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NecroBlade
May 11th, 2019, 11:08 PM
Here is a central thread for Pod 0. This thread contains information on the team, links to each unit it in the Pod, and any other voting or discussion related to the Pod as a whole.

The team for this Pod is:

@NecroBlade (https://www.heroscapers.com/community/member.php?u=1508)
@Pumpkin_King (https://www.heroscapers.com/community/member.php?u=810)
@Astroking112 (https://www.heroscapers.com/community/member.php?u=16492)
@All Your Pie (https://www.heroscapers.com/community/member.php?u=10063)
@flameslayer93 (https://www.heroscapers.com/community/member.php?u=8791)
@capsocrates (https://www.heroscapers.com/community/member.php?u=11259)

The units for this Pod are:

>Crypolith x3 (https://www.heroscapers.com/community/showthread.php?t=55800) (Destructible Object)
>Eldrazi Ruiner (https://www.heroscapers.com/community/showthread.php?p=2280162#post2280162)
>Jace, Investigator (https://www.heroscapers.com/community/showthread.php?t=55796)
>Lantern Geists (https://www.heroscapers.com/community/showthread.php?t=55797) (squad of 2)
>Leyline Phantoms (https://www.heroscapers.com/community/showthread.php?t=55798) (squad of 3)
>Glyph of Healing (https://www.heroscapers.com/community/showthread.php?t=56367)
>Glyph of Knowledge (https://www.heroscapers.com/community/showthread.php?t=55801)
>Glyph of Recall (https://www.heroscapers.com/community/showthread.php?t=55802)

Pumpkin_King
May 11th, 2019, 11:32 PM
Following this thread. Excited!

Astroking112
May 12th, 2019, 03:11 AM
I second Pumpkin_King's enthusiasm! It's great to begin this project in earnest, and it'll be great to get the other pods up and running as well.

NecroBlade
May 12th, 2019, 08:21 PM
All Unit threads linked. Stay tuned for the non-units.

flameslayer93
May 13th, 2019, 11:48 AM
And with that, Pod 0 is fully workshoppable!

Crypolith (https://www.heroscapers.com/community/showthread.php?t=55800)
Glyph of Knowledge (https://www.heroscapers.com/community/showthread.php?p=2280454#post2280454)
Glyph of Recall (https://www.heroscapers.com/community/showthread.php?p=2280455#post2280455)

NecroBlade
May 14th, 2019, 11:14 AM
Added them to the OP.

This thread is mainly reference now, but we could use it for discussion of bigger-picture stuff like how many special attacks and movement powers to include. Plus any votes about the Pod as a whole.

Astroking112
June 27th, 2019, 08:31 PM
Recently, superfrog brought up some discussion over how we're handling glyphs in general for this set. Essentially, it was noted that the darker glyphs don't match classic Power Glyphs (much like Treasure Glyphs, which got their own rules), so it might make more sense to create some new rule for them, especially since most of what we have serves similar roles to pre-existing glyphs. Here's his post for anyone who missed it:

If you guys have decided to go a certain way, I'm obviously not going to try to stop you. Just for argument's sake, though, here's what the glyphs could look like if you this direction:

Aura Glyphs (this is a dumb name but this is all off the top of my head)

In general, these glyphs act like regular Glyphs, but their effect only applies to figures within 6 clear sight spaces of the figure occupying the Aura Glyph.

Glyph of Power: All figures you control within 6 clear sight spaces of the figure occupying this glyph add 1 to their Attack.

Glyph of Toughness: All figures you control within 6 clear sight spaces of the figure occupying this glyph add 1 to their Defense.

Glyph of Movement: All figures you control who start their movement within 6 clear sight spaces of the figure occupying this glyph add 2 to their Move.

Glyph of Healing: At the end of every round, choose a figure you control within 6 clear sight spaces of the figure occupying this glyph, and roll the 20-sided die. If you roll a 1, the figure receives one wound. If you roll a 2 or higher, remove a wound marker from the chosen figure's Army Card.

Glyph of Knowledge: At the beginning of every round, after rolling for initiative, you may choose an opponent's figure within 6 clear sight spaces of the figure occupying this glyph. Look at any one random Order Marker on the chosen figure's Army Card.

Glyph of Recall: When a squad figure you control within 6 clear sight spaces of the figure occupying this glyph would receive one or more wounds, roll the 20-sided die. If you roll a 12 or higher, place that figure adjacent to the figure occupying this glyph to ignore any wounds.

