Images
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Screenshot_20230327_224813.jpg
Screenshot_20230327_224813.jpg
By Muratus del Mur ·
NFTs created from the new api, in md, from bestiary creatures. You can find them also on opensea.io where you can view there rarity and such.
Currently there is no way for anyone to create such nfts, but this is just because nobody showed any interest in this feature.
I will cobtinue working on in-game interfwces for this, or i will just use them for personal transfers and rewards..depends only on your feedback
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Screenshot_20230327_224828.jpg
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Screenshot_20230327_224835.jpg
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Screenshot_20230327_221129_AlphaWallet.jpg
Screenshot_20230327_221129_AlphaWallet.jpg
By Muratus del Mur ·
magicduel.com is not the official erc-20 (eth, polygon) address for md on the eth blockchain.
Magucduel.eth is also a valid ens domain name bound to the official address.
This is part of a series of experiments i do in the crypto direction
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Fyrd Stuff.jpg
Everything posted by Muratus del Mur
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Setting Rituals 101
one remark, all creatures that survive the fight get xp, not only the winning ones. This happens more often now with the short combats, people exit the fight with alive creatures even if they lose and the creatures get xp for that. (you should take a look on what actualy happens and tell me if its not like thsi, because if its not its a bug. Last time i checked it it was very long time ago)
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The time principle
the exact spells for each principle combination are not revealed yet. in general time will change duration of spells and will be related also to movement spells and high powerfull special hits.
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The Darkness Principle
indeed a very nice point of view for the darkness principle
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Testing sacrifice altar values
i realy dont think that the way its now is so easy to exploit. don't missunderstand a constant recruit-train-sacrifice cycle for an exploit. lets see how things evolve, let me know if you see players with abnormal stats overnight or if you find out a way to gain huge stats very fast using this sacrifice altar.
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Testing sacrifice altar values
lets see if its indeed like that...
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What are the creatures that fight for you?
sort of, but more its like they are ways to express your spiritual energy. Like the energy is your voice and the creatures are the words you speak. You can train them, improve them, and make them more powerfull. I have a probelm with the word sacrifice at the sacrifice altar, i cant find something more suitable. Its not that you sacrifice them like 'slaughter' its more like you turn them back to you and 'asimilate' their acumulated knowledge and energy, turning them into permanent stats. This is not sacrifice but i cant find a better word for it. The "fenth press" is good there, as it represents a material way of handling imaterial stuff. You turn your creatures into energy egs then you crush them ..thats the process of sacrificeing them.
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The Darkness Principle
its an interesting point of view hmmm... remember the dark ages lol.
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The Principle of Enthropy
yes exactly .. a very true principle that we are experiencing every day in our lives.
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Rumors
no, nothing to solve aout MB statue yet. whenever something changes i will post to the change log.
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Alliance gameplay is different from non-allied gameplay
Gameplay was divided further between alliance members and non-allied players. Allied and non-allied member now depend on different counters and restrictions for attacking. Honor remains standard for non-allied members (nothing changes). Alliance members now have a separate counter called Loyalty/Prestige. The "Attack this player for honor box has been changed to Attack for Loyalty and the won fights. of alliance members will increase their alliance loyalty/prestige. If a member leaves an alliance , his counter returns to honor and all honor based restriction and the 'game fights win/loss balance' applies again. More details Gameplay changes for alliance members only: - every won fight gives you zero or positive loyalty points, zero for fights with little vitality involves, more for tougher fights. - Loyalty reward is based on total experience (lost vitality) the battle gives and is divided in stages. - When JOINING an alliance honor gets -50% if it is above zero, and doesn't change if it's zero or lower. - Members can attack without honor/loyalty restriction, everybody can attack everybody, good for some bad for others, the alliance world is a world for the toughest players around. - Because of the lack of any restriction preventing players from attacking each other, the time between fights against the same player has been increased to 3 hours. - No loyalty reward for successfully defending from an attack. - Members receive a Loyalty penalty of 1 point for losing a fight - Leadership hierarchy is based entirely on loyalty points; honor points will no longer be displayed on the alliance page. - A Loyalty penalty as been implemented for leaving an Alliance: The loyalty penalty for being kicked is -50% and for leaving of your own accord is -25%. - 20 loyalty point cost to the leader for kicking a member out of the alliance. - When joining an alliance, players cannot have more Loyalty then the Alliance Leader. Loyalty points drop 20 points below the leaders total points. Gameplay changes for normal players (non-allied): - honor must remain above -500 to allow you to attack others (no change) - honor will be used to grant you access without invitation to the alliances. Honor points required for free entrence to an alliance will be 1500 (can change) - there is no point in getting huge amounts of honor , but there is a point in keeping a good game balance at this will allow you to be more stable and advance further, become stronger, and eventualy beeing powerfull enough to join an alliance. - If you get loyalty as an alliance member but then you get out and play as normal player, loyalty doesn't play a role for you, but will carry on when you will join an alliance More implications of honor and loyalty will be added in future changes. EDIT BY CHEWETT: added better paragraphs and amended spelling
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Testing sacrifice altar values
Shadar ... elemental I takes only age to upgrade. Level I and II creatures offer little to nothing as reward. They usualy offer temporary stats such as valuepoints and vitality, and are ment only to allow you to get rid of the low level creatures you dont use anymore, especialy with the new creature number limit in place. High level creatures offer inscrrease to permanent stats. warning...sacriice takes 10 actionpoints, so if you sacrifice them to get extra VP be sure you wont remain stuck in that scene without action points until next regeneration ...because you will also loose extra vit and vp at next regen.
