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Volkren reacted to thespaceinvader in Homing Missiles - Do I need to ask my opponent?
Yes, you have to give him the explicit opportunity to make that choice.
You can't assume he's chosen just because he says nothing. Don't be a jerk.
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Volkren reacted to vitasmortis in Finally finished my iOS Army List Builder app!
It took a LOT longer than I thought it would, but I have finally got my iOS Legion army builder app ready and available in the app store! I basically built this based on the source from my Armada app, which was in turn inspired by the wicked Aurora X-Wing app, so if you have used either of those, it should all be pretty familiar. I’ve also scoured the internet for as much of the previewed content for the upcoming waves as I could find so we can all start playing around with fun new lists before things get released. But that also means that some things aren’t complete and may or may not be correct, so please let me know if you see anything wrong or know where I can find something that’s missing Features: - Create and manage Rebel or Imperial army lists - Assign upgrade cards to units - Manage command cards - Filter expansions, troopers, vehicles, upgrades, and commands by personal collection when building your army - Export army lists as text or JSON - All card details available for reference - All waves and expansion contents for reference - Latest FAQ errata automatically updated for all cards - List building rules are applied automatically - Includes all previewed expansions up to wave 3! https://itunes.apple.com/us/app/legion-army-list-builder/id1397977442?ls=1&mt=8 I’ll be slowly adding more features to both these apps in parallel over the coming months. This is what is in my feature backlog so far, but I’d love any other ideas: - iPad support - Syncing across devices via iCloud - Searching reference cards - Sorting lists and units - Win/Loss/Tie history for lists Obviously feedback, comments, and new feature ideas are much appreciated! And may the force be with you! -
Volkren reacted to rugal in Do you know if FantasyFlightGames still answer questions about the game?
If FFG wasn't bought back by Asmodée, I think things would be different. But Asmodée wants to make money and be a real threat to Hasbro, and by then, all that is not purely profitable is avoided.
I'm almost sure that "Lost legends" is a real big hard negocations with Asmodee to pleasure fans, using the excuse that it can boost selling on the app, the only next level of the game (to my biggest regrets).
A game is played, good. A big fan base is here, great. But does it makes money ? Maybe not, or not enough. Last expansions did not sell well (and I'm sure Asmodée if again for something, to "break in two" an expansion that should not) and the app sells many base game, so, why adding more stuff since there's already a source of money ? Maybe something like micro transaction could save the game.
The thing I'm surprised about is that I'm sure that campaigns books would sell really great. And some small expansions as well.
The only hope is that Lost Legends will sell so much that they will do more small stuff like that to expand the game. And I will be the one to do campaigns, since we are so few to do so
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Volkren reacted to seeman8813 in [EN/DE/RU/ES] Terrinoth Expanded Project (TEP)
Corresponding BGG thread is here.
TEP IS BACK!
!Tell me if you want to translate TEP into your language!
Hello fellow D2Ed. fans,
I am glad to present you Terrinoth Expanded Project (TEP), a fan-made content for Descent 2nd Ed. that stays true to the FFG' language, math and quality.
UPDATE v5.00.2019.08 (redownload it all, please):
- Spanish language is now supported! Now FULLY in EN/DE/RU/ES. Many thanks to the Spanish D2Ed community, you made it happen!
- 1 NEW Lieutenant Pack (Yaga).
- Some balance changes.
- Some text improvements.
UPDATE v4.00.2019.01 (redownload it all, please):
- Now FULLY in EN/DE/RU. Thanks to Chaoticus we've finally finished German translation and proofreading.
- Even better templates.
- Some balance changes.
- Some text improvements.
- Added .zip w/ individual cards for each supported language.
More to come!
REBOOT! UPDATE v3.00.2018.11 (redownload it all, please):
- Now EN/DE/RU (German translators and proofreaders are still needed, tell your friends and PM me!).
- Better template resolution, better cut markings.
- 8 TOTALLY NEW hero classes + 8 REWORKED TEP hero classes.
- 8 NEW heroes.
- 1 NEW overlord class.
- 3 NEW monster groups.
More to come!
At the moment, TEP is a compilation of some of my 2015-2018 projects that I’ve made for my Descent 2nd Edition play groups. I’ll publish more works, if you express your interest (loud).
NOTE: For minor part of TEP content certain official FFG components are required. Tips: If you lack a green power die, read text “add 1 green power die…” as “…may apply +1 SURGE, -1 DAMAGE to the attack results”. Also, you can easily find (and print) all Condition cards on the Wiki.
