Sentinels of the Multiverse

Sentinels of the Multiverse

Vain Facade (playtesting)
56 Comments
Dallasrose 14 Sep, 2024 @ 12:17pm 
love carnivals concept a great support hero
Tonitrus  [author] 18 Jun, 2024 @ 10:31am 
Glad to hear it! Out of curiosity, how do you feel about Hot Pursuit and To Serve and Protect? People have been pretty mixed on those cards.
IC 16 Jun, 2024 @ 7:03am 
Burgess is my top 1 hero in this whole game. Thank you so much, brother. He's the only hero I know that can flush out Missinformation real quick with his clue cards. Love him! this man is truly beautiful, no homo.
Tonitrus  [author] 21 Apr, 2024 @ 8:50am 
Carnaval/Suspicious Body Double has been tweaked so you can't use it to auto-win against the Dreamer anymore. Also made its effect optional so you won't accidentally take out heroes with it through a top-play, etc., now.
Tonitrus  [author] 17 Mar, 2024 @ 9:20am 
Fixed the Doomsayer/Suspicious Body Double interaction. I think the changelog says it most succinctly, so I'll just repost what I wrote there:

-Fixed a weird Doomsayer / Carnaval interaction where Suspicious Body Double could move Doomsayer under it and immediately win:
-Suspicious Body Double now only works on non-indestructible targets, which was always the intent
-Doomsayer's Proclamations now prevent players from winning, so if players somehow cover him up with another card that works similarly, he'll end up in the trash but keep on going. It's not worth the trouble to keep him from being moved to the trash when he has enough effects that shuffle decks and pull out targets.
Tonitrus  [author] 12 Mar, 2024 @ 6:38am 
D: Well, that's not supposed to happen. Thanks for letting me know. I could add "and the players cannot win" to Proclamations, but then Doomsayer would still go to the trash, which isn't ideal. I'll have to think about this.
grygory 11 Mar, 2024 @ 6:48pm 
No problems. I've played Doomslayer a few times without issue. However, I did win once in a somewhat humorous way, using Carnaval's trap that covers a low hitpoint target on Doomsayer. So even though he was indestructible, the game ended!
Tonitrus  [author] 10 Mar, 2024 @ 9:35am 
Thanks! Let me know if it happens when there's one or more cards under it.
grygory 10 Mar, 2024 @ 7:11am 
Ah! That might be the issue. I'll check it out! Loving the character art cut-outs!
Tonitrus  [author] 8 Mar, 2024 @ 3:09pm 
Were there no cards under it? The final clause makes all villain cards indestructible if there are no cards under Countless Words. If there is a card under it and it's still doing that, that's definitely a bug, but I haven't seen that.
grygory 8 Mar, 2024 @ 9:52am 
Doomsayer's Countless Words card appears to make all villain card ongoings indestructible, not just proclamations. Not sure if that's a bug, or if I'm missing an interaction that would explain why this is occurring.
Tonitrus  [author] 8 Nov, 2023 @ 4:51pm 
Baroness' blood cards now go to the end of the play area. Apologies for the delay.
grygory 13 Jun, 2023 @ 6:59pm 
Yup, all fixed! Thanks!
Tonitrus  [author] 13 Jun, 2023 @ 6:08pm 
Thanks for the bug-report! From the Ashes should be readable now.
grygory 13 Jun, 2023 @ 4:50am 
From the Ashes is no longer readable... when you try to make the card big, it is partially blacked out. (I love these decks though! Thanks!)
Tonitrus  [author] 1 May, 2023 @ 6:31am 
I don't know that I can move them that way, but there might be a way to format them so it takes up less screen real-estate. I'll check with my coder about it.
Snowpityluv 1 May, 2023 @ 12:32am 
Baroness really should be formatted so that her villain cards are always on the bottom, so I don't have to scroll up and down so much whenever I want to check her spells and stuff
Tonitrus  [author] 9 Apr, 2023 @ 7:08pm 
With upcoming changes to the digital API on the 11th, breakage is fairly likely. Should have a code update before then, but either way, I expect there to be a few issues from that at minimum. To ease bug reports,etc., I've made a Discord, so it doesn't take a bunch of posts to include information. Also sharing logs is easier that way: https://discord.gg/xP5h3cVR3s
Tonitrus  [author] 28 Feb, 2023 @ 2:34pm 
Bleeding Edge is now fixed! It's not as strict with plays so you can now play whatever cards you want wherever you want, but it no longer infinite loops.
Tonitrus  [author] 21 Feb, 2023 @ 11:21am 
Ah, that was poor phrasing on my part. I meant hero character cards.

