About
Jewel Poker Defense A-Series
Based on Xenoth's Jewel Poker Defense 1.0
A-Series by azala
The following gameplay changes are based on about several full v1.0 and A-Series games of testing data, ...
Jewel Poker Defense A-Series
Based on Xenoth's Jewel Poker Defense 1.0
A-Series by azala
The following gameplay changes are based on about several full v1.0 and A-Series games of testing data, an Excel sheet for combo box splits, as well as years of background experience balancing games and designing intelligent gameplay systems.
MAJOR CHANGE:
- completely different combo box system. The old combo-box heroes were extremely variable, from instant death to total annihilator, and if you memorized the combos, it was trivially easy to beat the game. I decided to replace it with a sensible, predictable, but somewhat random system that rewards maximizing input levels.
-- you get a random ace-combo group, based on the multiple of the ranks of the two input units (not the level in its name, but the Prize Hand rank, from 1-8)
-- for example a ghost (7) and a defiler (6) will give a base rating of 42.
-- two coin flips are rolled, each increasing one of the two base ranks by 2
-- in the above example, ghost + defiler will either give 7-6 (42), 9-6 (54), 7-8 (56), or 9-8 (72), each with 1/4 probability
-- there are 11 different combos, "Nothing", "High Card", "Pair", ... , "Straight Flush". The minimum ratings for them, in order, are: 1, 2, 5, 10, 16, 23, 32, 42, 53, 66, 80.
-- in the above example, that means 1/4 of the time you'll get Full House ace-combo (42-52), 1/2 of the time you'll get Four-of-a-Kind ace-combo (53-65), and 1/4 of the time you'll get a Straight Flush ace-combo
-- also, you can now see the Prize Hands that give Combo Box units and their 1-8 ranks in the bottom left info box.
GAMEPLAY CHANGES:
- changed ore prizes to be a gradual arithmetic progression for each hand type - in v1.0 the values varied widely and without a consistent pattern.
- removed A789T straight/straight-flush - I can see how A2345 would make sense considering Ace is considered Highest as well as One, but in this case with a 789TJQKA deck, it's rather confusing regarding wraparounds, best to remove them entirely.
- dropped defense timer by 20 sec. - difficulty increase
- upgrades from 150+45 to 85+85 - you actually have to think about upgrading certain groups of units that you might ignore under the old system. should break the pattern of stocking up only on one or two groups.
- hydralisk base & increment damage +50% - straights occur rather infrequently and needed to be improved to better represent the hand strength.
- corsair damage reduced from 54+22 to 20+8 - you get a scout+corsair for ace-high, and it used to be a viable strategy, given enough anti-ground defense, that you could shoot for ace-high hands in order to dominate enemy air.
OTHER CHANGES:
- victory condition change (multiplayer only) - victory will also happen if you are the last player alive, but you still get to keep going. if multiple players beat all levels, they still all win.
- observer mode - when you die, you are not instantly kicked, and get to watch the rest of the game.
- removed most of the opening cinematic - most players did not appreciate the long wait.
- fixed the "player leaves = game frozen" bug from v1.0
- fixed the "invisible infobox carrier & lurker" bug from v1.0
- expanded infobox area and spread out the players' templars
- several minor terrain/display/color changes
Change Log
A15->A16:
- Removed old intro tutorial display. No other changes were made.
A14->A15:
- Bugfix (from A14): Straight Flush combo prize no longer gives extra Gauntlet combo
- Damage changes:
-- ...
A15->A16:
- Removed old intro tutorial display. No other changes were made.
A14->A15:
- Bugfix (from A14): Straight Flush combo prize no longer gives extra Gauntlet combo
- Damage changes:
-- Hydralisk 39+18 -> 62+16
-- Lurker 108+54 -> 124+32
-- Ghost 66+28 -> 44+19
-- Kerrigan (Ghost) 98+45 -> 60+25
A12->A14:
- Flush and Straight Flush units (and respective ace bonuses) swapped. Related damage changes:
-- Goliath ground dmg from 24+11 -> 118+20
-- Goliath air dmg from 32+14 -> 157+26
-- Tank dmg from 128+58 -> 346+131
-- Ghost dmg from 112+48 -> 66+28
-- Kerrigan dmg from 168+72 -> 98+45
- Other minor damage changes:
-- Hydralisk dmg from 42+21 -> 38+19
-- Archon dmg from 96+45 -> 88+40
-- Templar dmg from 30+12 -> 30+10
-- Marine dmg from 16+8 -> 14+7
-- Mutalisk dmg from 45+18 -> 51+21
-- Guardian dmg from 78+32 -> 94+38
-- Dragoon dmg from 55+21 -> 50+18
- Straight Flush and Gauntlet are swapped in rank. (This only really affects combo box probabilities.)
