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Delendar

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Posts posted by Delendar

  1. NAME: Altar of Nihil + Fleshbender broken interaction

    DESCRIPTION: When playing Nihilation and then Infection, the summoned squads get the benefit of Altar of Nihil (-85% summoning cost) without the drawback of them dying afterwards. That way, one can summon all 120 unit cap as 12 T4 units for aproximately 400 power. I'm not entirely sure if this is a bug, or just an interaction, but it seems that the transformation effect of Fleshbender cleanses the Nihilation debuff at the moment of summoning. 

    REPRODUCIBILITY: It is very easily reproducible. Get a deck with both Abominations and Evil Eyes, Fleshbender, Enlightment and Altar of Nihil. Proceed to Enlight Nihil, play Nihilation, then Fleshbender's Infect, then spam summon the Abominations and Evil Eyes around Altar of Nihil. Can also be done with many other cards so long Altar of Nihil and Fleshbender are used like that. Can be easily replicated in the Community Smithy community map as well.

    SCREENSHOT/VIDEO: Nihilbending.pmv

    LOG: _log_proxy_latest.log

    ADDITIONAL INFORMATION: If it, hopefully, isn't a bug, please dismiss my post. (It is so much fun)

  2. On 9/14/2024 at 12:01 PM, Cocofang said:

    Another hypothetical option would also be to create cards that are in spirit, for example, Twilight but one version is a T1 Fire card with Nature affinity while the other is a T1 Nature card with a Fire Affinity. That duo is then officially called a "Twilight" card but effectively you can pick between a Fire or Nature variant.

    This could be a more workable idea.

  3. 11 hours ago, Kubik said:

    Impossible right now, because we do not know how exactly the game chooses the color of first token, so without being able to change that logic the card would either be neutral (if the dual color token would not affect it), as it is right now, or the first primary color would be used in order: shadow, nature, frost, fire.

    Not possible for same reason as above, we do not control the selection logic, so we do not even know, if that logic know the card it is choosing for, because it might not have idea about the card, in which case there wouldn't even be a affinity to use.

    Must be incredibly annoying to code without the base code.

  4. 20 hours ago, WindHunter said:

    People have offered a few different suggestions for how to achieve this over the years, as it really is a very commonly reoccurring suggestion, and while it could probably be done in a way that bypasses the game's technical limits, I do not see what it adds to the game in a real sense. Yes, now you can play a specific hybrid faction from T1-T4, but the units we would introduce as part of this would need to be purposefully underpowered, and therefore no one would actually want to start with them. I think players significantly underestimate how fine-tuned of a machine T1 is in both PvP and PvE. This is the part of the game where we take the most care in making any changes, because nearly every card is theoretically usable in all game modes.

    Consider then what adding a T1 Bandit unit to the game would actually mean. It would need to be balanced in both T1 Fire and T1 Shadow, simultaneously, in every game mode. This is just not realistic. It is more likely it would be balanced in one but not the other, overpowered in one but not the other, overpowered in both, or most likely, underpowered in both because we do not want to destroy what we have spent 4 painstaking years fixing. There is also the fact of how many dev resources this would require. To make this something worthwhile, we are talking 2-3 new units for each hybrid faction, because we would not be moving almost any T2 units down to T1, which means 8-12 new artworks, FXs, and card designs. Is this really what the community wants us to focus our energy on? 

    So I get the reason why people want this to happen and why it would be cool, but for pragmatic reasons it just never will. We are not going to upend our carefully constructed T1 balance or shift our focus to introducing T1 cards which ultimately the game does not need. We would rather continue to flesh out existing factions with new tools, continue building the Amii faction to the point where it is actually on-par with Lost Souls or Stonekin, and hopefully in the farther future introduce a new Fire/Frost faction.  

    That's fair.

    Although I think there has been a misunderstanding somewhere. Of course everyone here, including me, undoubtedly wish to see the Amii faction in all its glory and making a ton of new untis would be nothing short of insane, that's why I mentioned it as one project to the pile and moving down the largely ignored/unused hybrid T2 to T1. Bandits and Twilight for example, got 12 T2 units and 14 T2 units respectively, while people don't use more than 3 or 4 at best. Also that is why I compared them to the AI, when you play campaign maps, what you fight at Tier 1 are units like banditos and twilight crossbowmen, so it should fit, kinda. 