I want Suspicious Body Double to be usable on villain characters. I'm indifferent to it being used on hero character cards but want it to be usable on hero targets (e.g., Necro's undead). There might be a wording I can use to make it usable on villain characters and hero targets, but not hero character cards, but mostly it seems like it'd make the text confusing. I suppose I _could_ make it not usable on hero targets at all, but that seems weird to me with the potential design space custom decks might use.
Meldi 21 Feb, 2023 @ 10:44am 
Oh, not hero targets, entire heroes. I wasn't paying attention and fully removed Carnaval from the board. It was very confusing
Tonitrus  [author] 21 Feb, 2023 @ 6:41am 
It can, yes. I'm not sure I see the issue there. Tachyon's Sucker Punch can destroy hero targets as well. Am I missing something?
Meldi 20 Feb, 2023 @ 11:54pm 
Currently "Suspicious Body Double" can remove heroes from play
Tonitrus  [author] 15 Feb, 2023 @ 9:06pm 
Thanks for the detailed bug report! This might take a bit for me to fix as I'll need to redesign Bleeding Edge. I added the "repeat this text" bit to the card to simplify it a lot but that seems to be the cause of this issue, so I'll need to think about that.
Doopliss2442 15 Feb, 2023 @ 3:23pm 
Sorry for the wall of text, but I thought I'd describe it in detail. Maybe this could be fixed by capping the number of times you can repeat "Bleeding Edge" or making the cost of repeating it more immediate.
Doopliss2442 15 Feb, 2023 @ 3:21pm 
For each time you repeat the text of "Bleeding Edge", the next damage Node takes is increased by 1, but as long as you don't take any damage you can just keep playing and drawing cards. In conclusion, "Bleeding Edge" + "Open Line" allows Node and another hero to play and draw an unlimited amount of cards, which (while somewhat tedious) should be enough to win in most situations. If you start with "Bleeding Edge" and "Network Access" in hand you could even do this on Node's first turn.
Doopliss2442 15 Feb, 2023 @ 3:21pm 
Once you have "Open Line" in another hero's play area, you can start converting the plays and draws Node would get from "Bleeding Edge" into card plays and draws for the hero who has "Open Line" in their play area. Note that while "Bleeding Edge" only allows Node to play connection cards, if you use "Open Line" to let another hero play a card instead, that hero is not restricted to playing a connection (not sure if this is intended). It is even possible to convert the card play Node gets from "Bleeding Edge" to the other hero and back to Node using "Open Line" twice, so Node gets a card play that is not restricted to connections.
Doopliss2442 15 Feb, 2023 @ 3:20pm 
To start the infinite you need at least 1 connection in play in another hero's play area, 1 connection in hand and "Bleeding Edge" in hand. Playing "Bleeding Edge" allows Node to play the connection in hand in the hero's play area, return either one of the connections in that hero's play area to Node's hand and draw 1 card. By increasing the next damage done to Node by 1, the entire game text of "Bleeding Edge" can be repeated. This allows you to repeat this process as many times as you want and draw as many cards as you want. You can use this to find a copy of "Open Line" and get it into play using "Bleeding Edge".
Doopliss2442 15 Feb, 2023 @ 3:19pm 
I was trying out Node the other day and although the deck was fun to play, I think I found an exploit in her deck that allows you to go infinite and trivialize most villains. The infinite centers around Node's "Bleeding Edge" and "Open Line" cards and doesn't require the use of any other specific decks. I'll describe it in detail, but the idea behind the infinite is to keep repeating the game text of "Bleeding Edge" and convert the card plays and draws from "Bleeding Edge" to card play and draws for another hero using "Open Line".
Tonitrus  [author] 26 Dec, 2022 @ 2:39pm 
I'm a bit surprised by how popular Carnaval has been overall. When I build a deck I generally have a sense of how niche that deck will be (e.g., I expected people to have issues with the Baroness). I guess I have a scale of 1 to 3. Baroness is a 3. I figured Carnaval would be a 2. He didn't really stand out during playtesting either.
(Verdadeiro) Felipe 24 Dec, 2022 @ 1:13pm 
In a week Carnaval became my favorite Hero of this mod. The deck was easy to learn and the traps cards are really fun to play with.
Tonitrus  [author] 21 Dec, 2022 @ 10:18am 
Carnaval's Thalia/Melpomene masques have had their names swapped, apologies for any confusion. Thanks to topher.s.g for pointing out the error.
topher.s.g 21 Dec, 2022 @ 6:25am 
:D
Tonitrus  [author] 20 Dec, 2022 @ 7:52pm 
Apparently I wrote them down incorrectly and never noticed. Awkward.
topher.s.g 20 Dec, 2022 @ 7:42pm 
In Carnaval's deck, are the names of the muses reversed on the comedy and tragedy masques as some kind of ironic statement, or is it an error? (Going by Greek myth, Melpomene should be Tragedy and Thalia should be Comedy)
Tonitrus  [author] 28 Nov, 2022 @ 9:05am 
If you want to go raw damage, the secret is mercilessly abusing Improbable Impediment and doing what you can to intercept other sources of damage that would hit her. You'll keep scaling up in damage, but probably will end up getting incapacitated. If you can get out Unturning Emissary, you can buy yourself some time there. You can also walk back the damage bonuses with Allotted Time or Weaver's Words, but once she hits a certain point, her survivability drops tremendously. My personal "best" ended with her at -39hp while indestructible (from Unturning Emissary), but it's very common to end the game with negative hp, whether incapacitated or otherwise.

