I would like to incorporate as many people playing in a game as possible, so for game 6, I request that you not request to join if you are already going to participate in game 5.
As for game 6 itself, I'll just say that it is fairly different from game 5 in that 5 is more combat and teamwork related, whereas 6 is more about exploration and puzzle solving.
Posted: Wed May 18, 2016 9:54 am
Ooh. Boardgame 6 sounds very interesting! I love the idea of exploration and puzzles solving, I'd like to have Rhys join game 6 instead since lots of people are already interested in Game 5 anyways.
(Also, unrelated note I finally have more time now that I have my very own laptop)
Not gonna lie that I tempted about having Rajin in Game 6 due to the ancient markings on the rocks. However....
1) The recommendation doesn't fit him (unless I throw him into the rescue team.) 2) I'm participating in Game 5. Therefore, I'm rejected to Game 6.
Posted: Sat Jun 18, 2016 12:39 am
Patch 5.0
Unit Type Changes
This is essentially resolving all questions/issues around which classes and characters have flight, tantivy, etc. I decided to take tantivy away, and apply movement capability directly to unit types. Along with that, other skills have been attached to unit type as a perk to go along with the weaknesses. Canto has been added to the cavalry unit type, flight is remaining attached to wyvern, pegasus, and bird units, and dragonskin has been added to dragon units. Certain characters have a unit type that stick to them regardless of what class they are (Ganon, Aruna, any laguz, etc.), and will innately have both the perks and the weaknesses of that unit type. It is also possible to have multiple unit types, depending on reclass options. This also solves the problem that was brought up where previously magic users could promote into cavalry unit type classes, but not get tantivy or canto: now they do, as they should.
Cavalry Units: For movement, roll 1d8 when outside, 1d6 when inside. Unit may travel part of its range, perform an action, and then travel the remaining range. Weak to fire magic and certain weapons. Pegasus Units: For movement, roll 1d8 when outside, 1d6 when inside. Unit may fly over untraversable spaces as long as they land on a space, and do not receive terrain bonuses. Weak to bows and wind magic. Wyvern Units: For movement, roll 1d8 when outside, 1d6 when inside. Unit may fly over untraversable spaces as long as they land on a space, and do not receive terrain bonuses. Weak to bows, thunder magic and certain weapons. Beast Units: For movement, roll 1d8 when outside, 1d6 when inside. These units are weak to fire magic and certain weapons. Bird Units: For movement, roll 1d8 when outside, 1d6 when inside. Unit may fly over untraversable spaces as long as they land on a space, and do not receive terrain bonuses. Weak to bows, wind magic and certain weapons. Dragon Units: For movement, roll 1d4. When attacked, the enemy's die roll is cut in half, rounding down, unless receiving effective damage. Weak to thunder magic and certain weapons. Monster Units: For movement, roll 1d4. Units may carry an additional unit typing. Weak to light magic.
All other unit types not listed are appropriately re-worded, but are unchanged.
Skills
New Class skills
Since those changes were made to unit typing, this left classes in need of new skills.
Knight Elbow Room: +1 damage when you're on a tile without terrain bonuses; passive Shelter: Take half damage for adjacent allies, utilizing your DEF
Wyvern Rider Lunge: Swap spaces with an enemy after attacking Trample: +1 damage against all non-flying, non-mounted units; passive
Pegasus Knight Camaraderie: Recover 2HP if sharing a space with an ally; passive Air Superiority: +1 damage against all flying units; passive
Beasts Even Rhythm: +1 damage on even turns; passive Quickclaw: Deals back half of damage received from adjacent enemies, rounding up; passive (Does not activate if Fear, Sleep, Freeze, or Stun is inflicted)
Birds Odd Rhythm: +1 damage on odd turns; passive Maelstrom: Deals back half of damage received from non-adjacent enemies, rounding up; passive (Does not activate if Fear, Sleep, Freeze, or Stun is inflicted)
Dragons Dragon Ward: STR, MAG, DEF and RES +1 for all adjacent allies; passive Boon: Unchanged
Troubadour Countermagic: Deals back full damage when hit by a magical attack; passive (Does not activate if Fear, Sleep, Freeze, or Stun is inflicted) Helping Hand: after healing a unit, recover HP equal to half of die result, rounding up; passive
Also, as a result of me deciding to remove critical and pursuit from being class skills, I have added new skills to the classes below.