    In any case it seems to be final so I'll drop the defense of any argument about it. Thank you for the response!

    Majora likes this
  5. 6 hours ago, Majora said:

    This comes up every so often, some things to consider;

    The game gives you the orb of the first unit you spawn. It wont know what to give you for a t1 hybrid

    These would be extremely hard to balance, and the time for that was considered better spend on other new cards.

    And here I am...

    ----------------------------------------------------------------

    Orb Assignment
    One of the main concerns is, clearly, the automatic orb assignment when a Tier 1 hybrid unit is summoned. To address this, we could explore different methods of assigning the initial orb, taking into account the following ideas:

    A. Pre-Game Selection of Starting Orb (Probably the more simple option)

    • At the start of a match, if the player hasn't played a card, allow the player to manually choose the primary orb type they want to start with by choosing the element from the orb monument as normal but at no cost and no building time once.
      • Pros: This gives players control over their starting strategy, is very intuitive and fits within the existing game mechanics. Offers a more generic approach as this can work as a base mechanic of the game itself, not necessarily something exclusive to hybrid cards.
      • Cons: Players desiring to play hybrid cards might find this adds an unnecessary step to the game start.

    B. Orb-Based Prioritization System (My personal preference)

    • Assign a predefined primary orb to each Tier 1 hybrid card. For example, a Tier 1 Bandit hybrid card could default to a Fire orb if the card is the first unit summoned. This could be displayed with some effect related to the predefined orb color somewhere in the card, for example as a red ring around its orb cost meaning it will produce a Fire Orb or a purple ring meaning it will produce a Shadow Orb.
      • Pros: No new UI is required; uses existing game mechanics. Easy to balance around predefined orb choices. Forms of display are easy to be made intuitive.
      • Cons: Limits player flexibility in choosing which faction they want to focus on first, which could reduce the appeal of hybrid cards.
        • Note: This can be circumvented by giving different affinities a different starting orb, although this may be undesirable considering each modified abilitiy.

    C. Dynamic Orb Assignment via Card Affinity

    • Use affinities on hybrid cards to determine their orb requirements, with the affinity of each card being tied to a particular orb element, specified in the tooltip of the modified ability, for instance, the Tier 1 Banditos with Frost affinity could have, at the end of its ability "Blessed Alliance", 'This card summons a Fire Orb'. 
      • Pros: Utilizes existing affinity mechanics in a novel way. Adds strategic depth without overcomplicating the UI.
      • Cons: Could be confusing for new players unfamiliar with the affinity system, as affinities have traditionally influenced only card effects, not orb requirements. And the need to read a text is always a challenge on dynamic gameplay where speed is more desirable than wasting time finding out which card does what.

    ----------------------------------------------------------------

    Balancing Concerns
    Balancing Tier 1 hybrid cards is essential, especially in PvP contexts where Tier 1 units form a great part of many strategies, as well as many campaign maps where the Tier 2 and Tier 3 orbs are behind enemy lines. Here are some ways to achieve balance:

    A. Power Cost Adjustment

    • Hybrid Tier 1 cards could have slightly higher power costs (e.g., +10 or +20 power) to compensate for their versatility and to prevent them from being strictly better than base faction cards.
      • Pros: Ensures hybrid cards do not outclass pure faction cards, preserving the balance.
      • Cons: May discourage players from using these cards if the cost is perceived as too high.

    B. Limitations on Hybrid Card Synergy

    • Restrict certain powerful synergies that could arise from combining hybrid cards with base cards. A hybrid card might have reduced effectiveness when used in conjunction with base cards. For example, an additional passive ability that makes Tier 1 hybrid cards deal less damage while in certain range of base cards.
      • Pros: Maintains balance without overly nerfing the hybrid cards and builds a preference of having hybrid faction.
      • Cons: Adds complexity to deck-building and may be frustrating for players who want to explore all combinations.
        • Note: This could be circumvented by possessing a Tier 1 Spell card corresponding to each hybrid faction, that could temporarily nullify this penalty.