Stay competitive! I encourage you to use TEP content in a 4-heroes play with the overlord using a Plot deck from one of the Lieutenant Packs. Other expansions are also highly advisable for the sake of game balance. It works OK (with little restrictions) with co-op systems like FFG official co-op systems, Nerdook's and RedJak's fan-made co-op systems.
Feel free to share your TEP experience in the comment section.
Tell your friends about TEP today! Also, tell me about any typos or other issues, if any.
CURRENTLY AVAILABLE TEP CONTENT:
TEP Hero Class Pack 1. Far Borders. Includes: Martyr, Veteran, Occultist, Sea Dog.
Preview (latest version):
We always hear stories of noble knights and mages from wealthiest baronies. Let me tell you the story of four heroes that came from far borders of Terrinoth.
Martyr. A few poor villages on the border with savage Uthuk Y'llan lands had been left without any care by their baron for countless years. Blood magic they’ve learned from their oppressors and constant martyrship melted into the only way to survive the locals could afford. Finally, this blood swept land gave a birth to the one whose destiny is not only to be one of the Keepers of their village but also to become The Savior of all Terrinoth. The cost will be high though.
Veteran. While some veterans are still marching alongside the shining knights of the baronies with their colorful banners and noble chivalry, being some of the most skilled and valued soldiers in the Daqan army, others seek for a different kind of fight. They band together with other adventurers in small, closely knit groups and proudly answer the call of duty when the evil is showing its presence at the farthest borders of Terrinoth.
Occultist. Eldritch Gods ruled the worlds long ago. This lore is scarce in Mennara these days. They still visit Terrinoth dwellers in horrific visions. Sinister whisper from inside their head reveals the truth to those who have kept a shred of sanity, encouraging them to search for the deeper communion through weird practices and eerie rituals along far borders of Terrinoth. However, there is no such thing as unity among Eldritch Gods. So do not be surprised if you stumble upon an occultist stepping onto the path of war against dark overlord. This is an echo of the eternal battle for dominance. From the lesser evil comes good.
Sea Dog. Sea Dogs or The Brethren of Blood Sea, as they call themselves, were the most fearsome and well organized group of pirates until most recent time. Rumor has it that they have made a pact with the evil overlord, even served him for a while until the overlord broke the pact and spent their lives and their ships, pursuing one of his dark goals. Only a few survived. Now Sea Dogs live for the sole vengeance, marking each overlord’s minion they can find with their black spots.
TEP Hero Class Pack 2. The Witcher. Includes: Dampyr, Doppler, Jaeger (Werewolf), Witcher.
Preview (latest version):
“Because there will always be darkness. And always in darkness evil will be waiting with fang and claw, murder and blood. And we will always need witchers. And those witchers will always be where they are needed.” (A. Sapkovski, Season of Storms)
This is my take on what if Geralt of Rivia had found arachyura instead of IDR UL Ex IX 0008 BETA monster in his travel through space and time (A. Sapkovski, Season of Storms). And you always travel with your friends from Neutral Darksiders Club, right?
Dampyr. Prototype: Emiel Regis Rohellec Terzieff-Godefroy (A. Sapkovski, Baptism of Fire).
Doppler. Prototype: Tellico Lunngrevink Letorte or Dudu (A. Sapkovski, Sword of Destiny).
Jaeger. Prototype: Otto Dussart (A. Sapkovski, Season of Storms).
Tip: You may use a separate figure instead of placing Wolf Form token on your figure's base. I’m using D&D Castle Ravenloft Werewolf figure at the moment (also for the Beastmaster's Wolf).
Witcher. Prototype: Geralt of Rivia (a mix between A. Sapkovski and CD Projekt RED).
TEP Hero Class Pack 3. The Weird Crusade. Includes: Deadborn, Druid, Pyromancer, Runerunner.
Preview (latest version):
World of Mennara knew a lot of crusades. Eliminating a dungeon, a castle or even a folk in a favor of a deity has become a long living tradition among Terrinoth dwellers. This story is about the weirdest crusade of all. How could it happen that maledict servant of Death, druid-gardener, Kellos’ priest and rune contrabandist have been united under one banner?
