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Wintermoot
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  • I've been pretty busy the last few days, but I'm still working on polishing the design up and should have it out for comment soon. At that point I'll be able to announce a start date for our game. :)

    @taulover: Basically one turn would be for unit movement and one turn would be for using abilities and attacking. I'm undecided if players would be able to strike from their mage towers on both turns or only in the attack phase. The latter would drag out the game, though it might compensate for having more units that can explore the map faster. My intention is that apprentices will start out moving 1 tile per turn, but with enough investment (at the cost of other abilities) could be made to move 2 or more tiles, essentially making them scouts.

    Basically I think the move/attack method would be simpler for people to understand, while the hitbox method would allow the game to go faster.
    1 person likes this post: taulover


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    Wintermoot
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    taulover
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  • Hmm in that case we would need an attack range / map size such that people aren't always just constantly chasing each other down without being able to hit each other.
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    taulover
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    Wintermoot
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  • Well, melee attacks will always be limited to the tiles around the unit, but only creatures will have melee attacks in this expansion. I considered doing melee stats and skills, but it felt like it was too much with everything else I want to do, so I stuck with mage abilities.

    Speaking of which, tonight I nailed down the tower components that apprentices can build up, along with the advantages they offer. I also started making a rough sketch of mage abilities/spells...I plan for there to be a total of 9 spells in the game, 3 for each school. Players will be able to pick a spell to hold in their tower at the start of the game, but other spells will need to be discovered on the map and brought to the tower for its residents to learn them. This places a new emphasis on exploring the map, and also means that it's possible some players won't discover and be able to use some spells at all in the game. Future expansions will have more spells and abilities of course, but I think 9 is a good number to introduce at once.

    After I nail those down, the design will be good enough to post here for feedback. That should be very soon, maybe as soon as tomorrow if things work out.
    1 person likes this post: Gerrick


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    Wintermoot
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    Wintermoot
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  • The draft expansion design is up! Click here!

    Let me know what you guys think. I'm going to try to start the game on Friday, August 6th. :)


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    They said "You'd better look alive"
    Wintermoot
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