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EuSouAFazerPepsilawnArcaneMusic
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[TGC] Rebalances the entire card game. (tgstation#86288)
## About The Pull Request Rebalances the entire dang TGC. ## Why It's Good For The Game This game is a mess and needs several, several rounds of cleanup. To put in perspective: - The how to play page in the wiki is horrible. It refers to equipment cards as "item cards", to battlefield cards as "department cards", etc. It is unclear on many of the game mechanics (do creatures come into play tapped or not, is there a max mana, etc) and in general does not do a good job at teaching the game. - The cards were wildly unbalanced. The mana curve was all over the place; Reeducation, a spot removal card, was 2(!!!) mana, Clown was a 2 mana 2/4 with taunt on a format where 1 drop vanillas are 2/2, the numbers were all over the place. - Some of the cards were downright nonsensical. The miner card is 4 mana and its effect lets it tapp itself and pay 2 mana (a very, very big cost) to draw a card and either discard it or put it on the bottom of the deck..? Why would you spend 6 mana to do nothing..? What? The Scientist card also was nonsensical, having a high cost, terrible stats and a situational and low payoff ability. - The game has no long term plan. As people keep adding more cards, what's the plan to prevent power creep? Unintended gamebreaking combos? Ruling nightmares? There are 0 limits to your deckbuilding other than 40 cards 3 max of each card. This batch of changes fixes a number of these problems. Namely, it completely rebalances, tweaks the numbers and/or completely changes every single card in the game. This is to set a reasonable power curve for the earlygame (turns 1 to 3), with finer tuning of the 4+ mana cards coming later as we figure the game out more and hopefully persistency comes. It sets a workable basis for us to build atop on. Also! I completely remade the card subtypes (not to be confused with byond subtypes). The idea is you can only run 3 different subtypes in your deck when persistency comes, to prevent power creep, unintended combos and allowing for greater flexibility for contributors going forward. These types of restrictions help keep the game mantainable and scaleable for the long term. Also, I changed Mana to be Plasma because we're not Hearstones and Plasma is literally the mcguffin of the entire setting. Come on, guys! Cargo was already even the ramping subtype, it was right there! Hackmd with a lot of these changes: https://hackmd.io/@kNRZ9uxhShS3s2N9scOXxQ/SyEirnos0 ## Changelog :cl: balance: [TGC] Rebalances nearly every card in the game. balance: [TGC] Several keywords had their effects modified. fix: [TGC] Black Gaia is no longer an "Artifact", Fryer no longer mentions tapping it. spellcheck: [TGC] Replaced "Tap this card:" with just "Tap:" alongside other wording improvements spellcheck: [TGC] Mana has been replaced with Plasma. This is a completely cosmetic change. refactor: [TGC] Merged many, many redudant card subtypes (the mechanic, not the byond code stuff) into more comprehensive ones. /:cl: --------- Co-authored-by: Pepsilawn <[email protected]> Co-authored-by: ArcaneMusic <[email protected]>
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strings/tcg/keywords.json

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{
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"Asimov": "Creatures possessing this trait cannot attack or defend against creatures with the Human subtype",
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"Asimov": "Does not deal damage to other creature cards, only to players.",
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"Blocker": "The creature cannot declare attacks, but can defend",
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"Changeling": "This creature possesses all creature subtypes simultaneously. Any effects which affect a specific subtype apply to Changelings",
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"Clockwork": "The creature can copy a single keyword on another creature on the field, until they lose the clockwork keyword or leave the field",
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"Deadeye": "This creature can always hit opponents, regardless of effects or immunities",
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"Changeling": "This creature possesses all creature subtypes simultaneously, even outside of the field. Any effects which affect a specific subtype apply to Changelings",
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"Clockwork": "On Summon: The creature can copy a single keyword on another creature on the field, until they lose the clockwork keyword or leave the field",
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"Deadeye": "The following effect triggers when the creature damages the opponent.",
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"Faction": "Groupings of cards that can often share effects and traits together",
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"First Strike": "This creature has attack priority in combat",
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"Fury": "The creature must attack at every possibility",
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"Graytide": "When this creature enters the battlefield, it gains +1/+1 for the number of creatures on your side of the field with Graytide, until the end of the turn",
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"Fury": "This creature is not tapped when it kills another unit in combat.",
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"Graytide": "This creature gains +1/+1 for the number of other creatures on your side of the field with Graytide.",
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"Hivemind": "The creature enters combat with a hivemind token on it.The first time this card would take damage, remove that token instead. This does not apply to immediate removal effects, only points of damage",
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"Holy": "Immunity to all event cards",
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"Immunity": "The creature cannot be affected by card effects or combat of its immunity type. This includes both friendly and opposing effects",
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"On Equip": "This effect is activated once its item cost is paid and it enters the battlefield, equipping itself to a chosen card on your side of the field (Unless otherwise stated)",
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"On Summon": "This effect is activated once its creature cost is paid and it enters the battlefield",
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"Squad Tactics": "When this creature attacks an opponent's creature and defeats it in combat, the owner of the defeated card takes 1 lifeshard of damage from combat",
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"Taunt": "All opposing creature attacks must be directed towards the creature with Taunt"
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"Squad Tactics": "This effect is activated when a card is added to your hand.",
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"Taunt": "The following effect triggers when this card is on the field and any other card is added to your hand."
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}

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