Mercenary Patience: Unchanged Strong Riposte: Damage +3 if attacking the last enemy that attacked this unit; passive
Myrmidon Vantage: Unchanged Duelist's Blow: Damage taken -2 from enemies attacking unit for the first time; passive
Skill Changes
Counter: Deals back full damage when hit by a physical attack; passive (Does not activate if Fear, Sleep, Freeze, or Stun is inflicted) Disarm: Deactivate a known active trap on same or adjacent space
New Skills
Resist Status: Heal from status effects 2 turns faster; passive Immune Status: Negates status effects entirely; passive Stave Savent: Range +1 and expend no uses when using ranged staves; passive Seal Strength: After attacking, opponent's strength -3, recovers 1 per turn; passive Seal Magic: After attacking, opponent's magic -3, recovers 1 per turn; passive Seal Speed: After attacking, opponent's speed -3, recovers 1 per turn; passive Seal Defense: After attacking, opponent's defense -3, recovers 1 per turn; passive Seal Resistance: After attacking, opponent's resistance -3, recovers 1 per turn; passive Swap: Swap spaces with an adjacent ally Replicate: Create an exact duplicate of oneself that suffers the same effects as the original and vice versa. May only have one replicate. Potent Potion: The effect of HP recovery and stat-boosting potions is doubled; passive Quick Salve: After consuming a HP recovery or stat-boosting potion, the user can perform another action; passive Grisly Wound: After attacking, opponent takes 2 damage. Cannot defeat opponents; Beast Units only; passive Wary Fighter: Neither the user nor any opponent can perform follow up attacks; passive Future Sight: If luck is higher than opponents, gain double exp when defeating the opponent; passive
New Stats
Speed - If a unit has 4 more speed than an opponent, they can make a follow-up attack. Follow-up attacks are their own separate attack- do not combine die rolls. If both of your attacks are just going to be normal attacks, you can just roll 2d10s, but you have to calculate each result separately instead of the combined result. - Turn order will be influenced by speed. Turn order will be determined by rolling d10s for number of players, then the players speed stat will be added to their result, and the order will be the highest first, down to lowest, with dancers/bards always on the end even when defeated players return to the field.
Luck - During the event post at the end of each phase, if units have landed on traps (which are different from scripted events), varying dice will be rolled. If the units luck stat is higher than the die result, then they avoid the trap, but remain on the space.
This of course means that we'll need to update our character's growth charts. With these two additional stats to deal with, I'm extending the total custom growth additions to 150, and phantoms will get 75. I can't promise I won't edit stats and growths anymore, but these look fine to me right now, so we'll see. I have no current desire to find a way to make the skill stat relevant in boardgame. :B
The doc has already been edited and you are free to make your changes.
New Classes
All new classes are monster unit type. I just don't have an icon made for that yet :U
Bael Poison Strike: All attacks that do damage inflict the poison status; passive Entrap: Pull an enemy 2-4 spaces away directly towards unit as far as possible or until adjacent (2 turn cooldown) HP: 25 STR: 6 MAG: 0 SPD: 3 LCK: 0 DEF: 6 RES: 1
Mauthe Doog Grisly Wound: After attacking, opponent takes 2 damage. Cannot defeat opponents; Beast Units only; passive Howl: If attacked indirectly, the enemy is stunned; Beast Units only; passive (3 turn cooldown) HP: 16 STR: 4 MAG: 0 SPD: 8 LCK: 2 DEF: 2 RES: 0
Mogall Replicate: Create an exact duplicate of oneself that suffers the same effects as the original and vice versa. May only have one replicate. Levitate: Does not activate event spaces, does not get terrain bonuses, and can pass over unlandable spaces; passive HP: 16 STR: 0 MAG: 4 SPD: 2 LCK: 0 DEF: 2 RES: 4
Wyvern Swarm: Speed +3 if sharing a space with another unit of the same class; passive Bloodthirst: Recover 2HP if unit manages to inflict damage when attacking; passive HP: 18 STR: 5 MAG: 0 SPD: 5 LCK: 0 DEF: 5 RES: 0
Poison weapons will list that it uses the poison strike skill. Laguz weapons renamed to be called Hunter's weapons (Laguz Bow > Hunter's Bow) All ranged staves are now a set range of 1-6.
Status Changes
Poison: Lose 2 health every turn for 6 turns Burn: Lose 1 health every turn for 12 turns Bleed: Lose 3 health every turn for 4 turns
Arena Changes
I don't know if you've noticed, but they're kind of too easy for the most part. :U Basically, the classes have been given custom growths for each division, getting stronger as the divisions go higher.
Division D: +50pts in growths Division C: +100pts in growths Division B: +100pts in growths (+120pts for non-promoting units) Division A: +150pts in growths
With our characters being given 150pts for custom growths, and 5pts for custom base stats, we still have a slight advantage over them, but they'll be much better contenders now. It's my desire that A-ranks be fairly tough.
You'll also notice that in the doc, all the divisions have their own chart. D and C you only have to set the class of the 1st tier because that's all you can go up against. For B and A, you'll need to set the class for both 1st and 2nd tier, but don't worry about setting the 1st tier level to 20, because it's already set to that by default. In fact, the entire 1st tier area for B and A will be colored over so you don't even have to look at it. The only "odd" thing for B and A is that if you're going against a laguz class, you'll need to choose "laguz class" from the 1st tier list, so that no additional stats are added to the opponent.
