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TOPIC: Culdcept Revolt announced for 3DS

Culdcept Revolt announced for 3DS 12 Nov 2015 20:12 #8389

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Let's play online!

PSN: Lord_Korudo

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Culdcept Revolt announced for 3DS 12 Nov 2015 20:27 #8390

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Awesomeness! Thanks for this, Koru!
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Culdcept Revolt announced for 3DS 12 Nov 2015 20:30 #8391

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No problem. :)

Also, this link as the siliconera article isn't entirely accurate:

www.senpaigamer.com/nintendo-3ds/nintend...do-3ds-11122015-2348

I also posted the teaser trailer on my channel. Check it out!

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Culdcept Revolt announced for 3DS 13 Nov 2015 11:48 #8392

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As stoked as I am at a new culdcept, I can't help but be disappointed that it is going to be a 3ds game. From their earlier hints I was really hoping for a console edition.

"People look at me like I’m a little strange, when I go around talking to squirrels and rabbits and stuff. That’s ok. Thaaaat’s just ok." - Bob Ross
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Culdcept Revolt announced for 3DS 04 Mar 2016 20:20 #8418

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Sorry for the delay, but here is the latest trailer and update for Culdcept Revolt. It will be released this June.

Let's play online!

PSN: Lord_Korudo

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Culdcept Revolt announced for 3DS 04 Mar 2016 20:54 #8419

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AWESOME!!!! :woohoo:
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Culdcept Revolt announced for 3DS 05 Mar 2016 09:32 #8420

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Can't wait! I have a Japanese 3DS because of the last game. Would rather have it release in the U.S. though.
Aim for the castle.
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Culdcept Revolt announced for 3DS 15 Mar 2016 12:13 #8426

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New and existing cards for Culdcept Revolt are being revealed every Tuesday and Thursday on

https://twitter.com/3ds_culdcept

Some of the cards so far:

Minotaur - His cost is 60G now.
Lavakin - 60/30 - 70G - You can lower his ATK to raise his HP after he is placed.
Magical Leap - Spell - 70G - Teleport to a close by territory of your choice.
Gift - now costs 100G, i'm not sure how it works now.
Breeze Spirit - 20/30 - 50G - Similar teleport ability as Dryad.
Cactus Wall - 10/50 - 50G - Gains 50HP vs Water and Wind creatures.
Aim for the castle.
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Culdcept Revolt announced for 3DS 15 Mar 2016 12:17 #8427

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Awesome! Looks like I'm going to need to start the Culdcept Revolt Card List. :cheer:

Watch some of our "What If" ideas show up in the game. That would be epic.
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Culdcept Revolt announced for 3DS 17 Mar 2016 20:00 #8430

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OK, I have some thoughts on Culdcept Revolt as I'm putting the first cards into the card list for the site...
  1. If the scrolling cards segment of the second trailer is any indication, we have a whole bunch of fun new cards to play with!
  2. OmiyaSoft is showing a lot of love for Culdcept Saga. Lots of artwork and creatures from it in Revolt. I've counted at least a dozen that weren't in the 3DS game already.
  3. Speaking of artwork, several cards have all-new art. Dwarf looks fantastic now.
  4. Several very old creatures that weren't in 3DS are in Revolt, like Ormec Head and Giant Slug.
  5. Several creatures have received some interesting G discounts. Gas Cloud is probably the most surprising one so far - only 45G now!
  6. Looks like we'll get to play with Saga's Gears in Revolt... but did they tweak the stats to make them better?

Amazing how much info is contained in the fairly short second trailer. I can't wait to see more!
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Culdcept Revolt announced for 3DS 17 Mar 2016 21:29 #8431

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If you listen closely the announcer says Dwarf Miner during the battle with the Knight. It could be another new card. Maybe he gives you 5 G every turn he is placed or something like that. :lol:
Aim for the castle.
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Culdcept Revolt announced for 3DS 18 Mar 2016 07:44 #8432

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Oh cool! I didn't hear that. I'm curious to see his abilities! Thanks!
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Culdcept Revolt announced for 3DS 11 May 2016 08:39 #8454

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www.nintendo.co.jp/3ds/ay3j/movie/index.html

