2019-03-03 18:12:31

Would it be helpful to have healing cards like hydration in there as well?

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2019-03-03 18:47:57

Yes, I think I need a way to counteract status. I might add mineral insensitivity and drop of dust and hard stone, enough to switch myself to rock type to use them. That would also let me use preventive trussing instead of prudence to get my parry cards drawn.

I like to sleep, Sleep is good,
This is how I do it: Lie on a nice warm cozy bed, and dream dreams about how to rule the world!
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2019-03-04 19:51:43

so I've determined that that clock deck is no good. It's just way too slow. If the time cards worked twice as fast it might be okay, and I"m hoping they make the time cards a bit stronger somehow or add newer ones. I could see time healing being a useful card to have around for longer battles, where the turn number would actually get long enough, such as in a 1200 hp battle, but healing only 1 extra health per turn you stall is simply no good. I think having it heal 2 hp per turn number would be okay, though that doesn't  scale to the really short battles of 30 hp very well. Still, you can outdamage a time deck as long as you beat it in less than like 7 or 8 turns, and with a well-built deck that's not so hard.

I like to sleep, Sleep is good,
This is how I do it: Lie on a nice warm cozy bed, and dream dreams about how to rule the world!
Follow @TheGreatAthlon5 on twitter for humorous facts and game updates!
If you like my posts, thumb me up!

2019-03-04 20:21:18

Yeah. My worry when reading what the deck had in it is that frankly poison/burn/blood/other things would simply outdamage you. Not to mention fear/confusion which might have you waste your cards.
Oh, speaking of which, if you are confused or paralyzed, you should not waste  your card. If you literally are unable to move, then how the hell are you able to junk your cards at all? Doesn't make sense? You should simply fail to act.

Check out my Manamon text walkthrough at the following link:
https://www.dropbox.com/s/z8ls3rc3f4mkb … n.txt?dl=1

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2019-03-06 00:53:46

i thought i posted this question earlier but i can't seem to find the post to see replies. is there any advice on making a deck?

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2019-03-06 01:57:44

Depends on what you want your deck for.

My current setups:
A blood deck (bug-dark) that does damage, gets the foe bleeding and then manipulates them. See earlier in the thread for details.
A steel-flying deck with both grease cards and railway cards, plus a bunch of Steel Wing for quick switching. Once it sets up, it wrecks.
A rock-fighting deck with almost pure damage and only a very little bit of setup. Golem and Antimagic Zone to make it even worse, plus Colossal Crushing and a bunch of foot-based fighting moves to help power things up.
A steel-fire deck full of grease and Grease Blood and fire attacks. The aim here is to either generate grease naturally or with your own blood, fling it at your foe in one big blast and then cook them because grease makes you weaker to fire while you hold it.
A fairy-normal deck based around sound. I'm still ironing the kinks out of this one.
An alchemy deck where you work mainly with elixir of poison and toxic spore in order to generate tons of elixirs, then either make spores explode or make elixirs explode.
A toxic deck, which does everything it can to poison you horribly and then just wait for you to die.
A ghost deck that uses curse to full effect with high-level ghost cards.
A psychic-electric deck with Telekinesis+Electric Lock+lots of high-damage electric attacks.

And...that's pretty much what I've got so far.

Check out my Manamon text walkthrough at the following link:
https://www.dropbox.com/s/z8ls3rc3f4mkb … n.txt?dl=1

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2019-03-20 16:20:43

beta 64 is out

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2019-03-20 16:22:33

whats new

2019-03-20 16:59:08

Wow! Going to download it as soon as I get home, here the web blocks the download because it thinks I'm downloading a virus.

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2019-03-20 17:28:29

***
beta64

Some contributors seriously helped in the development of this version. Thanks to Sam, Carter, and Oscar. Thanks also to the translators who worked hardly for this version. Thanks also and sorry to Lucas and Qais who sent contributions but I didn't find the time to include them.

General
A documentation is now included in the game. You can find it in the main menu.
The menus supports now the multi letter navigation.
The disposition of the keys is now saved in the save file.
You can create a file called dataPath.txt and write an absolute or a relative path to a folder where you want to save your save file and other personal game data.
The statistics are more complete and you can print them in a file.
By pressing f11, you can switch the auto-enter key. If enabled, the enter key will be pressed automaticaly in many cases, if the game window has the focus. This setting is saved in the save file.
There is now a channel system, that allows you to mute some elements. Use left and right bracket to browse the channel, and press Slash or Backslash to mute or unmute it. Your choices are saved in the save file.
It's now possible de chat even in a menu.
By pressing f1, you can send a chat message only to your teamates. When you are in this mode the pitch of the chat sound will be increased so you are aware of what mode you are in.
In the reward room, the mini-games are now classed by world, and you can press Space to have the statistics of the selectionned mini-games.
You can play with a mini-game list that has just one mini-game.
Some improvements regarding the micro-games: the micro-games have statistics, you can select the number of turns in a micro-game party, and the menu that allows you to choose a micro-game plays now the music of the selectionned micro-game.
A couple new micro-games.
You can find a speaker test in the options menu.
Many improvements of the English translation.
In most cases you should now be able to use both modifier keys when performing certain actions, note that this isn't complete yet.
Many, many performance increases, particularly when starting an online party and durring launch of the game.
You can now press control+shift+w to write the game's log manually.
You can now only change teams once every second in an online party and toggle spectator mode every 1.5 seconds to avoid spam.
Shortened the map of the castle's wall game.
Some small modifications to score calculation to avoid player confusion, should decrease the number of times people get 20 points but don't win in compatition.
Fixed a bug in minigames where sometimes you would keep respawning and getting killed in a loop.
Now you can organise your decks and game lists into folders as subfolders of the deck or game folders.
Worked a little bit on fixing chatting online in board mode.
Now keys like dash and equals don't trigger while in the chat box.


