Reppuken Update 0.10.0

Since the latest update of Card Fighters’ Clash (only one month ago), the CFC Team has been working intensely to improve the game according to the feedback of some players, and fixing bugs alongside. The Path of The Warrior is tought but we are happy with the results.

Changelog:

  • Increased the font size of the rule text for a better legibility.
  • “Activate ability” and “Delete card” confirm dialogs now show a “Do not show again” check box option.
  • New options in the Welcome screen to load your decks or the pre-built decks.
  • Nerfed Amakusa SP gain per KOed character: now it is back to 3 SP.
  • Nerfed Kazuki: now it deals 400 damage.
  • Updated illustration of the card Michelle Heart. (You can download the updated image pack from this link.)
  • Improved the UX for a more pleasant game play.
  • Several bugfixes.

We want to know your experiences with CFC! Please drop us a line or send us your feedback.

Performance Improvements: Tenma Update 0.9.10

We are coming closer to a version a “ready for production” version of Card Fighters’ Clash. This time, after several months of work, a new release of the game plugin for OCTGN comes with important performance improvements, fixes for the rules of the card Mischief and the misunderstood card The Ump, and the card design has been improved slightly for a better rendering (and also printing if you are old school).

Card design changes comparison

Changelog of version 0.9.10:

  • Ask for confirmation when a player user discards cards from the game area.
  • Updated card design.
  • Performance improvements.
  • Fixed bug in the prophecy command affecting Mischief.
  • Bugfix: multiple combat damage to a player is not correctly subtracted.
  • Bugfix: The Ump cannot join an United Attack although auto abilities are disabled in United Attacks.

Card Games in Pandemic Times: Dash Update 0.9.8

Although Card Fighters’ Clash does not have a big amount of player base, we found that during this global pandemic times people where looking to try new online multiplayer games, and the OCTGN platform did benefit of this —as well as CFC with a tiny increment of players.

Thank you all for your support and feedback!

Cards updated in v0.9.8

Now the news: We have updated CFC to a new version to fix compatibility issues with the release of OCTGN 3.4.350, re-balanced some cards for a better game play experience and fixed bugs.
Here is the changelog:

  • Re-balanced Zaki ability: now it adds 10 SP again.
  • Re-balanced Athena Asamiya, it generates 3 SP again.
  • Updated rules for Marco, Engokogeki, Laundry and Lunch rush.
  • Updated SP cost of King, Samanosuke, Overheat and Reliable warrior.
  • Translated some ability names from japanese.
  • askCardBackups() now allows to backup only the available backup types in the card.
  • Removes KOed chars in the ring from the selection shown by showCardDlg().
  • showCardDlg() now shows cards in the same order as they are in their respective groups.
  • Improved tutorial.
  • Improved game play.
  • Several bug fixes.
  • Fixed compatibilty error with OCTGN 3.4.350.0.

We hope you will continue enjoying the game. Please drop us a line if you have any feedback.

Time to learn! Gakusei Update 0.9.4

Card games could be hard to comprehense for people not used to play them, and even for experienced gamers. Although the majority of modern card games share some mechanics, there exist some nuances that can be hard to grasp.

For this reason, to ease the learning curve of the game and of OCTGN, CFC Team wants to presents you the Tutorial mode: a short playthrough within the game where you can learn the rules of Card Fighters’ Clash. It is available in the welcome screen, or by right-clicking on the game board and selecting “Settings > Play Tutorial” in the contextual menu.

But the Tutorial is not the only update: the “Block” button has been replaced with the “Next” button (some players were a bit confused at a first glance); a new option is available in the contextual menu to display card information and rules; and improvements to online play for players with a slow bandwidth connection.

We hope that you will enjoy these changes. For any request, thought or low punch, please drop us a line.

Huge Gameplay Improvements: Giant Bomb Update 0.9.3

A new week, a new release! This time gameplay has been improved dramatically, with the focus on allowing players to play using only the mouse (keyboard shortcuts are still there but you don’t need to use them if you don’t want to), and to make actions (like play cards or choose an attacker) to feel more “natural”, enhancing OCTGN’s learning curve (for the easyness).

Inspired by Magic: The Gathering Arena and Hearthsone, players can choose an avatar image that is displayed at the bottom of his ring. Attacking the opponent or hitting him with a Grenade will draw arrows between that player and the source as visual hints.

Plyer's avatar image

Here below the complete list of improvements:

  • Dragging cards now trigger related action: drag cards from your hand to the table to play them, or move a card to attack or to block an attacking character.
  • New option in settings to activate automatically Instant ability abilities, and effects of Action and Reaction cards after being played.
  • Automatic phase control option: game will move to the next phase when required (you don’t need to press the Tab key unless specified).
  • Card rules fixes: Kyosuke (and friends), Twelve, Grandmaster.
  • Balanced pre-built decks. After the SP overhaul update, pre-built decks needed a review of their SP value.
  • Players now have an avatar image in the table.
  • Online play improvements.