Again, if you think this is dumb and they should just be treated like red glyphs, I completely understand. Just pointing it out since I thought of it earlier today.

Personally, I'd prefer that we keep the plan as it is and use them as normal Power Glyphs. That simplifies the rulebook (and readies players to use normal HeroScape sets more), and it still gives us some good room to play around with scenario design and whatnot.

Limiting the range of a glyph to 6 spaces within clear sight is an interesting concept, but I could see that being much more restrictive to scenario design and encouraging podding units up or playing very defensively. I had actually been toying around with the idea of some set of special rules for these types of glyphs back before AotV began in earnest, but I never settled on anything that I felt added enough potential to warrant a ruleset change, especially given that we already have Treasure Glyphs as mobile and hero-boosting options.

That said, it's worth bringing up to see if others feel the same way. I know that flameslayer93 said that he wasn't swayed, but I haven't seen any other responses yet.

Pumpkin_King
June 28th, 2019, 02:23 PM
I like the idea for sure. It’s something we should keep in mind for a scenario. But if this is a master set they should probably just be the red glyphs.

NecroBlade
June 30th, 2019, 12:27 PM
While "aura" glyphs do enter a new design space, including map building considerations, my immediate concern is it gives Range an advantage since they can both more easily sit within a beneficial aura and assault a bad aura without being subject to its effects. Between that and simplicity for a Master Set, I prefer to stick with normal power glyphs.

Astroking112
July 4th, 2019, 01:48 PM
The idea of Aura Glyphs rewarding range too much is especially important when considering how the Cryptolith Towers will have a similar effect. Having both elements boosting range over melee will make it much more difficult for us to balance scenarios for melee units to still be fun, given that they already gain very little from the towers.

NecroBlade
July 7th, 2019, 02:56 PM
Additionally, most of the terrain is flat board, so nuanced map construction may be limited.

Pumpkin_King
November 6th, 2019, 10:34 PM
Are we mainly waiting on Editing for Pod 0? What about Pod 1?

Astroking112
November 6th, 2019, 11:31 PM
Looking at our current progress, all of our units are currenlty in Editing in some form:

1) Honored Soul-Guides - Just redesigned the mechanics to be simpler. Basically needs to restart the Editing check to see if it's acceptable now.

2) Ozuul - Still settling on the new wording for Gravity Pull. I think we've mostly agreed to simplify the Special Attack to a constant amount of dice, but the design is still in a bit of flux.

3) Tetsuo Tyrell - The Pod is content with the proposed changes. Waiting to pass Editing.

4) Velnesh Alphas - Just entered Editing.

As for Pod 1, it looks like all of their units except for Ob Nixilus have just entered Editing pretty recently.

flameslayer93
November 7th, 2019, 12:25 AM
Yep. For Pod 0, the last thing we need to get crackin on is the Crpyolith. Which, seems to be in the naming phase. :)

NecroBlade
November 8th, 2019, 10:02 AM
Did we want to throw the Glyph of Healing in here at some point?

flameslayer93
November 8th, 2019, 10:18 AM
Honestly, I’m fine with it staying as Kelda. If it ain’t broke, don’t fix it. ;)

NecroBlade
November 8th, 2019, 11:11 AM
Honestly, Iím fine with it staying as Kelda. If it ainít broke, donít fix it. ;)

That was my original position as well, and I won't lose sleep over that, but for variety's sake we could do something like "remove 1 wound from each of your wounded Heroes" instead.

lefton4ya
November 8th, 2019, 11:35 AM
I like the Magic:Arena version better, plus it gives variety and can be used "randomized" and landed on by an unwounded hero.
[H] Glyph of Healing - At the start of this figure's controller's turn, remove one damage marker from this figure.

flameslayer93
November 8th, 2019, 12:16 PM
I like the Magic:Arena version better, plus it gives variety and can be used "randomized" and landed on by an unwounded hero.
[H] Glyph of Healing - At the start of this figure's controller's turn, remove one damage marker from this figure.