    ----------------------------------------------------------------

    Conclusion
    While making these cards work may result in extra effort on the development side of the issue, the return would expand the game in even greater ways. By addressing the technical challenges, balancing concerns, and maintaining factional identity, Tier 1 hybrid cards could very feasibly be implemented into the game. 

    • Increased Strategic Diversity: Hybrid cards create new early-game strategies and openings, allowing players to explore novel combinations and tactics that were not previously possible. This diversifies gameplay, particularly in PvP, where the introduction of Tier 1 hybrid cards would lead to a more dynamic and less predictable meta.
    • Enhanced Faction Identity: By allowing the use of hybrid cards from the very start of the match, each faction can receive more attention, deepening their identities and enriching the game's lore. This adds flavor and context to each faction's playstyle, making the game more engaging and immersive.
    • Expanded Deck-Building Options: Tier 1 hybrid cards provide more flexibility in deck-building, enabling players to create fully factional decks from the start without needing to rely on base factions. This opens up new possibilities for deck construction, catering to both experienced players seeking variety and newcomers wanting straightforward factional cohesion.
    • Utilization of Underused Units: By introducing new Tier 1 cards, especially for factions with less-utilized units at higher tiers, developers can give new life to cards that are currently overshadowed or redundant. This makes a wider array of cards viable in both PvE and PvP contexts, offering players more meaningful choices.
    • Potential for Future Expansions: Successfully implementing Tier 1 hybrids could serve as a foundation for further expansions, such as new hybrid units at higher tiers or unique faction mechanics. This would support continued growth and interest in the game, providing ongoing content for the player base.
    • Improved PvE and PvP: Thoughtfully designed hybrid cards could offer new tools and counterplays in PvE scenarios and PvP matches, expanding the game further and enhancing the strategic options available to all players.

    ----------------------------------------------------------------

    All that said, my only real capability here is to suggest and convince the community and developers, specially the developers making this fantastic game work, that this is possible. Also this is not something to consider right now even if it is received favourably, but more of a rather long term project to the pile of projects being worked on.

    Anyway, thank you for reading this text wall of mine!

  6. 2 hours ago, Majora said:

    This comes up every so often, some things to consider;

    The game gives you the orb of the first unit you spawn. It wont know what to give you for a t1 hybrid

    These would be extremely hard to balance, and the time for that was considered better spend on other new cards.

    Mhm, well, that makes sense. I shall get back to this with a more comprehensive and detailed analysis on ideas as for how it could be implemented considering various factors instead of throwing a wild idea and let you do all the figuring out.

  7. Idea: Seeing how there are now mixed orbs as seen on Nightshade Plant... wouldn't it be possible to have some Tier 1 non-base faction cards?

    Reason: Fully factional decks and make some redundant/lacking units useful at a lower tier. It opens the possibility of granting the lowest tier units that one normally encounters in pve, more strategies as they could be summoned alongside pure-element units and creates new niches. As some ideas for Tier 1:

    • Bandit: Commandos and Banditos. There are currently way too many bandit tier 2 that no one uses or are so incredibly situational they barely are chosen.
    • Twilight: Twilight Minions and the chance of including some human twilight archers as the elven ones are already covered by the Tier 3 Twilight Slayers.
    • Lost Souls: There are currently no S sized group-type Lost Souls units at the moment so it could be a chance to create new ones!

    Actual Reason: This is just wishful thinking for the sole purpose of having a 100% faction deck and not have to start with one of the base factions to then move onto a mixed one. I don't have the slightest hope for this but the mixed orb is out there, so this is not impossible.

    Potato_Hoarder likes this
  8. 16 hours ago, Cocofang said:

    Ironclad looks absolutely dope on the artwork but in-game it has a bunch of muted, muddy and ugly colors.

    Unfortunately, with limited capacity for artworks, it's a bit tricky to squeeze that inbetween some other priorities. But Ironclad specifically has been my pet peeve for a long time.