Deadborn. Breath left a newborn child of Greyheaven’s Grand mage. But, first of all, she was a mother. This was her blind reasoning behind the twilight miracle she was able to create. As the act of last hope she weaved together and casted upon her child the white healing magic and the darkest curse she learned in Academy to protect people of Greyhaven from it - Waiqar The Undying casted same curse upon himself and his men to hold his foot in Terrinoth even after death. Then, she devoted the child to the eternal arbiter of all the dead and living – The Death herself. And it worked - the child could breathe again! Story tells that the mage was exiled for her deed, but this is how the first deadborn emerged in Mennara – a living being over whom Death stretched out his warding hand. Not many know that the last words she weaved into the curse were “This living being will not establish their final rest until after evil is expelled from Terrinoth”.
Druid. What once appeared an old stump now glows with living green light. Thanks to the great knowledge and mastery of the druids-gardeners. There will always be a place for them in the land of living trees, in the Forest of Aymhelin, where druids are welcomed day and night. It is unclear what forces a druid to leave Aymhelin Tree Nursery and quest through Terrinoth. But be sure, the blessings of the Great Treegod and his aymhelin scions will always follow druid in his quests. When a druid calls for help, the very forest answers his call.
Pyromancer. Fire god Kellos is well known throughout the Terrinoth. The diversity of followers and ministers of his Church is as great as the variety of his divine interventions in the life of Terrinoth dwellers. Kellos’ fire mages – the pyromancers – always act as a spearhead for the crusades that Church constantly performs against the enemies of her god. They purge with fire every filth they can find. They do it without a shadow of a doubt, even if that means sufferings or losses on their side. Because every brother know, that Kellos tests the faithful with the heat of his divine flame.
Runerunner. People will always need runes. Scholars, runemages, warlocks, sages, collectors – demand is huge and growing. Also, governors of many lands bring their rulings to control the market and confiscate the real gems of the world of runes for themselves. Not all runes are equally healthy, some even are dangerous, - they say. Therefore, there is always a shady job waiting for a volunteer crossing borders with a bag o’ rare runes. Some realize that the best way of obtaining a rare rune or two for their customers is to accompany a band of heroes in one of their weird crusades for the greater good. Sounds simple, but isn’t. You got to be really prepared if anything goes wrong.
TEP Hero Class Pack 4. Unpaid Debts. Includes: Cataphract, Investigator, Necrodancer, Parasite Host.
Preview (latest version):
Cataphract. There is a legend about Last King’s stallion Ox-head. He is remembered for his remarkable loyalty to his owner, King Daqan, for whom he continued to wait for many years following King’s vanish, and no one could tame him. Eventually Ox-head has disappeared, but bonded to the Daqan’s beloved realm and empowered with the Lost King’s magical vestiges he became a ghost. This legend is very popular among descendants of the survived King’s Mounted Guard members that till now raise their children with the sense of duty and love to their divided Homeland. And there is a reason behind such popularity among loyalists of the Elder Kingdom. The legend says that the King will be back, probably in a different appearance. There will be a sign to all the Terrinoth: a hero will rise among loyal, riding his ghost stallion with the Royal Banner in his hand.
Investigator. Sometimes it is hard to urge someone to pay for all the crimes his black soul committed. Violence does, in truth, recoil upon the violent, and the schemer falls into the pit which he digs for another. All debts mush be paid, but it is a capital mistake to theorize before one has data.
Necrodancer. Even dead have their debts unpaid. The necrodancer knows it for sure. This strange person collects souls of those who borrows from Life and Death. Life is something they are deprived of, because they abused it too much. All sorts of black soul people are now dancing like puppets, listening to the boneflute trill. They dance until they die, and then they dance again. This plainly absurd but horrifying train shows to each and every one in Terrinoth that there is a pay day, and they better be prepared to meet it.
Parasite Host. Rumour has it a hero has returned from Mistlands. No one knows that he is no longer the person he was before. He is a different kind of living being now. Brood of parasites under his pale skin working with inexplicable coordination to manipulate his mind, tendons and muscles. The concepts of duty and unpaid debt cannot describe the only aspiration that entail the foggy mind of the parasite host. Ensuring the well-being of the brood is much more than that. The brood needs only strongest and most viable carriers. Just like the new party members, with whom I met yesterday at the tavern. However, there is no «I» anymore. There is only the hive.
TEP Hero Pack 1. Puppet Uprising 1. Includes: Belthir, Splig, Tristayne Olliven, Milka Blackthorn.
Preview (latest version):
“You can fool all your minions some of the time, and some of your minions all the time, but you cannot fool all your minions all the time.” (Lord Maharab Leancoin)
Belthir: One must choose between honor and ambition.