システム概要をとり急ぎ日本語で書きます。

まず、城は廃止、砦は門へと変更、すべての門を通過すると周回ボーナスがもらえるようになりました。
そして、規定魔力に達成した後は、近くの門に到着すると勝利するルールへと変わりました。
また、エリア制は廃止されて1エリアとなり、橋のマスで止まることは無くなりました。
隣接支援ST上昇は廃止されました。
周回時のクリーチャーHPは一律で10回復となりました。

次いで、ターンの流れが以下のように大きく変更となりました。

1,最初にセプターは20Gを得る。
2,スペルカードを1枚、または「秘術」コマンド(従来バージョンにおけるクリーチャー領地能力に該当するもの)のいずれかを使用する。
2-a,ドロースペルで7枚以上となった場合、ターン終了まで保持したままプレイする(最大10枚まで)

3,「1-5,"C"」の6面ダイスを2個振る。"C"は1個の場合は"0"として扱われるが、"C""C"の場合は"12"となる。
4,自分が保有するすべての土地に対して、どれか1つを選び領地指示(土地レベル上げまたはクリーチャーの移動、交換、またはクリーチャー領地能力使用)
または手札のクリーチャーを配置/戦闘を仕掛ける。
5,手札が7枚以上の場合、手札を捨て6枚にする。


*秘術コマンドを使用した対象のクリーチャーは「ダウン状態」となり、秘術が使えなくなります。
再び使用するには、スペル「リカバー」を使うか、すべての門を通過するか、門のマスにちょうど止まるかのいずれかとなります。


あと、本作には能力を自在に育てられる「ブリードカード」が存在します。(成長に応じてコストも上昇する)

発売日は2016年7月7日。価格は4,700円(税抜、税込5,076円)


English

The rule has been changed from previous versions.

Firstly, The Castle has abolished, fort has changed to gate. And to pass all gates, It is able to get round bonus.
After achieving the provisions gains, it has changed to the rules to win to arrive in the vicinity of the gate.
Area system is abolished becomes one area, no longer able to stop at the bridge of the square.

It does away with increasing strength of territorial support.
Creatures' HP recovery when the cepter round is +10 points, not +20% of MHP.


Secondly, the turn phase has changed in below;
1, Initially, the cepter gets 20G in each turn.
2, Use a spell card, or "secret skill" command. ("secret skill" is similar to territorial ability of the creatures.)
2-a, In case of your hand card are 7 or over when you use a card drawing spell, you can keep holding by the end of your turn.(maximum 10 cards)
3, Roll 2d6 dices(1-5,"C"). In case of "C"and x(1-5) , it treats that "C" is zero. if you hit "C""C", it treats as twelve.
4, Command select one from all of the creatures that you placed (increase to the land level, move or replace to the creature, and use territorial ability of the creature), or place the creature or battle to the opponent.
5, In case of 7 or over on your hand cards, discard to 6.

* The creature which "secret skill" used has changed to "down condition", it is not able to use one. To recover the condition, it rounds all gates, stop the gate square, or use "Recover" spell.

Thirdly, It exists "The Breeding Card", you can breed and adding abilities to this card!

It will sales on July 7th, 2016. It prices 4,700 yen(excluding 8% VAT, 5,076 yen including 8% VAT)
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Culdcept Revolt announced for 3DS 11 May 2016 08:45 #8455

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Thanks pzkwivg!

Here's the not-too-mangled Google Translation:
pzkwivg wrote:
Take the System Overview you write in a hurry Japanese.

First of all, the castle is abolished, the fort now you can win a round bonus changed to the gate, passing through all of the gates.
Then, after you have achieved the provisions magic, it has changed to the rules to win to arrive in the vicinity of the gate.
In addition, area system became one area is obsolete, no longer able to stop at the bridge of the trout.
Adjacent support ST-segment elevation is obsolete.
Creature HP at the time of laps became a 10 recovery in uniform.

Then, turn the flow is now greatly changed as follows.

1, first in the scepter get 20G.
2, one a spell card, or "arcane" command (which corresponds to the creature territory ability in the prior version) to use one of the.
2-a, if you became a seven or more cards in the draw spell, to play kept until end of turn (10 sheets up to)

3, shake two six-sided dice of "1-5," C ",". "C" is the case of one is treated as "0", the "C" "C" case of "12".
4, for all the land that he owned, any one of the select territory instruction (movement of land level up or creature)
Or launch a placement / combat the hand of the creature.
5, hand is a case of more than seven, to six discard the hand.