    Oh yes, I completely agree that it is not a priority and as a cosmetic topic it certainly wouldn't make it far up in the list of things being worked on right now. I am just hoping to keep it in the queue even if its at the end of it. The beauty of this game is one of the things that caught my attention when I started playing it and this has been on my mind for more than a decade. If anything it is just me speaking my mind with a comprehensive analysis and comparison. 🙃

    Metagross31 likes this
  9. 9 hours ago, Kubik said:

    Because the game is strange. Just checked the thing you call "current deck" also does not match any of your deck, when you have any unsaved changes in it, which is totally opposite problem to the collection being among your decks. Actually the graying out does not have anything to do with decks.

    As I said before the definition seems clear from user's point of view, but if much more complicated in terms which the game works with.

     

    Well, thats what forum threads are for, enlighten people and discuss solutions! Just look at me, I didnt even know the language it was written on and now i know its on C++ and now I can have a better assumption as for what this stuff is about. Shoulda just told me that from the beginning though lol.

    If there is a way to figure out what produces the greying, then the trigger could be changed to something that registers the IDs of each card into the ID of each deck. That for sure must be a thing.

  10. 6 hours ago, Kubik said:

    That is selected deck, but there is another deck that contains all cards from your collection. Not sure if there is any other way I can try to formulate this weird fact about BattleForge. One last try.

    When you are in forge, the game creates a deck that contains all cards from your collection.

    Well, leave that deck out then. It should have its own ID too: Collection, PVP and PVE. Just have either PVP or PVE as selectors. Or make it "every other" deck that is not "Collection", since that's how it appears to work right now with your currently selected deck. I believe you understand my idea, I am not entirely sure why you keep pushing this strange fact forward. 

    A command/mode that greys out every card in your collection that belongs to any deck of the category of the deck you currently selected. Make the display of each card greyed-out for all cards belonging to PVP or PVE decks, depending on which deck is currently active or "selected". Leave "Collection" alone.

  11. 35 minutes ago, Kubik said:

    But when you are in forge all cards are in a deck.

    No, the cards in your deck are in your selected deck. If you look at your collection with a deck selected, the cards in that deck will be greyed out in the collection. While other cards, no matter if they are in some other deck or not, will not be greyed out unless you select those other decks. In the case of this command or mode, all cards that are in any deck will be greyed out in your collection while those that are not, will appear as normal.

  12. I'm pretty sure it's just me, and probably a few more, but I honestly feel like something doesn't fit with some cards. Like, there is a different color pattern or different shade of those same colors for absolutely no reason (Except for fire, fire is fine). So this suggestion is to recolor the following cards: Overlord, Necrofury, Unstable Demon, Stranglehold, Abyssal Warder and Ironclad. If a recolor is not possible from the development/artist side, then disregard this suggestion.

    Shadow:

    Look at Overlord and Necrofury, then compare it with quite literally everything else (except units not big enough to matter). All buildings and large units got this Purple+Gold pattern, distinctive I assume, from the Obsidian Throne, which is the faction of the game related to the Shadow element. Of course I can't just assume that all demons will sport their colors but at least the larger ones that aren't entirely demonic beasts from the void. That said, there are lore excerpts of an Evocator's Handbook which may alude to a proper systematical and learned way to summon and manage demons, which for a faction like this, makes perfect sense so while the beasts looking like beasts makes sense, for other more armored units it should make more sense to share the color palette of the Obsidian Throne just like Promo Harvester and Grim Bahir do. (Forgot to add Unstable Demon to the picture, but its armor is also black and purple rather than gold)

    image.thumb.png.872e8e67dba8ea9e5e77e00d6aa57f66.png

    Nature: 

    All buildings have this polished, light stone color on all its buildings, a couple may seem darker, but that's just the different gamma impact due to the surrounding light and glows, if you go to a color picker it will be the same or ever so slightly darker. Then there is Stranglehold and Abyssal Warder with completely different shades and colors for no real reason. These two cards were released way later and perhaps look different because they were made by different artists (and a bit lazy ones since the top of the Stranglehold is the main part of Healing Gardens). That said, I don't really see any need to make them that way. Stranglehold should be like every other building, and Abyssal Warder is quite literally a walking building. If we get into the lore, all nature buildings are actually stationary Ancients.