One weird thing to keep in mind is that things that prevent damage after calculating damage totals clear "next damage taken" increases, so you can use that to reset her risk/reward allotment also by using other hero cards or effects to prevent damage dealt to her. Resets her damage output, though.
(Verdadeiro) Felipe 28 Nov, 2022 @ 8:14am 
Thank you for the tips. I was trying to play Fury solely as a damage dealer, focusing on getting damage bonuses (and ending up incapacitated).
Tonitrus  [author] 27 Nov, 2022 @ 10:30am 
She's kind of a weird jack-of-all trades as a deck. How are you trying to play her?

I'd say her core cards are Destroyer's Dirge, Measurer's Meter, and Weaver's Words (for the different power options), and Fortean Foe/Improbable Impediment, Dark Justice and Weird Luck, which are just always great.
(Verdadeiro) Felipe 26 Nov, 2022 @ 4:32am 
I Got back into Sentinels and I'm playing the latest decks.
Node is a good support, the connected mechanic is nice and flavorful.
Do you have any tips on playing the Fury? I'm having some trouble getting the gist of her deck.
Tonitrus  [author] 23 Nov, 2022 @ 8:41am 
Awesome, thanks for the video! That's a lot to read at one time. I'm sure people can read them if they're interested.
katewalker 22 Nov, 2022 @ 9:20am 
Have an enormous video! Sorry for not reading all the bios: https://www.youtube.com/watch?v=MzRYpiALyS8
Tonitrus  [author] 31 Oct, 2022 @ 11:12am 
Thanks for the bug report! The reason for the infinite loop is that the number of targets isn't going up, which is a complete oversight on my part and will be fixed shortly.
ele5003 29 Oct, 2022 @ 7:23pm 
ruinous rampage created an infinite loop with extremist fanatics incapacitated ability to redirect all hero damage to a single target.
Tonitrus  [author] 27 Oct, 2022 @ 8:41am 
If you mean moving a card from play, the interface is a bit confusing. The card says a player can move 2 cards from their hand or a hero card from play. Sitting at a table it doesn't matter as much if a player moves another player's card since people have to agree on things anyway, but it's a little more confusing to select a hero, then select any hero's card.

I may have the interface for this updated but it's not a priority for now, since I have so many other decks to be implemented in digital.
Habituallyred 27 Oct, 2022 @ 12:43am 
Disquiet doesn't seem to care about whose card it is removing from play, despite asking for a hero to volunteer.
(Verdadeiro) Felipe 11 Sep, 2022 @ 12:24pm 
The werewolves are a blessing against Swarm Eater, killing his targets and surviving most of his attacks. The tense part happens when there aren't any triggers around, leaving the villagers are easy prey to SE, fueling his healing and frequently causing their 0HP effects on the players.
Tonitrus  [author] 11 Sep, 2022 @ 7:22am 
Lore-wise, Eldrenwood Village is an odd, but peaceful place until the Full Moon (or less commonly another trigger) happens, so I tried to roll that into the deck and make it very easy to overlook the darker aspects of it. It occurs to me now that that can result in a really, really nasty surprise depending on who you're playing against.

I haven't tried Swarmeater with Eldrenwood, but I'm a bit surprised it's so tense with him. I generally find Eldrenwood to be really brutal with single target villains and much more ambiguous in target-rich environments. I've had many games with low-hp villain targets in play where it's been almost exclusively helpful. When playing against Windcolor Dendron, I was trying to find a way to keep them from shifting back when I was running out of Full Moon time.
(Verdadeiro) Felipe 11 Sep, 2022 @ 5:25am 
Still getting acquainted to Eldrenwood, but here's an anecdote:
As soon as I saw the new deck I went to play a round with it, without reading it's special rules or going through the gallery, only reading the cards as they were played.
For the first half of the game the deck only played villagers, so I thought this would be solely a "protect the helpful envrionmental targets" deck, with maybe an evil card or two.
There were maybe five villagers in play when the Full Moon came.
Cue the surprise, the cursing, the pause to finally read the rules and all the damaged that followed.

Also, I recommend playing this environment with Cauldron's Swarm Eater if you want a really tense game.
(Verdadeiro) Felipe 26 Aug, 2022 @ 1:44pm 
I really like how "thematic" Burgess feels: There's no easy way to deal damage without putting yourself in harms way; A good chunk of the time you'll be giving support to the more powerful heroes (fluffwise, not necessarily in gameplay); You're a greater threat to villains after gathering a small army, but most of your allies can be rather fragile, being taken out by more direct hits from the villain.

It really sells the feeling of being commissary Gordon and similar characters.
Tonitrus  [author] 12 Aug, 2022 @ 6:33am 
Awesome! I tend to want harder villains to play against, but most of the harder villains/modes I tend to not enjoy all that much. I find myself reacting with bored resignation. The punishing/difficulty line is really hard to get right. I tried to optimize the Baroness for panic rather than resignation. She changes things up enough that even when she's kicking in my teeth, I don't tend to get bored. And since I play with mostly-random teams, I can't optimize much against her and just have to try to keep up with her.