Splig: It’s time for big green uprising! Me is the king!
Tristayne Olliven: I’ll show you all the colors of madness!
Milka Blackthorn: Look. This is a black mark… Well, you deserved it!
TEP Hero Pack 2. Puppet Uprising 2. Includes: Ardus Ix’Erebus, Lady Eliza Farrow, Kyndrithul, Zarihell.
Preview (latest version):
“You can fool all your minions some of the time, and some of your minions all the time, but you cannot fool all your minions all the time.” (Lord Maharab Leancoin)
Ardus Ix’Erebus: I do not fear death anymore. Ethernal oblivion is my enemy.
Lady Eliza Farrow: The secret of my beauty should stay secret.
Kyndrithul: I follow words of my father: “a lord’s foes face his watchful eye and ready sword, while his servants stand behind him in treacherous silence.”
Zarihell: I command spirits like a mother directs an obedient child.
TEP Overlord Class Summoner
Preview (latest version):
Summon. Lock. Command them. Then, summon again.
TEP Monster Pack 1. Creatures of the Night. Includes: Lycan, Night Goblin, Vampire.
Preview (latest version):
The best scheme makes its way in the dead of night.
Lycan. Many Daqan knights perished under lycan teeth before they managed to slay the Alpha and drive the rest off into the night. But the pack is always come back following their new Alpha.
Figure: Beastman, Oath of the Outcast.
Night Goblin. Unlike their craven-coward brothers, the pale skinned night goblins prefer open confrontation in a hit and run manner, leaving their enemies discouraged from dueling at range.
Figure: Goblin Archer, Base.
Vampire. Vampire factions are strong in the lands of Terrinoth. They rule the whole regions, terrifying their neighbors. Only the most skillful mages and knights can compete with even a low rank vampire. The secret lies in the vampire’s ability to drain life from their victims.
Figure: Changeling, Shadow of Nerekhall.
TEP Yaga Lieutenant Pack
Preview (latest version):
Common folk have given these three sisters the names Weavess, Brewess and Whispess, and call the threesome "The Ladies of the Wood". The Crones can hear everything that happens in their Twisted Forest and far beyond it in the lands of Terrinoth, predict the future, twist the threads of human lives and bring blessings as well as curses. No one knows their true names, nor what breed of monstrosity they in fact are. The one thing we know for sure is that watching eyes and a helping hand of their mother Yaga who is said to be the Witch-Queen of the Dead are always with Yaga’s daughters when they need them.
Figure: Widow Tarha.
DOWNLOAD (zip):
TEP En print ready PDF, A4, CMYK
TEP Individual Cards En
TEP Individual Cards De
TEP Individual Cards Ru
TEP Individual Cards Es
DISCLAIMER: ALL CONTENTS BELONG TO THEIR ORIGINAL AUTHOR.
MANY THANKS to all who inspired and helped me with the TEP.
Tell me if you plan to translate my work into your language or use it in any other way than playing D2Ed.
Yours Sander Engel (seeman8813)
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Volkren reacted to period3 in can we PLEASE get some new core sets?
Right now anyone who wants to play has to buy a rebel vs imperial core set. New players may not want to invest in those factions, for one, and x-wing 1.0 players with loads of x-wings and tie fighters do not want to buy more. Can we please get a resistance vs FO core set?
Awkwardly proxying a core set until then, or until somebody gets me a core set for xmas.
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Volkren reacted to TryFal in FF Please stop ignoring Descent... :(
Someone shouldn't ask direcly, they will get an answer as always, 'stay tuned' of something like that. Instead someone should start like this:
Its been over 2 years since you released any physical content so we can assume this is dead, there will be no more physical content because that would be strange after 2 years. But for the last 2 years you guys keep saying 'something is coming', or 'stay tuned', so the RtL app would be the most logical explanation, but here we also hear of see nothing.
What would you think this would do with your fans or new customers (since RtL) if they found out you're not bringing anything new to the table? So the reason behind your 'stay tuned' would be a 'pure selling' statement right?
This should be asked, because we already know the answer on the question: Will there be anything coming for D2?
...'stay tuned'...
And by asking it like this you can corner them about a presumably announcement of D3 (which I'm not interested in btw).
Cheers!!
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Volkren reacted to Darth Meanie in CLONE WARS CONFIRMED
Remember when people used to piss and moan about a 3rd?
*snort*
I honestly think this will help game balance and diversity. With 7 choices, you'll see a lot more different things on the table, because everyone can run their favorite era.