Getting Better: Flying Kick Update 0.9.1

A new month, a new update! CFC team has been beta testing the game quite intensly, with the help of some friends that are “forced” to stay at home due to the COVID-19 situation.

These are the updates for this release, which is already available if you run OCTGN right now:

  • Players are not longer allowed do illegal actions (like playing a second character, or playing Action or Reaction cards without enough SP). Hence the confirmation dialog has been replaced by a warning box since it seems that some players don’t have time to read the question in the dialog 🤔.
  • SP cost updated: Chaos (-5 → -4), Makeover (-2 → -4).
  • Rules updated!
    • Crossover: You don’t discard your entire hand at the end of your turn. We believe that now the card rules are more close to its original intention (we suspect that the developers of Card Fighters 2 Expand Edition were not able to properly code the card, so they ended with the solution of discarding the hand).
    • Reset button: Increased the cost (-15 → -20) but removed the drawback. Kyo and Sakura can play to the NeoGeo Pocket as long as they want!
    • Round 2: Dan and Joe Higashi are more useful than ever!
  • Ring updated with a new design.
  • Added a “Next” button to improve gameplay. Now you can either press Tab key or the button to advance to the next phase.
  • Bug fixes.
New ring design

We hope that you enjoy these new changes. And don’t hesitate to drop us a line with your feedback!

Bugfixes and More: Double Tap Update 0.9.0

It has been bit hectic end of week, with the release on Friday of a new OCTGN update (v3.4.256.0), plus several hotfixes during the weekend.

Unfortunately these updates caused an error on Cards Fighters’ Clash when manipulating character’s abilities, which forced the CFC team to act quickly and fix the bugs on a double tap/dash movement →→.

But it’s just not a quick update for bugfixing, version 0.9.0 also includes a major overhaul on character cards: all the SP values of character cards have been updated, again! We are really sorry for these kind of chages, but as long it is being tested we try to better balance the cards.

  • For characters with BP less than 800, they gain 1 SP.
  • For characters with 800 BP, these are the arrangements: Andy and Daigo enters the club of the big guys (-1 SP).
  • Characters with 900 or more BP, its SP has been lowered from -1 to -3 SP. Geese and Zero Akuma, now with -3 SP, have lost their drawback ability.
Cards updated on version 0.9.0

Lastly, changed the rules of a single card: Urien’s ability now force to discard one reaction card instead of all reaction cards. Sorry Urien, you have been nerfed for a better game balance.

Gameplay Improvements: Jump Kick Update 0.8.3

Our game plugin for OCTGN Card Fighters’ Clash has been under heavy gamplay testing these weeks, leading to small but important improvements on gameplay. For instance, the additon of a play priority control feature, players wil be less prone to errors, like skipping opponent counter-attack phase.

OCTGN game board during a match of Card Fighters' Clash game

Lot of changes has been applied to card autoscripts as well, fixing errors and bugs and to better match the behaviours with the original card rules from the videogame.

And lastly, but not of the lesser importance, game performace and networking has been improved. Now the game will go a bit smoother and faster, and the game state between players will be better synchronized —this is, players will notice no error when activating autoscripts of cards.

Awakening! Update 0.8.2

CFC team has relased a new version of the game only a few days after the last update!

This update comes with improvements in the contextual menu (now we hope it’s more clear and easy to use), improved gameplay, and the most critical update which deserves his own release version: Character cards BP and player’s HP has been updated to thousands, like in the original video game.

Character cards in the arena showing its BP in thoushands

This change shows the real power of the fighters. No more Rugal whining because his BP is as low as 8. Now he is a bruiser again!

Can You Hear the Shōryūken? Update 0.8.1

Half of the the world is in quarantine, and we hope this situation will pass over soon. The CFC Team is in that part of the world which is confined at home, but what allows us to spend more time in the development of the game.

Hence it comes a new update that fixes the behaviour of some cards (the so called automations), adds small improvements to game play, and the two most notorious changes: game sound effects and new color for Character cards!

The Sound of the Fight

Firstly, what is important for your hearing. Sound effect has been added to all common actions you can do in the game (draw card, play card, shuffle, etc.), enhancing the game experience and it feels now a bit more solid.

To enable in-game sounds, you need to be an OCTGN subscriber. OCTGN is free, but your support will allow OCTGN developers to keep improving the software and pay the bills of the servers that allow us to play online.

New Character Color

Some players noticed that Character and Action card could be confused due to the background color similitude. To enhance legibility, we have changed Character card color from Capcom orange to SNK blue.

New Character card background color
Old Sakura and new Sakura

It does not mean that Capcom and SNK Playmore characters will have a distinctive color like in the original videogame. All Characters cards will receive this update.

Don’t forget to drop us a line with your thoughts!