* Arcane command the subject of the creature that was used will not be available next, it is arcane "down state".
Again to be used, either use the spelling "recover", or to pass through all of the gates, will be either just stop at the gate of the trout.

Wow... just... wow.
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Culdcept Revolt announced for 3DS 11 May 2016 13:51 #8456

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No support ST bonus anymore?? Strange thing to change. Any idea when the demo will be available?
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Culdcept Revolt announced for 3DS 11 May 2016 23:14 #8457

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Whoa wait, neighboring creatures no long add +10 to Strength? Thats a BIG change. Also it kind of sounds like something is changing in when you get to use territory abilities. Is this now a turn phase and not just something you can do by touching a land? Like permanent Telegnosis or something?


Really need some clarity here. These are the biggest changes ever in the game.

EDIT: Waaaaaaait...is this saying we can no longer access territory abilities for any card we own on the board by landing on towers because Towers no longer exist and we use "Gates"? Oh man please someone clue me in on this one. THese are some game changers. These have to be the biggest meta changing things done since they removed card species types from the game rules in every title past the Saturn original.
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Culdcept Revolt announced for 3DS 12 May 2016 00:51 #8458

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www.nintendo.co.jp/3ds/ay3j/trial/index.html

There is a QR code on that page that goes directly to the eshop. I'm not sure what it does there as I haven't figured out what to enter or where yet ( I dont speak/read japanese). It has a blue button then a page with a button and a debit symbol on it.

This is either a preorder digital page or demo I think.

If anyone here can tell what this is I'd like to know too. If its a demo I'll play like hell and post all the info I can on cards and gameplay stuff. Heck if I thought a webcam aimed at the 3ds would do okay I'd be willing to attempt a stream even.
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Culdcept Revolt announced for 3DS 12 May 2016 09:38 #8459

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Here is a summary of some of the gameplay changes and new features in Culdcept Revolt. It's going to take awhile to get our heads completely around all of these, but I'm super-excited about all the new strategies and deck ideas they create! Some of these might not be 100% accurate, because they're translated from the original Japanese.
  • The castle is no more. You "lap" by passing the last gate (fort). This probably also means there are spells that will mark your gates passed and mark opposing Cepters' gates unpassed.

  • Likewise, the win condition has changed - you now win by passing the next gate. No more desperate racing back to the castle!

  • You now roll 2 dice instead of 1. Each die is 1-5 + C (the Culdcept symbol). C is zero if on one die - if you roll 2 C's, you've rolled a 12. The dice are apparently the same for all maps. We also know that Fly is in the game, but since Fly used to allow you to roll 2 dice, we don't know what Fly's new effect is yet.

  • The last-phase Territory command structure has changed. You can now use these on any of your creatures at any time (Telegnosis-style), but when you do, the target creature will "sit" (your creatures will "stand" if you land on a gate - completing a "lap" probably resets them also). Some spells will also "stand" a creature, allowing it to be used again before its normal reset.

  • Creatures now recover a uniform 10HP per "lap". This helps low-MHP creatures a lot compared to previous games, and nerfs high-MHP creatures' recovery a bit.

  • You no longer get a +10ST bonus in battle per neighboring allied creature. This is probably due to the Territory command structure change, for balance.

  • Multi-area maps are no more. All maps are single-area now. This makes symbols easier to use (and more effective), and changes the mass-effect spell landscape quite a bit!

  • You can hold up to 10 cards in hand now.

  • The game has roughly 400 cards, and roughly 200 of them are new. Many of the existing cards feature new artwork (which looks completely awesome, from what I've seen so far). They've added at least 2 new artists to the mix as well.

  • It features all-new character artwork by renowned artist Kinu Nishimura.

  • The music is composed by Kenji Ito, who also composed the music for Culdcept II and much of the music for Culdcept Saga.

  • According to akwan_tarot, the demo is already available. To get it, you need to either pre-purchase the game, or spend 500 silver gift points from your "My Nintendo" account.

