Can we have a before and after stats of the cards harvested from the greenhouse? So we can easily determine which card worth to plant again. For me its hard to see which one is better bc i always add new card to plant again, im planting 60 every 3days, its really hard to track which one is better unless you check them 1 by 1 thru stats history.
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Gotcha. Will find a way to achieve this, but you'll have to be patient. We have a lot on our hands at the moment. We might be able to focus on this after the telegram minigame gets out of beta - by the second week of May.
I'll leave your request open and will ping you when we can get to it.
Thank you very much. Also can we add the dialogue for the first time use of the greenhouse/farm? Its very helpful but unfortunately i cant see that dialogue again and i want to read it for more info about farming.
Can i request to add it on farm? Like add [!] On the top right of the screen when you're on farm UI? And the farming tips dialogue will pop up again when you tap it? I know you guys have a lot in your plate, i hope it get added when theres a chance.
Ooh, that... well, don't stress it too much. Don't tell anyone, but some restrictions have been lifted during development and they weren't implemented in the end.
So, try whatever mixing you'd like, and if it isn't compatible, the system will tell you.
Just a recommendation: mix cards within similar characteristics, E.G. around the same level, around the same amount of arrows, from the same universe, etc. So there are less variables at play and you don't get a weird spawn.
Hi is there a list of special cards or what universe have special cards? I do have lots of cards from POTFS. And im looking for a card with lots of hp. Base on my planting experience. Hp of cards dont increase that much compared to Attack power when you plant them.
Will the special cards will have more hp? Especially what universe have special cards? Please give me tips
Thanks for the tips! Will love to try it but unfortunately i dont have gold pot lol.
Also the farm was slower after the update. Need to wait a bit for it to load after putting pot. Before i can go to next table and add pot. After that the previous table was done prepping the pot.
I mixed 3 pairs and got a good result with 1300+ power. So i plant 3 of them again in gold pot and basically i cant mixed them yet so i just plant them and used S fertilizer but to my suprise when i harvest them. Their power and level reverted. Is it normal?
First pic from mixing
2nd after i harvested them again after the S fertilizer, you can see theres additional arrow on it.
Ok, so, after spending the last two days reviewing and doing extensive checks, I couldn't reproduce the issue you reported.
BUT...
I ran tests on some cards in one of my test accounts and properly saw that, after a mix of cards with level/xp difference too wide, that the yield card ended up with an average level in range according to the algo. This was expected.
I even saw that in another of my tries, I used very old cards that had a level mismatching xps - this was due to an issue when buying cards some months ago - they came with level according to the buyer player level but no experience, so you needed to use them in matches. This was changed a few months ago, so when purchasing packs, xps were assigned to the cards to match the level.
Soooooo... in conclusion:
Next time you go to the farm and mix them, make sure they're in the same parameters regarding xp and level, and if they aren't, avoid mixing them. Level them up in regular farming so you don't have nasty side effects like this one.
And before planting them, make sure to don't abort it if you see something weird... instead, report it here on the forum so I can jump in and see actual data, because as I mentioned before on another part of this conversation, when you make a forced harvest, data is deleted.
Putting all this aside, and since I think we recovered all cards affected here, I'll get back to your original request for adding before/after info on the farm listings so we're able to spot possible issues beforehand.
I can mix again if you want to see the actual data. I still have cards that i planted for couple of months on ceramic pots. I will also mix cards that i got previously to test.
Instead of increase, the card from mixing is losing its attack power when you plant it.
Heres the sample of it. From 1700 attack to 1500. When i saw it, i choose harvest now. I thought it wont deduct but no, the revert still happens. This is bug right?
This particular job was deleted when forced harvesting.
Now, card level is related to its XPs, and if there's a problem with the XPs, the level is wrongly calculated.
I've checked the jobs in the db and in regards to the attack power, all skills are proerly copied, so, AP is coherent with the skillset... the problem is with the level.
The cards you have in the stash right now (The fallen king, gosruk and tryffus) are level 6, 12 and 10 respectively, but they have the same amount of XPs: 16, and they should have something around 18, 66 and 43 respectively.
There is a flaw in level calculation, which is weird... we've done extensive testing, and haven't encountered this issue before.