Until you introduce triple Raelin healing with Kurrok + Elementals. Incorporating OMs into it only skews it towards being crap against ranged squads since they can shoot the wounds off faster than it can possibly heal.

lefton4ya
November 8th, 2019, 12:27 PM
Agree with you on Order marker instead of turn (bonding, Kurrok, etc), but not necessarily on range part. Basically it makes whoever goes on the glyph a sitting duck, so you must (especially if hero on glyph is melee) switch order markers to other units as oppose to a Kelda where one order heals and the rest of the orders are normal turns. Again the AotP glyph it is in most circumstances worse then Kelda but some circumstances better (ahem, Q9, Nilf, Braxas, or other ranged low-life heroes).

Basically it has a different strategy than Kelda and adds variety, and was designed by the same team that made Heroscape (Craig van Ness et all) so maybe give it a try.

[H] Glyph of Healing - After figure's controller reveals any order marker, remove one damage marker from a figure on this glyph.

flameslayer93
November 8th, 2019, 01:28 PM
So a regening Q9 or Nilfy is ok? :p Kelda is strong enough, but at least offers some extra risk/reward play. Do you heal right away or try to hold out until you hit 3 wounds, but could still die? The regen glyph makes the decision for you, and despite it keeping you in a corner can let those guys turtle indefinitely..*

I do actually like the effect, but I don’t want to make a game busting glyph either. A personal goal is for this stuff to be usable in competitive play, because that’s where I feel it will get the most traction. And the OG devs weren’t without their own busted units too. :)

Edit: Of course, the other leads feel we should try designing for it, I’ll be happy to make waves there too.

Astroking112
November 8th, 2019, 02:34 PM
I would much prefer to do the AotP version of the Glyph of Healing (I think that I've said as much elsewhere, though I was mostly alone on that front), albeit with the caveat of making it once per round or some other limit. Kelda's fun, but it exists already and I don't really care to make it again. :shrug:

I do actually like the effect, but I don’t want to make a game busting glyph either. A personal goal is for this stuff to be usable in competitive play, because that’s where I feel it will get the most traction. And the OG devs weren’t without their own busted units too. :)

Edit: Of course, the other leads feel we should try designing for it, I’ll be happy to make waves there too.

I'd say that it's more likely to be used in competitive play if it isn't a copy of Kelda. It's certainly prone to making some less fun strategies stronger, but put it on the lowground in the center of a map and it might just work. I'm willing to try it out, at least.

If we're doing anything other than Kelda again, I think that making a thread for the Glyph is necessary. Heck, maybe we should do threads for each of the glyphs anyway for the consistency of the project, though the ones that don't have any design work can wait to avoid cluttering this subsection.

NecroBlade
November 17th, 2019, 01:44 PM
Having a thread for each glyph (including the ones we aren't designing) is a fine idea for completeness' sake. The Q9/Nilfheim problem is one reason I suggested:

[Temporary] When one of your figures stops here, remove one Wound Marker from the Army Card of each wounded Hero you control. This glyph cannot be placed symbol-side up in any scenario you may create.

Pretty limited in scope, so very hard if not impossible to abuse. Healing just one from the figure there at the end of the round could work as well. Anyway, I've come around to thinking we really ought to do something non-Kelda with it.

Additionally, since it came up again elsewhere, are we designing a terrain effect for the sand tiles? I really liked:

SAND DUNES
At the end of each round [or when a figure ends its movement here], roll the d20 for each figure on a Sand Dune. If you roll 1-10, that figure must move to an adjacent same level or lower space if possible.

Funny thought I just had: this would be a hilarious way to mess with castle defenders, by topping everything with Sand Dunes. :lol:

Astroking112
November 17th, 2019, 02:41 PM
I'll go ahead and throw up a thread for the Glyph of Healing so that we can centralize that discussion there.

I'm still against designing official rules for our 3D terrain, but I like that Sand Dunes power idea for a potential scenario. It could be fun to create a small hill on one side with some ranged figures trying to keep their high ground.

EDIT: The Glyph of Healing (https://www.heroscapers.com/community/showthread.php?t=56367) thread is up. Could you edit this link into the OP, NecroBlade?

NecroBlade
November 19th, 2019, 10:41 AM
Added Glyph of Healing to the OP. Would love to add the sand hexes, too, but it's hard to argue with that being a bad idea on account of the limited terrain. :(

flameslayer93
November 19th, 2019, 12:19 PM
Honestly, I’d rather reserve Sand Dunes or whatever for scenario play and let the community use the rule if they like it.

The wierded tiles could have effects similar to molten stone tiles or it could boost ranged defense by sitting on it. That’d probably help makers, even though the terrain is preset. Again, used for scenarios but I can see mapmakers using either version.