Tabletop Simulator

Tabletop Simulator

Hidden Realm (Completed Prototype)
Showing 51-54 of 54 entries
< 1  2  3  4  5  >
Update: 22 Jun, 2019 @ 9:22pm

A few follow-up changes
  • Added the "Stunned" condition.

  • Changed the Meterburn effect on "Burial" to apply stone plates instead of doubling damage. I'll leave the damage-doubling effects to Fire cards, it had no place here. The new effect is more in-line with the element while retaining some good synergy.

  • Reduced the energy cost and heal value on the activated ability of "Magnus, the Iron Defender". After some continued testing, Magnus was able to heal far too easily from this effect. This, combined with his massive health pool made him frustrating to play against. Now, if he wants to get the same value out of the effect, he'll need to sink more resources into it.

also, a quick note: People may notice that the life values of each Fighter seems very high. This is intentional and is not permanent. The idea here is to start the initial tests with a higher amount of life than necessary to get a feel for how long matches can go and how much damage players can deal in a single turn, with the goal to then reduce the life values to match whatever game length I feel is right for the game.

Update: 22 Jun, 2019 @ 6:01am

22/06/19 update notes- The first big update to the game, how exciting!

  • Added a dedicated spot to place flashed cards.

  • Added a proper name to every card for easy searching.

  • The Echo keyword has been updated to make more sense. Certain cards have the ability to give other cards this keyword. However, in the case of the card "Voltaic Strike", its ability technically would not work properly due to missed timing. So now, Echo's effect triggers at the end of a card chain instead of when you chain the card to allow Voltaic Strike's effect to work properly.

  • The Reckless keyword has been updated to be less punishing. Previously, this keyword caused a card to deal 100% of its damage to both players at once. After some testing, it's clear to me that this feels absolutely awful for the player using it. Now, Reckless causes a card to only deal half of its damage to the player using it, rounded down. This should be enough to keep the risk of using the affected cards still present, without it being a massive blow to yourself.

  • Burning Palm and Firewheel Kick have lost the Reckless keyword, while Dragon's Breath has gained it. I had unintentionally married the keywords Blaze and Reckless together by using them both on all the same cards. That didn't satisfy me, and so the Reckless keyword is being moved onto other cards. Dragon's breath is a good candidate for the keyword because, even though there is the illusion of a choice, previously there was never a reason not to go with the increased damage it offers if you had the energy to spare. With Reckless, there should now be enough of a trade-off between the higher range or higher damage.

  • Movement impacts have been adjusted across the board for Consistency.

  • Damage impacts have been adjusted across the board. The eternal balance struggle I think this game will have is between the damage output of combo oriented fighters and non-combo oriented fighters. Ultimately I feel like the former should have the higher damage potential; high enough that people feel those characters are worth putting in the effort to string combos together, but not so high as to leave the latter in the dust. This first pass of damage changes is to take some of the upfront damage of Water and Thunder combo starters (the two elements that care about combos the most) and shift it into the cards they chain, while cards in the other elements are seeing an overall slight increase in damage to catch up.

  • Slicing Winds has been changed from inflicting 2 deep wounds on winning outcome and 2 on its activated ability, to 3 and 1 respectively. Trying to give the card a bit more incentive to be flashed than simply being discarded by its ability for easy Deep Wound stacks.

Update: 18 Jun, 2019 @ 12:51pm

18/06/19 update notes

  • Added a secondary side to the Turn Order reference card that details Unique Impacts found on the cards of certain elements. I realized that the Kindle impact found on some of the cards in Ryuki's deck was not properly explained, meaning that new players would not have known what the impact did. Kind of a major oversight, whoops. A more advanced explanation on how the impact works can be found in the rulesheet.

  • Changed the second Passive ability of the Fleet-Footed condition. Instead of letting you use universal activated abilities an additional time each clash, now it lets you spend movement points instead of energy to pay for activated abilities. I will certainly be returning that previous ability onto a different card eventually, but I find that this new ability is more thematically appropriate and gives more uses for any excess movement points you have but don't need.

Update: 17 Jun, 2019 @ 10:34pm