It's going to take me some time to review the logs and see where the bug is.
In the mean time, I manually set XPs to the cards directly on the DB. Please check them up. I think you can safely unstash them and use them in training matches attempting to level them up, seeking for a proper level set according to gained experience.
Now, in regards to the forced harvesting: there is no attributes rollback when forced harvesting. For what I can see in the shot, XPs were initially 0. Can you tell me which card is that so I can fix the XPs too?
I'll send you some GPs to compensate for what you've spending on this farming, k?
I've tested some scenarios too, i thought it was the fertilizers fault. But you are absolutely right, it was the level calculation. I have 3 cards from mixing as well which is results from my test. Please fix them too so i can level them up again and plant them.
In fact, I added checks on the card details page so it shows now cards that are either stashed or in the greenhouse, because before, that page rendered an empty record.
Got an email from the ISP that the datacenter was experiencing issues with a carrier, and there were switching to another carrier, but problems were there for some time.
I checked all systems and they're running fine.
It might be some net issues further tho, but they should be scarce and won't last much.
Some games were stuck in an invalid state due to the network glitches, and that caused some parts of the match engine to fail due to the wrong data. I cleaned up the thing and added a workaround some hours ago.
Hey, I've added last farming job to the inventory browser:
Only farmed cards with concluded jobs will show the info.
As you can notice, there are two rows: - Top row shows last job info (id, farming time, when it finished) - Bottom row shows XP and level gains after farming.
Please go to the development website: web-preview.policromix.com and login. That's on the production environment but with unreleased functions.
Take a look at your cards and, if possible, share a screenshot.
I have no farming yields on this test account, so I'm not sure what will be shown there if you got new cards after mixing and you haven't farmed them yet.
5 more hrs before my mix harvest. Will share screenshot when its done. I got cards from harvest and yeah it shows the same. Nicely done, just missing how much damage and hp was gained. But overall its very nice.
The only problem with that info is that I would need to snapshot the card before entering the farming queue.
Can't extrapolate from current card details because, as you can see in my sample shot, cards were farmed several months ago, and they went out of the farm, used them, then they grew up.
We could work with these changes for the time being, then improve them later on.
Yeah, but thats not the problem. Heres what happen when i planted them both. Level,hp and attack will decrease. When i use them in battle each action will decrease their stats, lowest level is 3 then it will stop there. And when i planted them again when they reach the lowest level possible the gain stats on planting them is huge. Apparently they will reach their previous stats but with low level.
Finally the bug found. So my next concern is the set of cards i mix. Is the chance of getting rare/unique cards are low? Maybe the cards i mixed is wrong thats why i dont get new cards.
I tried 5 sets of 3x tryffus lol and other cards of identical from pits universe. If ever my combination is right i should get atleast 1 rare right? I want to know if getting new cards from mixing is enabled and working as intended? Thats my concern today
The mixing engine is complex. It has a set of rules and reference tables with odds and some recipes. But those recipes aren't disclosed.
As described in the farming howto, when you mix cards from a recipe, you get a new card as defined by the recipe. If the combination isn't a recipe, the new card is based upon the strongest card in the batch.
As of extra arrows and rarity/uniqueness, the pot and fertilizer lead the odds, and that's also explained in the howto.
Don't expect recipes or variables being exposed. That won't happen
Putting the XPs bug asside, everything else in the mixing works properly.
That's the yield I was expecting, and also had to fix XPs - the bug fix was deployed a few minutes ago and this card spawned several hours before that.
Here's the log from the farming job that spawned that card:
So, as mentioned previously, if you make new mixes, they should come with the proper XP so they grow instead of shrink.
Just before doing anything else, cleanup your greenhouse and move old stuff back to the inventory, or it will be painful for you to keep farming. Your data file weights around 30mb, and I'm pretty sure the farm takes several seconds to load after anything you do. If you don't cleanup, you'll start getting load failures and timeouts.
All that being said, I'll send you another GPs bag as token of gratitude for your help
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Gotcha. Will find a way to achieve this, but you'll have to be patient. We have a lot on our hands at the moment. We might be able to focus on this after the telegram minigame gets out of beta - by the second week of May.
I'll leave your request open and will ping you when we can get to it.