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Testing sacrifice altar values
Altar is now functional. Be aware that the sacrifice button directly sacrifices the creature without any further confirmation. Also the reward vales changed a lot.
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Testing sacrifice altar values
Ok, skill points reward will be lowered to 30 or 50%, you are right
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Testing sacrifice altar values
allready changed that, only lvl 3 creatures give honor
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Testing sacrifice altar values
Sacrifice altar at the Fenths Press in No Man's Land The sacrifice altar is under testing. feel free to share your opinion about the exchange stats given for each creature. Don't ask what the logic behind the conversion is. Also before you judge those values, think about the following things: - reward cant be to great or players who exchange creatures will get ultra powerfull by just doing that - players that exchange creatures get a permanent bonus but they still have upgraded creatures so they will be able to upgrade others fast - permanent stats are more valueble than they seem, for example max value points can make a difference between upgrading a creature or not or beeing able to buy a certain weapon. - honor reward can be converted to wins for your creatures by attacking weak player just for the wins, ...and wins for the creatures means possible upgrades - principle are not yet used. Each sacrifice altar gived different principle rewards!!! - max level creatures can give different reward based on many things, so there is no cap to what a creature can give as reward, however a high level creature might be more usefull as it is than sacrificing it. - compare rewards to the rewards given by the story after waiting 24hours Whatever you say, try to make sense and not just shout you dont like it.
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The Principle of Enthropy
many ways to change one thing, and that one thing here is the game, battle outcomes, things like that. however in theory, if you put the real world in place of the game you will see that things are more complex and these principles dont cover it all...and in fact these are not all the principles, there are a few missing from here ..but they will come later.
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The Principle of Syntropy
nicely put tai
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The transposition principle
entropy transposed to a sword will make it decay faster ))) maybe if you could put in some syntropy to balance it then you could speed up things and make them fall apart faster where you hit. cyclicity will make the sword hit for more damage incrementaly on every hit. syntropy without entropy could make the sword do steal life???? idk , never tried balance ...is more powerfull than you think, because it also sais there it can be used in a special way to change the balance, so maibe a 5% chance to turn the outcome of a lost battle in your favor???
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The Darkness Principle
for example, one spell such as invizibility, will be goverened by darkness principle, its duration given by time principle, and its power by imagination
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The Element Principle
consider entropy to amplify damage, but also speed up things, however, read other posts to mae a better image of the principles, their logic is far more complex than that
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The Principle of Enthropy
the theoretical uses of entropy are far beyond what you think. entropy can speed things up, not only to destruct them but to keep them running, as most of the things allready fall apart when 'running'. Entropy can be also used to consume other things, but in combination with transposition for example, you could use that consumed energy to put it in an other system/object and thus creatng an effect similar to SYNTROPY ...the compleity of things is amazing.
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What are the creatures that fight for you?
well sicne all this is allready hard to implement in a game and still keep things playable, we will have to stop at using them as exchange for different abilities and temporary effects. What the magic will be exactly is dificult to define, what i know for sure is that i need a stable game first so that magic can come in and make it unstable but only temporary and for those who know how to use it.
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Celebrating 10000 players!!
Free drinks for everyone!! Today we have 10000 player accounts. I was hoping to reach 10k until end of the year but it seems things move much much faster ! Lets hope next year at this time we will celebrate 100k players Thank you all for playing!
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vote!
Magic and principles part was not added to the option list because its not an option right now. game doesnt have the stability needed to move on to the magic part yet.
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vote!
Please read and make your choice. Your choices will decide where i'll point my attention next. Thank you