    image.png.fa1a3c4b58dc73b0d66ffab5e5c3424f.png

    Frost: 

    This one is just one thing only that I believe has not gone unnoticed. Frost's entire color palette is the best, its uniform, clear, and was re-used even for newer cards. Except for Ironclad, which looks like a mechanical clown made of scraps in different stages of corrosion. The right pauldron matches the color palette of the buildings, although its windows glow yellow instead of blue (nothing else shines yellow in frost); the left pauldron, helmet, legguards and kneepads are black for no reason as there is nothing black in frost either, and I can only assume they were trying to get the same color as the cannons or hammers of the many buildings (particularly worldbreaker gun) but failed miserably, at least the eyes and sigil glow blue; the chest and boots are silver; the guns are literal copies of the worldbreaker gun, that much is obvious and clear but, again, in a different color, more like copper oxyde than cast iron. 

    image.thumb.png.41b1571aff875536703e731aead11cbb.png

     

    Hrdina_Imperia likes this
  13. 8 hours ago, Kubik said:

    Well that was the first problem I mentioned. which decks to consider? The first "stupid" example I think of when writing this, was "current" deck in the forge, is your inventory with all cards you own.

    Well, that one is already covered though, deck cards are greyed out. Which decks to consider I'd say all pvp or all pve depending on what deck you are building, since you select which when creating a new deck I can assume both have different IDs. If the exact same thing could be done as when your deck cards are greyed out from your collection, but with all your decks, i think that'd work.

  14. What?

    Explosive Growth is a Tier 1 Nature spell designed specifically to enhance Forestkin units, making them more effective.

    Why?

    This spell aims to offer early-game support for Forestkin units, improving their performance and making them more viable as main units without needing a pre-stablished Root Network. By combining a large regeneration effect with either a damage boost or damage reduction buff, Explosive Growth extends the utility of Treespirits and Spikeroots. This card would provide the necessary benefit for Grimvine to be a viable option instead of Colossus and make the Sun Reaver fire card more viable as well. 

    Card Stats:

    • Name: Explosive Growth
    • Tier: 1 Nature
    • Affinities: Fire/Frost
    • Cost: 70 Power
    • Radius: 25m
    • Duration: 15 seconds
    • Cooldown: 25 seconds
    • Fire Affinity Effect: Infused Verdant Surge
      • Increases damage dealt by friendly Forestkin units by 30% in a 25m radius, and grants them a regeneration effect equal to 3% of their maximum health per second for 15 seconds. Reusable every 25 seconds.
    • Forst Affinity Effect: Blessed Verdant Surge
      • Reduces damage taken by friendly Forestkin units by 30% in a 25m radius, and grants them a regeneration effect equal to 3% of their maximum health per second for 15 seconds. Reusable every 25 seconds.

    Upgrades (For Both Affinities):

    • Upgrade 1: Verdant Surge +1% regeneration
    • Upgrade 2: Verdant Surge +1% regeneration
    • Upgrade 3: Verdant Surge -10 power cost

    Reasoning:

    The primary goal of Explosive Growth is to bring Treespirits and Spikeroots into more protagonistic roles in the early tiers of a Nature deck. Typically, Treespirits are overlooked, used merely as cannon fodder or Root Network resources, while Spikeroots are seen just as durable Tier 2 units. The current focus often remains on Windweavers and Shamans. Explosive Growth aims to make Treespirits and Spikeroots viable mainstays, allowing them to thrive in early-game scenarios without relying on constant use of Surge of Light. This card would remain useful for the remainder of the game to make other Forestkin units viable when a Root Network cannot be established or to enhance one even further during pivotal moments of the scenario (Boss fights usually).

    In combat, Explosive Growth should be casted when sending your units into dense enemy groups and towers. It enables Treespirits and Spikeroots to withstand damage while delivering substantial damage themselves, helping them survive longer and make an impact before the effects expire even against tougher Tier 4 units, or at least not be one-shotted by them. The spell synergizes well with Dryad and Amazon, enhancing their tanking and regeneration effects. While the regeneration effect may seem powerful, it would only affect a reduced selection of units from the entire collection of cards and the cooldown makes it a card to be used only in key moments of a fight and not for prolonged combat. 

