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Topics - dragoncrescent

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Bugs! / No Coin Flip During Public Match
« on: June 24, 2017, 08:09:43 PM »
This is a strange one. The last two games I've played, one yesterday and one today, I received no coin flip at the end of a public multiplayer match. It's quite frustrating. Is there any way to submit a bug report for this, after the game? Any thoughts on what might be causing it?

Other factors:
Was in the most recent Beta testing. Checked Steam, and everything is updated to the most recent release.

The first game I played yesterday crashed, so all players had to quit out. We played a second game which ended fine. First instance of no coin flip.

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General Discussion / Holy...!!! It's Happening!
« on: April 26, 2017, 01:14:23 PM »
https://twitter.com/ArmelloGame/status/857053687247585280

...looks like SOMEONE has been going around slaying the King's Guard. Or perhaps a group of someones... :D

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Off-Topic / Cool Armello-like Boardgame
« on: January 19, 2017, 07:35:13 AM »
I noticed this in a catalog for new releases this morning. It's called Brutal Kingdom, and the art style is very much in the same vein as Armello's 'dark fairytale'. The game seems pretty quick, and you even win by accumulating the most Influence (Prestige) at the end.

Definitely adding a copy to my shelf when it's released in English! ^_^

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Feedback & Suggestions / New Ring Ideas
« on: September 11, 2016, 07:28:30 PM »
While some rings could still use improvement,  the introduction of Aquamarine, Rubellite, Tanzanite, and Rainbow Quartz demonstrates that the possibility exists for brand new Clan Rings. I'm curious what sort of ideas people would have for new Clan Rings, or reworked versions of the old ones!

Malachite: Gain 1 Piercing Dice when standing on a plains (probably Rabbits or Wolves)
Gold: Gold may never be stolen from you. (probably Rabbits or Bandits)
Hematite: +1 Gold when exploring a Stone Circle (probably Bear or Bandit)
Silver: First Moon roll at night gains piercing (probably Rat or Wolves)

It also occurs to me that the Bandit Clan didn't get a 5th ring during the latest update. O_O

As for the old ones...
Aquamarine: Gain one Moon in perils and combat when you have less than 4 Rot
Sunstone: Gain one Sun in Perils and Combat when you have more than 1 gold
Rainbow Quartz: Gain 2 Magic at dawn
Moonstone: Gain 2 magic for each kill in battle
Obsidian: At Night, gain Scout around all of your claimed Settlements

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Feedback & Suggestions / A Wyld Chest has Appeared!
« on: August 01, 2016, 09:03:58 AM »
Well, the Double-Dip weekend was a huge success! I've been honing my Armello skills and pub stomping newbs left and right. While it's been a lot of fun, I did seem to accumulate a LOT of Wyld Chests. I'm up to about 14 right now. I'm kind of curious; are there any plans to make Wyld Chests transmutable? Perhaps 5 chests = 1 non-marketable key, or 3 chests = 1 common dice?

With the Wyld's Bounty collection coming to a close, I imagine there will soon be a large surplus of chests, and not much to be done with them. XD

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The War Room / Times Armello Has Made You... Cheer!?!?
« on: July 16, 2016, 07:08:38 PM »
We've all had those times when RNGesus has forsaken us and nothing goes our way.

...This thread is not about those times! :D
Instead, let's hear some of your crazier stories! To start, I figured I would give good ol' Thane a try. What started off as a very good Spirit Stone run turned suddenly VERY sour after I equipped the Marauder Gauntlets. How could I not? So pretty... so useful...

Well, one failed Dark Influence peril later, I find myself with 3 Rot. Eh... guess I have a look going. I'll go fight this Bane and get us BOTH killed.

At some point, I realize I have 7 rot to the King's 5. Thanks to an earlier Call of the Worm turning Heavy Plate Armor into a Rot card, I draw JUST what I need from the Item deck to buy my way into the Palace.  The other players didn't seem happy about that, though I survived to dusk with 1 HP... and draw a Wyldsap!!