My only critique might be than now S&V sorta becomes this dumb catch-all, regardless of era.
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Volkren reacted to eMeM in CLONE WARS CONFIRMED
All those prequel haters in my thread...
Cheer up, there are sequels coming even sooner and supposedly you won't have to buy anything from factions you don't like*
*not true but let's pretend
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Volkren reacted to Innese in CLONE WARS CONFIRMED
There is a disturbance in the Force... Like thousands of wallets just cried out in pain.
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Volkren reacted to ViscerothSWG in Which faction(s) would you collect if the prequels were included?
Gungans
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Volkren reacted to SmartCookie in AMA with Frank and Max - all questions and answers
AMA with Frank and Max
Can you talk about your vision for how the TIE Phantom will play on the table in 2.0 and why some of these changes were made?
MB: At three attack dice, the TIE Phantom is able to be cheaper, which expands the list building opportunities for it. We found in testing this made it an interesting addition to a lot of Imperial lists. With the Cloak action, it remains a unique piece for the Empire to use. By contrast, the VCX and YT-2400 are much more the cornerstones of the list they're involved in, because they have so much hull. Having four attack dice is necessary for them to function at their cost.
How frequently can we expect a re-balancing of points? Outside of scheduled updates, if something is quickly shown to be unhealthy for the game, is the option of an emergency update to the app/points something you are willing to do?
FB: We are planning on making point adjustments on a scheduled basis. Only a handful times of year. We are still settling down on how often, but the numbers we are looking at right now are between 3 and 4. You shouldn’t run into a problem where in the time between when you leave your house to go to the event and when you arrive, points have changed.
MB: In terms of emergency updates, we would very much like people to be confident that the point values are accurate, so this isn't something we would want to use unless it was absolutely necessary, but never say never!
What are some of the themes that you felt you needed to attach to the factions and how do you plan on preventing these identities from blurring together with the expansion of the game?
MB: Splitting the Resistance and the First Order off means that the core factions of the game are smaller. As a result, we don't have to worry about as much of one faction being able to do absolutely everything, but certain factions do overlap in some ways. For instance, Rebels and Scum both have access to Illicit slots, but the Resistance does not, which helps anchor the thematic differences and similarities between those three factions.
FB: The Empire plays up a bit more of having commanders issuing orders that the other pilots need to follow. The First Order on the other hand, does so much more aggressively, possibly to the detriment of said pilots.
MB: Access to Force users and high-initiative pilots varies by faction and can be seen as another defining feature.
Is getting more named ships (even the cheap ones) on the table a design goal, or would you like to see more generics on the table in second edition? What does a fun squad look like for you? Half generics? 75% Generics? 25% Generics? Or is not a design concern at all?
Basically, is variety in lists for generics/named pilots something that you go out of your way to influence and design, or just let the community figure out as we go? And if you do have goals for seeing generics in competitive play, how often do you like seeing them appear?
FB: With our ability to adjust point costs, at different times in the game's life, generic pilots and named pilots will fill different roles. Different game modes will encourage different builds. Some game modes will have a limited card pool and will force players to try builds they would not have played before.
MB: Keep in mind that the ability to alter upgrade slots available also gives us a lot of flexibility in adjusting generics up or down, compared to named pilots. Some generics in first edition would have benefited from a talent slot or an extra mod slot, and we can make these sorts of changes to incentivize or balance generics as necessary. And we can take away slots if certain generics or named pilots prove too powerful with them.
How will you distinguish between strong squads/cards and squads/cards that need to be changed or nerfed?
FB: This is a pretty subtle distinction. It honestly comes down to the fact that we don’t want a specific ship, upgrade, or list to dominate for too long. We want to keep things moving and shifting—a stale meta-game is a boring meta-game. That said, we don’t want to it be a hurricane of changes that make the game difficult to follow and impossible to plan for. New content being added with new waves certainly shift around what’s good, but we are not afraid of shifting point costs of things that were staples of the meta-game just to make people have to adjust their thinking.
As an aside, some events will force players to rethink what cards are useful by shifting which cards are allowed.
There are a number of ships such as Rebel Fenn Rau that no longer have range requirements on abilities that require you to be in arc. Is there something in the rulebook that makes stating range requirements unneeded?
FB: This is an easy one: yes. Since the only measuring tools provided by the game are the range ruler and the maneuver templates, rather than constantly restating “inside your (firing) arc at range 0–3” (since a firing arc can’t be measured with those components beyond the range ruler), we just put a rule in that says measuring inside your arc goes to the end of the range ruler (i.e. up to range 3).