    Comparison with similar cards:

    Nature

    • Forest's Vim: Tier 3 spell that grants a 50% damage boost for 20 seconds to one unit in the Root Network. Costs 90 Power.
    • Sanctuary (frost): Tier 4 spell that grants a 25% damage reduction, as well range attack denial and spellblock. Costs 80 Power.
    • Root Nexus: Tier 1 building that grants a 2% max health regen every second aura or a 25% damage reduction aura to any unit connected to the Root Network in range. Costs 40 Power.
    • Sylvan Gate (fire): Tier 3 building that grants 25% more damage to any unit connected to the Root Network in range, and tunnel function. Costs 80 Power.
    • Dryad (frost): Tier 1 unit with a 15% damage reduction aura. Costs 60 Power.

    Frost

    • Home Soil: Tier 1 spell that grants a 50% damage boost while near buildings. Costs 40 Power.
    • Wintertide (frost): Tier 1 spell that grants 30% damage reduction, ranged units cannot move and melee units can only walk. Costs 60 Power.
    • Ward of the North: Tier 3 spell that grants 50% damage reduction until X amount of damage is taken. Costs 100 Power.

    Fire

    • Ravage: Tier 1 spell that grants a single unit in combat a regeneration of 95 life every 2 seconds (Equals to 5% of 1900 health). Costs 50 Power.
    • Girl Power (frost): Tier 2 spell that grants a single female unit a 45% damage boost and 25% damage reduction. Costs 50 Power.
    • Bloodthirst: Tier 4 spell that grants a 40% damage boost and 200 life per second (Equal to 5% of 4000 health) every 400 damage done. Costs 140 Power.

    Other Factional Buff effects:

    • Eliminator: Tier 2 unit that grants nearby Demons and Undead a 50% damage boost but lose 5 life points per second.
    • Amazon: Tier 1 unit that grants nearby Forestkin and Beasts 35% increased regeneration effects.
    • Earthen Gift (nature): Tier 4 global spell that grants all Elementals a 50% damage boost and 5% maximum health per second for 15 seconds.

    Potential Artwork: 

    A Treespirit with its arms extended outwards and the form of a Thornbark behind it as if it was turning into one. 

  15. On 9/5/2024 at 12:52 AM, WindHunter said:

    Overall, I think it would be beneficial to take a look through the various factions and to consider if there are any misapplied species/race tags. I think this is particularly important now that we have multiple viable cards which directly interact with the tags and it is better to have them figured out now, when we would be changing cards to work with them, then later and possibly mess something up. 

    Sounds like a good idea, I could contribute to that. I'll try to come up with lists per faction/race and every card that affects them.

    Quote

    I think changing Forsaken and Rifle Cultists to Undead is a real option. I do not think I agree on Nox Trooper. My impression is that Nox Trooper is a still living human which has been cybernetically augmented and ritually reinforced to function as the foot soldiers of the Church of the Rifle, and not a living zombie akin to a monk of the rifle. 

    That's a valid take since it's just an implication how they are spoken of in the Lore text, that said, necromancy seems to be a very common thing in the lore of the churches and the Obsidian Throne. Imo it would be easier to build some undead instead, but if we consider it more like a Frankenstein then I guess it should count as being alive? I think Frankenstein counts more as a human chimera than a zombie.

  16. 4 hours ago, Kubik said:

    It was written in C++, but we do not have the source code of the game. And I would guess, they are more likely a tree/map/dictionary, with 2d key, but just a guess, did not actually checked, based on how EA overcomplicated other things, but still just a guess.

    That sounds realistic considering EA, yeah. I'm just assuming here, but since each card has an ID then a deck should be grouping those IDs under something. If so then there could be a way to display whether they are or not in a deck. I'm not sure if pvp and pve decks are different, they have a different selector so they should. Then again, i've never worked without having a source code, if it is not possible it is not possible I guess. 