Oh, the King is about to have a VERY bad day... :D

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Artisan's Alley / Rotten to the Core
« on: September 26, 2015, 08:42:37 AM »
Needless, to say, my favorite victory type has always been Rot Victory. I believe the exact quote was "Wow... you are one ROTTEN little bunny." when I was playing Amber and had somewhere in the range of 11 Rot. I  started doodling and thinking of how the characters would change if they were to become corrupted. Also, some professors give REALLY boring lectures, so that helped.... XD



===================
Rot and corruption were an ancient thing. The Bear Clan knew it better than anyone. Natively attuned to the ebb and flow of nature, they were aware of the malevolent darkness before other clans had mastered their first healing spells.

It was a problem that Sana honed herself to combat. Why someone would give in to that darkness had always been beyond her. Were they unaware of the dangers? Of the terrible price to be paid?

Her zealous quest to combat the darkness did not go unnoticed. When news arrived that the King may be on his last breath, it was Sana the Elders chose to go on a holy quest. Armello could yet be saved from the darkness, if only it had a kind monarch of strong principle.

Ultimately, the race for the crown destroyed that naivety. Magic was a great tool, but what could Sana do against the legions of corrupt officials at every turn? The virulent Rot that twisted children against their parents and transformed good Armellians into murderers? Her mightiest spells seemed like parlor charms against the enormity of the Rot. How far had it permeated? How hard must she work to burn it from the world!? It became too much responsibility for one gentle soul to carry.

Dispairing in her plight, Sana plied the Clan Elders for advice. Surely, they had some arcane ritual or Wyld artifact that could aid her. After all, her mission was no less than the fate of the world! Whatever great secrets they kept locked in the vaults for a rainy day, this was the time!

To her surprise, Sana was met with nothing but dismissal and rebuke. The Elders jealously guarded the most ancient of bear clan secrets for themselves, and claimed she was already given all they could spare. Furthermore, Sana was FAR from the only candidate they had endorsed. Perhaps if she meditated and communed with the Wyld, she would find her answers.

Under a canopy of leaves and the rain of her own tears, the Forest Sister came to realize they didn't have faith in her. Perhaps the Elders themselves had lost their way, but then... what then was she fighting for? What goodness was there left in the world to save? Delicate spellcraft had no place amidst the brutality of blade and deceit.

That night as she meditated in the dark of her camp, reflecting on the very depth of her dispair, some fool bandit thought to attack Sana and her allies. With only Rot in his eyes and half-crazed slobber hanging from his jowls, the assailant bargained for all they had at the point of a dagger. Finding only 'shiny rocks' and trinkets he couldn't sell for a profit, the madbeast slew Sana's attendant for nothing but a laugh.

Sana pleaded with the Wyld to intervene, but silence was her only response. No one... no thing... would come to her aide. She was alone. Perhaps she always had been.

It was the final straw.

Sana felt something boiling within her. She had gone feral before, but this... this was something different. Something primal...

Where normally she would call vines and grass to impede her foe, Sana found herself drawing instead from a different well. Whatever magic she had tapped upon, she laid waste to the invader. Her incantations became hateful roars as a torrent of raw magic lashed against the murderer. Again and again, she ripped at him, until even the bones were little but dust.

This power frightened her. Sana swore never to use it again. But where the Wyld was often fickle and unreliable, this new force did precisely as she willed. Simple spells yielded greater results, while her own strength seemed to amplify twofold. The pacifist charms Sana once praised were so impotent... useless, even... before the power of raw will made vengeance. With enough concentration, the bear found the power not only to heal and grow, but to wilt and kill. Given time, this new strength became second nature to her. Armellans began to fear legends of the bear wreathed in brambles. Finally, they would help her to save this kingdom from itself.