Are you still open to the idea of occasional FAQ posts for the sake of changing a card's text rather than just clarifying it, or do you think that kind of situation only clutters the game and belongs in 1.0?
FB: Getting the opportunity to rewrite the game's language, we had the entire backlog of first edition content to explore all of the abilities we are going to explore in second edition, and therefore, could write the language anticipating a lot of these game effects. Ideally, this will mean we don't need as much clarifying FAQ. Additionally, the app will include the most up-to-date versions of cards in cases where we might need to do errata.
Can you talk a bit more about Force Powers and Light Side/ Dark Side powers and how you see these influencing the game in ways that differ from Pilot Talent upgrades?
MB: Light side and Dark side Force Powers give us a lot of ability to evoke the theme of the unique Force abilities we see in Star Wars. And then of course we have characters like Maul, who can let characters access powers they normally couldn't (he's a bad influence on Ezra).
FB: Force Powers tend to be more paradigm-breaking, allowing pilots to do things that no other upgrade would let them do. Talents tend to reward you for good flying, or give you interesting tricks that reflect experience in the cockpit.
Will Force Users have a serious point premium?
MB: Yes, Force Users will pay a significant premium. The Force is the greatest power in the Star Wars universe, and you'll have to pay for it.
if you're stressed and reveal a Red maneuver, what happens in 2.0?
FB: The ship does a white 2-straight maneuver.
Do you plan on expanding the smaller factions more aggressively than others to try and make them similar sizes again? Are there any thoughts or ideas about future implementation of new factions?
FB: In the game mode for only re-released ships in second edition, we plan on keeping the factions at similar sizes. In the long run, we'd like all the factions to grow towards the same size, but this will be influenced by the specific ships that exist.
Are you balancing the calculate action through a reduction in point cost or will we see situations in which calculate possess advantages or interactions not possible through focus? If the latter, will these advantages and interactions be a possibility for all droids, or only for certain droids with the advantage baked in (like all the droids with access to multiple calculate tokens)? Will we see advantages that are drastically different to multiple calculate tokens?
FB: Hecks yeah! We have a lot of fun ideas in mind on how to use calculate. The ones you've seen so far are typically generating multiple calculate tokens, but we have a lot of fun ideas coming up. :]
MB: (That's a droid smiley face.)
FB: Occasionally, ships will be cheaper if they have calculate instead of focus. Of course these will be droid pilots rather than organic pilots.
Can you comment on your design thoughts for rule breaking upgrades? For example, a gunner that would allow you a free action to turn the mobile arc without spending an action is 'effectively' the same as the old 360 degree turrets from first edition. Does your design mantra afford the ability to break these fundamental rules with limited cases? Was the goal to drastically reduce 360 turrets, but not eliminate the possibility completely?
MB: Clearly, you're talking about Luke (Gunner). Obviously, this card has been contentious. There are a number of interesting factors at play in the design of this card, some of which people have picked up on and others we want to highlight here:
1). Some cards are calibrated more for certain modes of play than others. Luke (Gunner) is a great example of a card that is targeted—and costed toward—use at the casual level. It helps new players get a handle on the mechanics of turrets, but rewards them for “proper” use of the rotate action and good flying (because they can spend the Force point on modifications instead of rotation). However, its high cost means that taking it at a tournament level probably isn’t optimal for many builds.
2). Speaking of cost, one thing that has changed enormously in Second Edition is the thought process behind costing upgrades. Simply put, upgrades can cost a lot more than they did before. Previously, individual upgrades only very rarely cost more than 10-20% of a ship’s cost. Now, an upgrade that brings as much benefit as an inexpensive ship (such as Luke (Gunner)) will cost as much as an inexpensive ship.
3). Many people have pointed this out, but it bears repeating: Luke (Gunner) interacts differently with the core conceit that flying ships is important, but it doesn’t invalidate it, because Luke (Gunner) is always better if you don’t need to use his ability to rotate the turret, which you accomplish by flying your ship correctly.
4). Finally, and this gets most to your point, one thing people haven’t picked upon as much is that Luke (Gunner) fits in very closely with the mechanical theme of the Force in Second Edition. The Force allows characters to do things that would normally be “impossible” (yes, even for a computer). Force powers and Force user characters get to do things nobody else can—but they have to choose which tricks they want to be able to do, and they pay for this flexibility in points.
