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I’m not sure if the common cards are random or fixed though, but it seems to somewhat pertain to that dungeon’s new gimmick or so it seems (Kizuna Connect with Amp cards, and Love Rooftop with Setup cards).
Not sure about deck editting in the future. Closest we get in the demo is setting up wild cards based on certain conditions, but each wild card can only be used once per dungeon and for only the turn it was summoned in.
1) Apparently, if you reset before ever battling, you don't get a starting muse and Ancie will claim there was not enough data from the previous run. My assumption is you either need to clear the first floor or get a muse to have a starting muse for the next run.
2) I only had 1 additional common card alongside a muse in addition to all of Neon's basic attacks/breaks/action the first time I checked. But upon resetting multiple times with the lack of muse to add in the starting run, it is 2 random common cards instead. (Edit: Went to do a quick easy run with to get a muse, you do get 1 muse and 2 random commons).
3) The common cards don't necessarily have to pertain to the gimmick. It is really any common cards that the dungeon can drop (had Flame Saber and Girdled Lizard in one reset on Love Above the Rooftop which neither has Setup effects).
But something I noticed that it seems to be 1 Common Attack (Red) and 1 Common Break (Blue) or 1 Common Event (Green). (there could be a possibility that there can be 1 Break and 1 Event in the starting deck that I didn't encounter since Love Above the Rooftop only has 1 Common Event card "Anima Revive", but it seems duplicates or 2 of one type never showed up).
However, I need someone else to verify that if you get a starting muse, you only get 1 additional common card instead of 2. It's possible that I may have overlooked it since I could only check once without having to do a whole run. (oh and the card that I had with the muse was a break card. I don't think I saw another attack card besides Neon's) (Edit: It did looks like I was mistaken the first time)
Edit: Fixed some stuff about Muse and number of cards. Seems I've mistaken it the first time, but have confirmed that you do need to complete 1 floor to get a starting muse for the next run. The starting muse I got was also not the one I recruited in the previous run, so it seems to be random.
For example: when you start with a Flame Saber and a Girdled Lizard, the muses will trigger from Banished or Draw effects.
Checking the starting cards as soon as you enter the run allows you to make sure you don't pick out-of-build cards before you get a couple Muses.
To add to this: if you alt+f4 force quit your game in an attempt to do save/load, and ignore the obvious red flag that is the game popping a confirmation window instead of shutting down, you will be treated as having abandoned your run straight up and won’t receive a first floor muse on your next run.
To add to my previous observation: the starting gimmick card is not guaranteed to be able to trigger your muse without any other card. But it will have the general idea. For example I got the (draw 5 cards in a turn) muse and the (1c draw 3) as my starter card, the latter apparently can’t trigger the former. It does benefit from the former’s effect though.
Quote from the official website [card-en-ciel.com]
Lastly, the dialogue when getting your starting muse sounds like you should be getting a choice of multiple muses instead of just one. Either that's just not a thing in the demo, or it's something you have to unlock somehow. Maybe it's to force you to try out different archetypes?
That's your entry customization. Start a run, get a choice of X muses, pick the one most suited towards whatever sort of deck you want to play the most, the RNG will handle the rest. Maybe there will be more options latter to change your starting cards, seems like something that'd be a level-up skill, but that's just speculation.
I actually like the forced starting randomness. The player has to learn to work with various starting material, thus driving runs in different directions and preventing sameness.
Even in games like Monster Train where the player can pick his starting loadout (to a certain extent), most players don't want to play the same loadout every time, because that gets stale and is not very fun. (Monster Train even has a button for random loadout.) I would say that if they balance the game well enough, you don't need to be able to pick your starting Muse. And the game is self-balancing in a sense: if the starting loadout is slow-going, one can simply go for grade 2 clear instead of grade 3 (no big deal), and start with farming a few cards and placing better terrain.