The area is open to use, but I will be tweaking the custom growths around some in the next couple days to balance the stats more, in case you notice a sudden change.
Achievements - Coming Soon
Achievements will be posted in a topic. If you have satisfied the requirements for an achievement, you need to do 2 things:
1. Post in the topic saying that you claim the rewards for the respective achievement 2. Update your guild office file, by applying the reward and listing the achievement in your achievement section
Coming soon could be anything from a couple days to like a month lol
Info hub, arena topic, and shopping district I hope to update within the next couple days. Also game 6 people, we can begin as soon as you're ready and done editing your stats. Also also MVP award to gabriel sama for editing the character stat charts and helping me update the arena.
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Kowsauni
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Posted: Sat Jun 18, 2016 1:01 am
Cool, It great to see the incorporation of more stats from the game. The speed stat could really end up being a game changer.
As I've said before this guild has one of the best forum based combat systems I have ever seen. Kudos on your work. Now to figure out everyone's new stats.
On a side note I noticed game 6 only has three players. I would be happy to join as long as I'm not taking a spot from someone who doesn't already have a game. I could bring Kit and tank for the team!
Posted: Tue Jun 28, 2016 6:13 pm
Patch 5.1? - and important info!
Basically things I either forgot to put into the last post or weren't finalized.
WEXP
wexp from past games has finally been tallied from game 1 - capture the flag. This does not include gift relay- Lethe will do all her tallies when it ends.
I haven't put anything about weapon levels in the info hub, because I was going to keep all the wexp in my logs and have it be a little bit of a surprise when people suddenly rank up. However, now that there's a guild office and a daily arena, yall can keep track of your own s**t, lol. GMs will still tally wexp earned in games, of course.
Everybody starts with 1 wexp because why not. You level up all your weapon types separately, so keep that in mind when you class change. Also, from now on, Arms Scrolls are only going to give +30 wexp instead of ranking up a weapon type completely.
With this information, combine it with any wexp you have earned in the daily arena, and update your guild office file.
Support Growths
I've updated the google doc with people's support growths. Just like wexp, this does not include gift relay. Lethe will tally that at the end.
Supports activate in game passively, when characters who support each other are on the same space.
Supports grow by +1 each turn when characters are on the same space, and grow by +3 the first time a character talks to another for their turn's action. (meaning if both character talk to each other during a game, they grow by +6)
80 points are needed for a C support 160 points is needed for a B support 240 points is needed for an A support
There is no maximum number of A supports you are allowed to achieve, nor any number limit in general. I support frandshipz.
The doc will serve to track all the frandship growing, don't worry about putting all of those in your guild office files.
Hostess Club Cafe
This is going to act similarly to Fates' mess hall, in that it is a place to go to get your character an advantage before the next chapter (or game, in this case) starts. These items do not go into your inventory, but are instead consumed immediately. Therefore, it is imperative that you document any purchases in your guild office log, specifying the game you are preparing for. Do not expect these to help you in the daily arena.
All effects last until character is defeated or until end of the game. Only one will effect you at a time.
Blossom's Hot Buns: 500g [ +1 STR and +1 DEF ] The Baldy Wall Special: 500g [ +1 DEF and +1 RES ] Teifi's Pecan Pie: 500g [ +1 STR and +1 MAG ] Leander's Special Sundae: 500g [ +1 MAG and +1 RES ] Eyris Hot Pot Lunch: 500g [ +1 MAG and +1 DEF ] Sweet Cornadora Chowder: 500g [ +1 STR and +1 RES ] Sue's Trail Mix: 500g [ +1 STR and +1 SPD ] Loch's Seasoned Seeds: 500g [ +1 MAG and +1 SPD ] Alihi's Famous Fudge: 500g [ +1 DEF and +1 SPD ] Ganon's Soup Thermos: 500g [ +1 RES and +1 SPD ] Evelyn's Parfait: 500g [ +2 LCK ]
Fabric Family Carrot Cake: 1000g [ Increases sight in Night/Dark/FoW by 3 squares ]
Nomad Tea: 800g [ Immune to Fear ] Ashunera Latte: 800g [ Immune to Berserk ] Estarcian Earl Gray: 800g [ Immune to Sleep ] Sunny Sentrian: 800g [ Immune to Burn ] Petite Serra: 800g [ Immune to Silence ] Shento's Bullseye Brew: 800g [ Immune to Blind ] Cafe Zeon: 800g [ Immune to Stun ] Aruna's Exotic Tonic: 800g [ Immune to Poison ] Ledeak's Hot Sauce: 800g [ Immune to Freeze ]
Other changes/additions
Skills