- Bugfix: Can no longer land a building on the enemy path.
A11->A12:
- Bugfix: Combo-box Dev/Queen are now correctly swapped. In A11 only the Dev/Queen from player hands were swapped.
A10->A11:
- Overall difficulty increase:
-- HARD levels 26-35 +15% hp
-- INSANE levels 36-39 +20% hp
-- Final Boss level 40 +30% hp
- Devourer/Queen swapped (Dev is now fullhouse ace bonus and Queen is now triple ace bonus)
A09->A10:
- Damage changes:
-- Straight Flush Ghost 56+24 -> 112+48 (damage doubled. you get two of them, and this puts them above the 4 of a kind, and below 5 of a kind in damage output.)
-- Straight Flush Kerrigan: 156+72 -> 168+72 (1.5x SF ghost - very good but not overwhelming relative to the ghost.)
A08 -> A09:
- Bottom left infobox is easier to navigate
- Minor damage changes:
-- High card Scout (ground atk): from 48+20 to 40+10
-- 1 pair Marine: from 15+7 to 16+8
-- 2 pair Templar: from 22+9 to 30+12
-- 2 pair Dragoon: from 66+26 to 55+21
A07 -> A08:
- Fixed fatal bug in A07 causing instant death before final boss.
- Archon from 64+30 to 96+45 (was a bit weak for 4 of a kind...)
- Lurker from 72+36 to 108+54 (to complement the +50% hydralisk change made in A06)
A06 -> A07:
- combo box units can't reach over and kill "ban-me" units anymore
Reviews (Submit a Review)
Bejeweled!
Reviewed by jkl381 5 on May 17, 2010
Unlike many other good ums's that got a review, this one didn't so here goes. The Jewl Poker Defense game is ingeniously made and plays out just like real poker games. It still amazes me how a p...
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Meta
- Map Style:
- Custom (UMS)
- Categories:
- Defense (Competitive)
- Author:
- azala 8
- Filename:
- Jewel Poker Def A16.scx
- Latest Version:
- Jewel Poker Def A16
- Type:
- StarCraft Map
- Size:
- 142.4 KB
- Overall Rating:
-
3 / 5 (3 votes, ranked #333) - Tags:
- azala, defense, ffa, poker, xenoth
- Players:
- 5
- Teams:
- 1
- Tileset:
- Twilight
- Dimensions:
- 128x128
- Favorites:
- 1
- Downloads (Total):
- 4,213
- Downloads (Daily):
- 2 (ranked #60)
- Submitted By:
- azala 8
- Discovered On:
- May 27, 2010
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- JavaScript Widget:
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Jewel Poker Def A16
Jewel Poker Def A16.scx (142.4 KB)
- Released:
- May 27, 2010
- Downloads:
- 3,820
- Direct Link:
Rating
- Opinion:
3 votes considered -
- Neutral
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User Comments
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If you're in the corner and have got no cash to get out from that, you will have to take the business loans. Because that would help you for sure. I get short term loan every time I need and feel OK because of it.
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I opine that to get the loan from banks you must present a firm reason. However, once I have got a secured loan, because I wanted to buy a house.
31.184.236.xxx
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edit wuz here!
cools cool, gonna try this map out.
cool I really liked this one
@UrlifeSux
No, totally different. Read the project page (http://sc.nibbits.com/projects/jewel-poker-defense-a-series/) for details.
is the combos the same in this ver??
at the end of the game i got a message about trying pearl something do you have that game up to download
70.75.22.xxx
I don't think he is complaining about the map being "made better" I think it's more about the fact he could have been messaged about your project first. I know if I find a map that has issues or I feel could be better I always try to contact the author first and only then if they are un-contactable or the map is really old then I might work on it.
I mean isn't there even a forum for suggestions of development on that map on this website?
FYI: I haven't actually played either version at this point.
I don't agree with that at all.
You might be horrified at the thought of someone editing your precious map. I understand that, but the fact of the matter is, if I can take something that already exists, make it better and give the proper credit, am I depriving you of anything as the creator? No. Your map is still out there, people can download it. Even if people download this one, they will still see that you were the original author.
Why are you afraid of alternatives? I edited the map because there are flaws in the original, and I made an attempt to fix them so I could enjoy playing the game. What's wrong with that?
If it's a matter of protection, I don't know of an unbreakable one (yet), so it wouldn't matter. You can even take any one of my maps, crack it open, and edit it. Plenty of people have done so, particularly with the XYZ series. And I'm fine with it.
So explain to me, what are you losing by me posting this map?
It's nice to see the interest in my map so far, but at the same time it's hurts me greatly to see you cloning my maps without my permission. I expected it from some ignorant jerk with no ideas and experience, not from you.
Yes, actually you better asking before making a modifications. It's not about rules, it's about ethics.