  17. On 9/7/2024 at 1:49 AM, Kubik said:

    From users point of view it might seem clear, but believe me it is not, so which deck(s)? And how you define if card is in deck, or not?

    I do not know how decks are coded or even the language, so assuming they are arrays, it would be like finding out if the element is part of an array or not.  If you can tell me in which language this is written I could come up with something more precise. So assuming arrays, one can in operators or includes() functions.

  18. On 9/2/2024 at 3:08 AM, Hrdina_Imperia said:

    Lore wise, it makes sense. I would double-check, if it can have gameplay effects. 

    Afaik, it could be a nice buff to these units, since the Eliminator (I think) has the buff aura, which works on Undead and Demons. 

    Eliminator in this case would extend the usefulness of Forsakens and Nox Trooper into T2. Most people use Harvester and Shadow Phoenix upon getting to T2 anyway so it's just for those decks that keep either of the cards for one reason or another, honestly it isn't a big deal power-wise. If anything, with the pre-death buff and the Eliminator buff, the Forsaken would be able to contest well against other bigger T2, maybe as a support unit to the harvester. Or if leaving Forskaen on a wall with an Eliminator behind them for the buff and that's it.

  19. Reason: Lore Accuracy.

    Quote

    And only then, returning from his fourth death, the subject may be chosen to join the Forsaken. And true freedom shall be bestowed upon him, for he has the privilege of disposing of all his entire posessions, he is freed from the burden of eating and drinking, he shall rejoice in severing all ties that bound him to the mortals, and vow to speak no more, but to his brothers and sisters, in comfort that in one hundred years from now he may become a Monk of the Rifle. Thus is the glory of forsaking all for the divine service.

    The whole text, found in Legends, page 11 of Shadow, quite literally is describing a sentient zombie. To be a Forsaken you need to die 4 times, and seeing that they are ascetic, dont drink nor eat and don't feel emotional attachments, well, one can very much call these guys undead. Following logic the Rifle Cultists, who are Monks of the Church of the Rifle, should also be undead.
     

    Quote

    Observing the spoils of their hard work in action for the first time, Father Moore glanced at Prior Cayle, noticing that his wise friend was not sharing his excitement. "Your Higness, it shows not a single sign of fatigue, fear or mercy. We have created the perfect soldier! Yet you appear hapless. Or am I mistaken?" Slowly shifting his stare from the ravaging harbingers of Nox-colored death to the smoke-filled sky above. Prior Cayle mumbled in return. "No, my Son, it is truly magnificent in exercising death. But this creation was the easy part, for we still need the perfect general."

    As for Nox Trooper, it is clearly described as an artificial zombie, since it was "created", in a dialogue between Father Moore and Prior Cayle, (Legends, Shadow, page 15) both titles used in churches, and seeing how they created a marksman it is safe to assume they belong to the Church of the Rifle, meaning they also died several times and have the characteristics of a sentient zombie.

    DefAnske and SunWu like this
  20. On 3/16/2022 at 2:17 AM, Kubik said:

    🤔 "bandit, stonekin and lost souls" , these would be impossible on any official map, because they do not have any squad in T1, and you can not get second orb without a squad.

    Yeah guess i could word it differently for all of it like Majora said. Rather than have it in the deck, summon X unique type/subfaction cards. Or we could go even bigger and do summon X unique {element/subfaction/card type} scaling into more and more cards till all the cards in the card base for a more completionist approach not like "catch'em all" but "summon'em all" instead. 

  21. Hello! My suggestion comes from playing the game from a roleplay perspective. What im suggesting is for an achievement based on the type of the squad cards in a deck.

    An scaling numbers of games won with a deck squad cards sharing the same type. Kinda like the dragons achievement but say, all forestkin, all human, all beast, all undead, all demon, etc. Getting for reward a random card of said type, for 1 a common, 10 an  uncommon, 100 a rare, 1000 an ultra rare, and for 10000 a promo of that type.

    Another option could be to make it a simple repetible or a one time thing for each type and a bigger achievement once you did one with all types.

    Maybe count bandit, stonekin and lost souls as a separate thing as well for a subfaction achievement?

    Thoughts?

    Metagross31 likes this
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