You can get a good sense of all the new awesomeness by watching the two videos here. It's going to take me awhile to update the Preview Card List with all the new card info shown in them!
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Culdcept Revolt announced for 3DS 13 May 2016 00:27 #8462

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I'm quoting and linking all that to Neogaf's Nintendo Direct thread. These changes are HUGE. Game is gonna have you gaining money and spending it much faster than before with these changes. I just need to find out more on "sitting down creatures" though. Do they sit down for a turn or till I hit the next gate? When sitting can they still defend themselves or use other Territory abilities? Do they sit and then perform the territory command AFTER they get up instead of before they sit down and if so does that mean I need to wait a turn or hit a gate to make cards level up or move over and invade?

This is a large amount of game changes. Each Culdcept meta is different but none as much as Revolt after this!
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Culdcept Revolt announced for 3DS 13 May 2016 01:22 #8463

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You can hold up to 10 cards now but at the end of your turn you still have to discard until you only have 6, correct? Or did I misunderstand this? They explain this at 12 minutes into the Direct video if anyone wants to double check.
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Culdcept Revolt announced for 3DS 14 May 2016 19:21 #8464

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The "Turn Gain" is 19G + round number, so it's 20G on turn 1 and 29G on round 11. It's small but it works very well to prevent getting locked out from being able to play anything. It's also fairer to players who roll small dice or who are being blocked from collecting loop income.

The discard phase is moved to the end of your turn (instead of immediately when you draw a 7th card); you discard down to 6. The 10 card limit is mostly academic, since it's very rare to go that high. (If you have that many cards, you probably shouldn't be playing card draw effects anyway.)
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Culdcept Revolt announced for 3DS 15 May 2016 10:14 #8466

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Wait...we get turn gain now? Is this a spell effect or a permanent feature that we gain money every turn? It sounds like permanent Fairy Light if I'm reading this right.
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Culdcept Revolt announced for 3DS 15 May 2016 10:56 #8467

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I checked: the correct term is "round gain", and yes it is an automatic Fairy Light. Every player automatically gains a small amount of mana at the start of his turn.
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Culdcept Revolt announced for 3DS 16 May 2016 09:44 #8471

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akwan_tarot wrote:
I checked: the correct term is "round gain", and yes it is an automatic Fairy Light. Every player automatically gains a small amount of mana at the start of his turn.
I wonder how much the deprivation-heavy league decks prompted this and the lap structure change?

The whole idea behind my most effective Culdcept Saga deck is to keep my opponent's G as low as possible without exhausting them, and this would be very ineffective in Revolt.

Obviously, walking around the map unable to do much of anything for most of the match isn't a whole lot of fun, and I'm sure these changes will go a long way toward encouraging much more "friendly" play. I applaud OmiyaSoft for being brave enough to fundamentally change gameplay that has remained essentially unchanged for nearly 20 years. It's a bold move.
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Culdcept Revolt announced for 3DS 16 May 2016 11:50 #8472

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Andyman wrote:
akwan_tarot wrote:
I checked: the correct term is "round gain", and yes it is an automatic Fairy Light. Every player automatically gains a small amount of mana at the start of his turn.
I wonder how much the deprivation-heavy league decks prompted this and the lap structure change?

The whole idea behind my most effective Culdcept Saga deck is to keep my opponent's G as low as possible without exhausting them, and this would be very ineffective in Revolt.

Obviously, walking around the map unable to do much of anything for most of the match isn't a whole lot of fun, and I'm sure these changes will go a long way toward encouraging much more "friendly" play. I applaud OmiyaSoft for being brave enough to fundamentally change gameplay that has remained essentially unchanged for nearly 20 years. It's a bold move.

Yeah, I always call these tactics part of a "Money" deck. I take a deck and throw in as many things as I can to wreck their movement and cash flow. Torture, drain magic, Rouetsoleil, holy word zeroes, and spells to increase costs. Then I make the other half of my deck mana like spells that flood me with money and movement. Toss in some ridiculous health cards that are hard to kill like Aspidochelone, and some Elemental shields and thats about it. I also toss in some uber combos like Tetrarm and Nuclear fusion to handle incidental footholds they acquire. You tend to completely strip people down to nothing in this manner.

This new permanent Telegnosis, Permanent Fairy Light, and switch to having discard phases moved means my opponents will have far better odds of recovering from such a deck.
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