Changes - Steal skill will now only work if user has more speed than an opponent (as it works in games) - Dual Support skill also gives +1 support growth with adjacent characters - Miracle will now only activate if unit has higher luck than the opponent - I'm changing Defender again. It's now: All stats except HP +1 per ally unit on the same space; passive - The soldier skills': +1 per ally unit on the same space and +1 to each ally on the space; passive (the skills were misinterpreted from what I had intended, so I just decided to make the skill effect both the soldier and the allies on the space) - Tantivy got booted, so I decided to rework it: SPD and LCK +3 if no allies are within 3 spaces. Mounted units only; passive
- The MAGE class' skills are being reworked. I don't like that they're both just copies of existing skills, and I want classes to have their own unique skills. Focus is the same thing as the Mercenaries' Patience, just with the added "magical attack" specification. With Focus being different, Patience will no longer only be a physical attack, which mean that anybody who chooses Patience as their innate skill won't have to worry about if any of their reclass options uses magic. (ur welcome Ganon). As for Longshot, it's way more dangerous on mages than it is on archers, as magic tends to be scarier since most units tend to have lower res than def, and mages will always carry super effective damage against some unit type. My choice to replace it may not be a skill within that class tree, but it is a skill that's missing that I wanted to include, but didn't want it to be a skill learned from a scroll. It made sense to me that a magic user get it. -- Focus: Damage +2 when no allies are on the same space or adjacent; passive -- Aegis: RES increases by 1d10 result until next turn
Items
Speed Tonic [ Uses: 1 | Worth: 500 | Speed +2 until end of current game ] Felix Felicis Luck Tonic [ Uses: 1 | Worth: 500 | Luck +2 until end of current game ] Seed of Trust [ Uses: 1 | Worth: 2500 | +10 support growth with characters on the same space ]
Shop and Armory's Leena Shop specials have been updated.
Lethe and Tibarn are rockstars for making the cafe menu. Lethe is extra rockstar for helping tally wexp and support growths.
Nomad Rath Vice Captain
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Nomad Rath Vice Captain
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Posted: Tue Jun 28, 2016 11:05 pm
I'd also like to ask that when you buy something from the shopping district, that you make a post in the topic (with RPLite if you want). It helps me keep track of gold spent and items purchased.
Corrections in above post that I just spotted and edited: - The mage skills were reworked, not the archer skills. - I meant the dual support skill, not the bond skill
Posted: Wed Jun 29, 2016 2:03 am
Kira is taking and using an Arm's Scroll from the guild inventory. It will be in my notes but I wanted to post this somewhere where a moderator could see it and edit the guild inventory.
I'm sorry to say it, but I have to withdraw my character from the next game.
Good news - it frees up one more spot for you guys.
Real life got crazy. I don't think I could commit to the game and it wouldn't be fair to have me "there, but not there."
I apologize for the inconvenience.
Posted: Tue Jul 12, 2016 2:17 pm
Misuki Marishima
So...
I'm sorry to say it, but I have to withdraw my character from the next game.
Good news - it frees up one more spot for you guys.
Real life got crazy. I don't think I could commit to the game and it wouldn't be fair to have me "there, but not there."
I apologize for the inconvenience.
I personally feel it would be better to have you here for just a post every 24-48 hours, than not at all. cry And I've already got plans for every player to have a character somewhere. (Plus, everyone will have to drop all the goodies they pick up, without you.)
Time limits are flexible for those who need it to be. As I'm sure this game will still be going on during my next semester when I get really busy again, I sympathize with life getting crazy and needing extra time.
But if you really think you couldn't- even if you join discord and coordinate a move without being able to make it yourself- then I'll remove you, if that's what you want. What I'm getting at is I- and the team- could work with you if you're willing.
Leena's info is updated. I'm sorry I took so long. I really got waylaid by life. But I hope things will be better soon.
I'm ready to begin yall.
Posted: Wed Aug 31, 2016 5:30 pm
Just so yall know... My semester has begun this week, I'm having a sudden tablet crisis, I'm moving into my apartment this weekend, and I already have a considerable amount of work.
I am going to try to start game 5 sometime this weekend. I will also probably only be able to do game updates on the weekends.
If you need more than a 24 hour turn limit, I need to know. I'm also fine with somebody else taking your turn for you, as long as you have an actual reason for not being able to take it, and it's not just you being lazy.
And if you were unaware, our Discord group has a private channel for players in game 5 to coordinate and plan their moves. I suggest joining, if you are able.
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Posted: Thu Sep 29, 2016 1:09 pm
RosesxScythes
"You start outside the map and can enter from spaces 1, 2, 4, and 5."
Starting outside the map is essentially being on space 0, meaning where you enter (1,2,4, or 5) counts as your first range of movement. This means you cannot reach space 11 this turn, unfortunately.