elemental Channeler : repair action, costs 1
skip your attack phase, rep your base for up to 5 hp for ship you control

* Solar Channeler (RD/HU) : elite damage action, costs 5+3
opponent removes top card from deck and is dealt x damage, equal to the cost of that card

* Dark Channeler (RD/CA) : elite repair action, costs 4+2
each of your ships is repaired for up to X, where X is the attack of the opposing ship infront that ship

* Crystal Channeler (RD/XY) : elite card action, costs 3+2
return the top card in your scrap to the top of your deck, repair base for x, where x is the number of cards in your scrap

* Fusion Channeler (RD/CC) : elite damage action, costs 1+1
deals X damage to opposing base, equal to the sum of elemental and fusion energy you have divided by two
all that energy is then removed from your energy stock

* Gravimetric Channeler (RD/RV) : elite warfare action, costs 3+1
all opposing ships with more than 5 attack are disabled for 1 turn

* Chaotic Channeler (RV/MT) : elite resource action, costs 2+1
drain all energy from all energy stocks

* Dimensional Channeler (RD/TM) : elite card action, costs 5+3
your scrapyard and your deck are switched
SVC - NULLL games.
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Re: [HD X] card changes & new cards.

Postby Greywing » Fri May 04, 2012 11:05 am

AR : 5 ships, 3 structures, 2 actions = 10 cards total

* Ancient Engineer : 2/30 cruiser, costs 4
play : drains one of each energy type, when it does, gains +1 attack and defense for each drained this way
acti : generate 1 energy of your choice

* Lesser Prismatic Demon : 1/1 soldier, costs 1
play : gains +x/+x when enters play, where X is the number of different energy types in your energy stock

* Ancient Planetcracker : 7/28 elite destroyer, costs 7
auto : if the ship in front of this one has less than X defense, equal to this ships attack, this ship deals the difference to opposing base
acti : this ship gets +1/-2, costs 1

* Glorious Starcrusher : 10/36 elite battleship, costs 10
play : If you have less ships than opponent when this ship enters play, it gets 2 attack, else 4 defense.
acti : gets +1/+1 for each ship you control until next turn, those ships won't attack this turn

* Arcane Voidsplitter : 20/50 legendary titan, costs 15
auto : attacks every other turn, regens 10 when it doesn't attack
acti : deal 5 damage to target ship or base, costs 5

* Reliquary : energy structure, costs 2
play : all artifact ships you control get +1/+1
auto : generates 2 random energy
acti : generates 1 energy of your choice, costs 1

* Pantheon : ewar structure, costs 4
play : +5 base HP
auto : random allied ship with less than 5 attack gets +1 attack
acti : repair your base for X equal to the number of artifact ships you control, costs 5

* Science Lab : energy structure, costs 0
play : +8 base HP
auto : generates 2 random each turn
acti : target a structure you own to generate 1 energy of that structures major race

* Spectralis Channeler : elite resource action, costs 5
drains all your energy, for each 2 energy drained, generates 3 random energy

* Spectrum Core : energy action, costs 2
increase your base generation of a type of your choice by 1
SVC - NULLL games.
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Re: [HD X] card changes & new cards.

Postby Greywing » Wed Jul 04, 2012 9:53 am

Unused abilities

These are abilities that are in game, but don't show up on any of the cards in the hardcoded set. These will however be available for the elite challenge builder, as well as for the AI, whenever it needs to create random cards or campaign-specific cards.
More are planned, but probably not for the first alpha - this will be more important for the campaign modes anyway.

Played abils
* This card becomes cloaked when it enters play. (handy when you want to combine an automatic abil with a cloaked abil)

Automatic abils
* Attack is equal to the amount of (major race) energy in owner's stock. (ships only)
* If owner's HP falls below X, this card is destroyed.
* When this card is destroyed, owner's base HP is lowered by X.

Actions
* All opposing ships are dealt X + Y damage, where X is each affected ship's attack. (Y is editable)
SVC - NULLL games.
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