Battle
An experimental quest mode is now available. You can explore a few maps and your goal is to find items that allow you to unlock bots. You can view your unlocked bots in the bot gallery.
The deck manager made by Sam and Carter is now included in the game.
You can read or print a battle type effectiveness reference in the options menu.
You win now one gem per 50 coins in the arenas.
The number of card you can get in the cooperative battle depends now on the number of killed bot and the number of player death.
In the cooperative battle mode, you can choose the starting health points, if you have unlocked the custom battle settings.
The team battle mode with bots is available in online. In this mode, and for each battle, each player plays with a bot.
The health limit in a battle is now the double of the starting health.
By pressing Shift+h, you can have a summary of your hand.
You can use Alt with the left or right arrow in your hand to pass to the next different card.
If a card gives another card, the other card is now described after the description of the first card.
The Shift+Enter command is back and you can use it to launch an offensive card against a teamate.
You need now to hold Shift if you really want to give up.
Many new cards.
Modified cards: the cards that have now the projectile or care flag, all the barriers, all the mirrors, symphony of the forest (100% success), melting ice (finally fixed).
Fixed a bug that would make you play the card you were currently focused on when sending a chat message.
A few new baddle bots.

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2019-03-20 17:46:06

Nice. I will hopefully see the translations when I play soon.

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2019-03-20 18:00:10

grate
why game is stil in beta versions?

2019-03-20 18:00:46

oh i like this update!
thank you so much cp devs, testers, contributors!

my old skype has bin destroyed for this forky forks. So if you want add me, here is my skype info:
live:714c254697acebf6

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2019-03-20 19:36:23

Nice, I'm curious about this quest mode. I'm also glad to read about all the bug fixes, especially that one where you could get stuck in an endless loop and get killed, that was seriously annoying.

The glass is neither half empty nor half full. It's just holding half the amount it can potentially hold.

2019-03-20 20:03:37

Did they fix bug where time healing can go above max health? Also these people helping out with the game allow lots of work to be done quicker, nice job to the supporting developers!

Water is blue
Algae is green;
We all live
In a yellow submarine.

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2019-03-20 20:11:25

5 more betas my friends. Looking forward to the bedroom world and mor sexually named cards like lubricating. Oh, and the rewards room...

What else do you want to experience in beta 69?

Water is blue
Algae is green;
We all live
In a yellow submarine.

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2019-03-20 20:51:15

my friend, only 1 more post and you'll be our hero!

you can't run from the darkness. we are everywhere.

2019-03-20 21:16:35

This is a very nice update indeed. Everyone involved did a fantastic job. I wonder if any of the new cards are any good? What's the purpose of the battle quests?

I'm still waiting for the server application, but there's no major rush on that. If and when it comes out, I'll be hosting a central Crazy Party server!

Grab my Adventure at C: stages Right here.
You may access my NVDA Remote, Three-D Velocity, Sound RTS, and Road to Rage servers by using the address christopherw.me. Road to Rage uses the default 6789 port.

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2019-03-20 21:42:18

I'm sure this is super simple, , but what's the process. when getting a new beta, and replacing the old one. I want to make sure I'm doing it the right way. plus I've had some people who I had go download the game ask me. thanks

Life is like a  MUD,   grinding is the only way  to succeed.
  GamerTag JCion97 & Twitter @TBlaze97
"One Love"

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2019-03-20 21:52:47

anyone know anything about the quesst mod, i have unlocked 2 bots, but dont know what to do with them

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2019-03-20 22:52:59

@TBlaze simply extract the zip folder containing beta64 and paste the files in your main crazy party folder. Also, delete the file crazy party beta63.exe

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2019-03-20 23:01:43 (edited by AlirezaNosrati 2019-03-20 23:01:54)

@omer you can listen to their voices, and see their decks.
in the galary

you can't run from the darkness. we are everywhere.

2019-03-21 01:18:28

seb2314 wrote:

@TBlaze simply extract the zip folder containing beta64 and paste the files in your main crazy party folder. Also, delete the file crazy party beta63.exe

ok cool. That's what I been doing, and telling people. thanks for getting back.

Life is like a  MUD,   grinding is the only way  to succeed.
  GamerTag JCion97 & Twitter @TBlaze97
"One Love"

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2019-03-21 07:19:29

pragma, please update the topic title

2019-03-21 09:50:28

Hi!
The new quest mode is really cool, thanks to all developers! Although, I think I need a better deck to beat it ahahah.

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