In her deepest of hearts, some part of Sana regrets what she's done. What was lost and forsaken in the name of her quest. The only thing that consoles her in those grievous moments is the tearful assurance that it was all in the name of the greater good.

...Always for the greater good.

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Feedback & Suggestions / Quest Bonus and Time of the Day
« on: July 01, 2015, 04:43:18 PM »
Just played a quick game against 'bots. While playing as Thane, I approached my quest (which Tested Spirit). I had 4 in the stat, and it was nighttime. The roulette showed 40% (4 icons), and although I did succeed, isn't Thane's Night bonus die supposed to apply to your Quest as well? Shouldn't the chance of success been 50%...?

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Feedback & Suggestions / Suggestions for the second tier clan Talents!
« on: February 25, 2015, 07:00:23 PM »
I know, I know. They've barely been modeled and I'm already salivating at the thought of what these four new characters can do! Judging by their models and their artwork, what sort of things do you think they should be capable of?

Bear Warcaster
Body: 5 / Fight: 5 / Wits: 2 / Spirit: 3
Big, brutal, and infused with magical energy. He's not only hard to kill, he hits like a truck. However, his extremely low wits make him an easy target for Perils and his smaller hand size give him fewer options
Ability: In combat, burning a Spell card will guarantee him a Shield, in addition to whatever symbol it normally bestows. (IE: burning Cursed Lands obliterates one of your dice, but gives you a guaranteed Shield symbol)

Rabbit Sapper
Body: 5 / Fight: 3 / Wits: 5 / Spirit: 2
Mechanically gifted and a more than a little bit nutty. Overall, a very intelligent character, he relies mostly on his wits and inventions to get by. However, his logical mind makes it difficult for him to tap into such nonsense as 'magic'...
Ability: During his turn, he may spend 1 AP to lay down a unique peril in his location: Mechanical  Trap. It has Peril 2 and does 1 damage to anyone who fails it.

Wolf Ranger
Body: 4 / Fight: 3 / Wits: 4 / Spirit: 4
Worldly, wise, and more than capable of taking care of herself. A well-rounded character who can excel in any field she puts her efforts towards. Unlike many wolves, she prefers being alone and enjoys the beauty of nature.
Ability: Any turn she begins on a Forest tile, she either regains 1 health (day) or 1 magic (night).

Rat Assassin
Body: 3 / Fight: 4 / Wits: 4 / Spirit: 4
Agile and dangerous to herself and others.  Her relatively high stats mean she is quite adept almost everywhere, but must be exceedingly careful not to let herself be exposed.
Ability: Always gain Stealth at night.

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Feedback & Suggestions / Scout and Peril Vision
« on: January 27, 2015, 12:56:31 AM »
Playing a few rounds this evening, I haven't really found very many uses for cards and abilities that grant the Scout and Peril Vision abilities. How does Peril Vision work, exactly?

Scouting seems like it could be a good idea, but as long as you keep your eye on the opponent avatars, you kind of have a good idea where they are. Corrupted characters are particularly easy to spot, as their violet glow really stands out against the trees. Overall, Scout seems like a bit of an underpowered and rarely useful ability. Perhaps it could receive some additional affect to make it more worthwhile. Perhaps allowing the player to ignore Mountain or Swamp terrain movement while active?

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Feedback & Suggestions / Suggestion: Replay Folder
« on: January 26, 2015, 11:08:25 AM »
Not sure how difficult this would be to implement (probably very). Last night I played a fantastic game that somehow turned around completely in the last few beats of the King's heart. The Prestige leader got knocked down a few pegs and the losing player suddenly got armored up enough to slay our beloved monarch. It was quite an epic showdown!

There were a few points I wanted to grab some screenshots of. I also kind of wish that I could show it to a few friends who also play Armello. Would something like a Replay feature be possible? Basically, someone could load up the file and re-watch a game? It would be a great way to learn from one's mistakes, as well as see what kind of craziness was going on in the other players' hands and quests.

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