FB: What he said.
What are some of the less obvious lessons you've learned from the first edition and how have they shaped X-Wing 2.0?
MB: Players really like dice modification effects, but too many dice modifications that don’t require particular conditions or flight patterns make the game less healthy overall. Dice randomness might feel bad in the moment, but dice certainty makes for a weak game experience overall. So, to this point, we wanted to make sure that you can still get dice mod effects, but you have to engage with the core activity of the game to get them or they cost some sort of diminishing resource. You'll notice a lot of dice modifications (like Predator) are now restricted to the bullseye arc, or are now charge-based like Elusive.
What role do you see for control (stress, jam, ion, tractor, etc) mechanics of X-Wing Second Edition?
FB & MB: Good question!
FB: We felt that certain effects (such as Ion and Stress) become incredibly negative play experiences in large quantities. We want to keep a cap on these effects and are carefully dishing them out.
MB: Ideally, we would like to see Ion, Jam, Tractor, and other de-buff effects as part of a toolbox of options that a list has, but not as the defining feature of a list. We have calibrated them and costed them as such.
FB: I like your answer better than mine.
Now that you have the ability to modify the point costs of upgrades on a per ship level, do you plan to use this ability more as a reactionary measure, or a proactive measure?
FB: We will be doing both. If we anticipate a card doing too well with new content, we will preemptively increase its cost. In contrast, we will certainly also take reactionary measures to bring balance to the Force—er... game.
What was your favourite design epiphany in 2.0?
FB: Making all turrets behave as mobile firing arcs. Also to account for ships that relied on that mechanic, we added the double turret arc.
MB: We made a prototype and left it on Frank's desk as a proof-of-concept that the smaller base could accommodate a mobile arc so that it would be the first thing he saw when he came back from vacation.
FB: And I said, "Let's do it!"
You've mentioned with the App the ability to ban cards from list building; is this intended to create a upgrade/pilot card rotation for competitive play or mainly as a last resort if a certain card becomes too dominant?
MB: It's not so much banning as certain events will have a list of specific cards that will be allowed. This might be based on theme, such as the Battle of Scarif, or it might be based on other considerations. X-Wing is a game with an enormous amount of possibility for different modes of play, and we are excited to explore them.
Can you explain the design decisions that kept known force users such a Corran Horn from having the force ability in X-Wing 2.0?
MB: Having a Force rating is not the only possible reflection of being a Force user and many Legends characters (but some canon characters too) do not have a Force rating in all of their incarnations. They do, however, have abilities that reflect their connection to the Force. For instance: Corran's second attack breaks a fundamental paradigm of the game (attacking once per round) much as a Force power would. Similarly, Leia (Crew) does not add a Force rating to her ship, but her ability does reflect her Force potential in addition to her prowess as a commander.
Please do not send us copies of "I, Jedi"—we've read it.
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Volkren reacted to Odanan in Odanan's 2nd Ed. Custom Cards
Wow, that was fast!
My first 2nd Edition custom card:
EDIT: nerfed ability, serious title.
Custom pilot Template here:
https://odanan.deviantart.com/art/X-Wing-2nd-Ed-Template-v2-748403857
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Volkren reacted to Khyros in Extrapolating from the Rebels Conversion Kit
Okay, now that we have a full rundown of the Rebels conversion kit, we can make a few assumptions and educated guesses as far as what’s in the other kits.
But first, let’s take a look at assumptions/not-so-obvious knowledge from the Rebel kit. The “wave 1” content is not included in the base content of the conversion kit. And what I mean by that is that the pilots and cardboard insert totals are higher than the stated amount because they don’t include the new wave 1 pilots. Second, they are providing us with 4 pilot cards for large base ships. This is probably due to only wanting 2 ship inserts due to the cardboard real estate they take. It’s important to note that we don’t know if this comes via 3 uniques and 1 generic or 2 uniques and 2 copies of a single generic, but that doesn’t affect the overall counts. Finally, the ships with more than two dials do not support generics for every dial, it seems like it’s 1 unique + remaining generics. There are potentially 2 bases remaining, but everything points to the conversion set and wave 1 content being independent of each other. Therefore, I would state that those 2 extra bases are actually X/Y wings to make the conversion kit “complete” less the extra ship tokens provided by the wave 1 add on content, and that wave 1 add on content is specifically Thane, Norra, and Evaane.
