This post is relevant to the features introduced in v1.4 Battle Tides. For all of the details, see the master post here
Dear battle hardened Armellians and newcomers alike,
We have toiled long and hard at what might seem like a small but significant enhancement to Armello’s Battle System! The crux of the upgrade to Armello's battle system was to deliver a more robust and holistic system that makes more sense to players, gives players more control, gives us the new ways to add new equipment and future proofs the system for more add-ons.
So what has changed; We have added two NEW types of special dice to complement the existing ‘pierce dice’; These three special battle dice are:Pierce
– Penetrates and “pierces” an opponent’s shield to still cause damage, and destroys blocking shield.Reflect
– Blocks the incoming hit and bounces back the damage to the attacker, which may be blocked again by their own defences.Poison
– If this hit isn’t blocked and thus causes a wound to the target, it will “poison” the victim.
A new general special rule
applies to all special dice from here forward; IF two special dice collide they will cancel each other out and behave as their base dice type
. Thus a ‘pierce’ dice meeting a ‘reflect’ dice won’t pierce the ‘reflect’ and the ‘reflect’ won’t bounce back a ‘piercing’ dice.
It’s very very exciting for us to bring these new special dice effects to Armello’s battle system, it gives us more design room to create interesting new equipment and gives players new tools to counter heroes with huge amounts of body, or thick shields.
To facilitate the introduction of more special dice and to give us even more room to create new equipment we have made a very subtle but significant change to how special dice behave;Special dice like the old ‘pierce’ dice now won’t automatically shuffle to the front of the attack queue
. Instead special dice queue in the normal order and sequence which generated them, thus a card awarded locked ‘pierce’ dice locks in the attack queue before burnt card dice, and before rolled ‘pierce’ dice. Any normal attack dice, from locking, burning or rolling will also take their normal queuing position.
Basically dice now queue in the order they were generated regardless if they are special or normal – we’re not playing favourites any more
– The dice order is equipped card dice, burnt card dice, then rolled dice.
This is a small but significant change – let me give you an example; In the old system, Thane’s hero power which awarded a ‘pierce’ die upon burning a sword card, would shuffle that attack die to the front of the attack queue, but in the new system it won’t, the die will take its place in the queue like any other attack dice.
“Whoa!! This isn’t as powerful as the old system”, you might say! ‘I want my ‘pierces’ first in the attack queue!” well…
Remember that special dice now counter each other and a special dice’s position in the attack and defence queue can make a big difference. Also consider you now have full control over the order of your dice queue through equipment selection, you have the ability to design the best battle builds to counter other players’ builds. Whether you choose to equip items with more locked swords or equipment that give you more dice is now a more important decision. Do you want armour that gives you piles of locked shield dice? Or maybe you don’t, as you want to focus on getting reflect dice to activate early? Equipment that awards special dice effects on dice rolls or by burning cards can be used in interesting combinations with other cards and hero abilities.
This has a significant flow on effect with regards to what equipment is now best for different heroes to equip; Take Thane: A Warhammer for example takes 1 fight dice from Thane and locks in 2 swords, which take their place in the queue before Thane can burn any sword cards and lock in ‘piercing’ dice. The third attack slot is still a powerful and useful slot and likely to still encounter an opponent’s shields, but is it better than the first or second slot? Is the first slot worse if your opponent has a locked in ‘reflect’ card? Is the Battle Axe which gives Thane an extra die in battles and doesn’t add dice to the attack queue before Thane has a chance to burn swords a better card for Thane? With the Battle Axe equipped and a healthy mix of cards Thane can burn his attacks in the order that he now wishes them to strike!
Certainly there are now better and worse combinations of equipment with regards to different heroes than there were before and this is a good thing. Equipment choice is now more meaningful. Your combination of equipment and your decisions made in combat, when to burn or not to burn cards has more impact than before. This directly means there is more room for skilled and experienced players to find mastery in Armello and have direct impact in battle. There are now no weird queue jumping dice exceptions to the standard rule. Far more cards are now being burned in battle and this means that more cards are flowing through players hands. We understand that this subtle change has significant impact to the feel of combat and the entire game, overtime as we add more equipment cards these changes will make more and more sense. Know that these changes have enabled us to enhance Armello’s battle system and take it to the next level, our play tests have produced exciting results. We know it will take a few games to adjust your thinking to the new system and we’re excited to hear your ideas for the best builds for each hero and counter builds. We’re also excited to bring more powerful special dice effects to Armello, we know these effects are game changers and aren’t going to be easy to pull off, now it’s up to your planning and skill to make these plays. Sharpen your steel,
Buckle on your armour,
Go forth and bring battle to your foes,
For the war for the throne just got real. Warmaster Blake