Known Quantities Qty Size Dials Generics Uniques Bases Cards Total Notes Dial Sq-mm Base Sq-mm Sq-mm Total A Wing 3 S 3 2 2 3 6 Only 2 sets of generics 10875 3675 14550 ARC 170 2 M 2 0 4 2 4 Extra base for uniques 7250 5000 12250 Auzituck 2 S 2 1 2 2 4 7250 2450 9700 B Wing 2 S 2 2 2 3 6 7250 3675 10925 E Wing 2 S 2 2 2 3 6 7250 3675 10925 Ghost 2 L 2 1 3 2 4 Only 1 Generic Pilot Card 7250 8450 15700 HWK 2 S 2 1 3 3 5 **still weird** 7250 3675 10925 K Wing 2 M 2 1 2 2 4 7250 5000 12250 Falcon 2 L 2 1 3 2 4 Only 1 Generic Pilot Card 7250 8450 15700 Phantom 1 2 S 2 0 4 2 4 Extra base for uniques 7250 2450 9700 Phantom 2 2 S 2 0 4 2 4 Extra base for uniques 7250 2450 9700 Sabine's TIE 2 S 2 0 4 2 4 Extra base for uniques 7250 2450 9700 U Wing 2 M 2 1 3 2 4 Only 1 Generic Pilot Card 7250 5000 12250 X Wing 2 S 2 2 4 5 8 Wedge/Red, Garven/Red, Biggs/Blue, Red/Blue
Thane/Thane 7250 6125 13375 Y Wing 2 S 2 2 4 5 8 Horton/Gold, Dutch/Gray, Gold/Gray
Norra/Norra, Evaane/Evaane 7250 6125 13375 YT2400 2 L 2 1 2 2 4 7250 8450 15700 Z95 4 S 4 2 2 4 8 Only 2 sets of generics 14500 4900 19400 Accounted Ship Tokens 46 87 Accounted Pilot Cards 216125 Total Ship Tokens 46 87 Total Pilot Cards
Okay, so that’s good to know. Now, let’s make some assumptions and apply it to the imperials. Let’s start with the entire 3+ copy units only get 2 sets of generics. Let’s also assume that there are at least 2 generics on each S/M base. Let’s also assume that there are 2 uniques and 2 cardboard for TIE/x1 and TIE/ln that are “wave 1.” This puts us at 40/48 bases, and 79/93 pilots. 6 bases and 12 pilot cards could be gained by giving full sets of generics on all non-TIE/ln, putting us at 46/48 and 92/93. Obviously I have a wrong assumption here, probably about the TIE/ca and/or TIE/ph having 2 generics. But we can still learn something. Due to the quantity of cards and ship tokens the imperials have, it is not feasible for them to receive the same treatment of “ships with 3+ dials don’t get a full set of generics.”
3+ Dials -> 2+ Generics Qty Size Dials Generics Uniques Bases Cards Total Dial Sq-mm Base Sq-mm Sq-mm Total Gunboat 3 S 3 2 2 3 6 Only 2 sets of generics 10875 3675 14550 TIE v1 3 S 3 2 2 3 6 Only 2 sets of generics 10875 3675 14550 Lambda 2 L 2 1 3 2 4 Only 1 generic pilot 7250 8450 15700 TIE x1 2 S 2 2 2 3 6 +2 uniques +2 bases for Wave 1 (not included in these totals) 7250 3675 10925 TIE Agg 3 S 3 2 2 3 6 Only 2 sets of generics 10875 3675 14550 TIE sa 3 S 3 2 2 3 6 Only 2 sets of generics 10875 3675 14550 TIE d 2 S 2 2 2 3 6 7250 3675 10925 TIE ln 4 S 4 3 2 6 11 +2 uniques +2 bases for Wave 1 (not included in these totals). Only 3 sets of generics 14500 7350 21850 TIE in 3 S 3 2 2 3 6 Only 2 sets of generics 10875 3675 14550 TIE ph 2 S 2 2 2 3 6 7250 3675 10925 TIE pun 2 M 2 2 2 3 6 7250 7500 14750 TIE st 3 S 3 2 2 3 6 Only 2 sets of generics 10875 3675 14550 VT49 2 L 2 1 3 2 4 Only 1 generic pilot 7250 8450 15700 TIE Reaper 0 L 0 0 0 0 0 0 0 0 Accounted Ship Tokens 40 79 Accounted Pilot Cards 188075 Total Ship Tokens 48 93 Total Pilot Cards
Looking at Scum, we come up with a similar conclusion. We’d be at 90/99 pilot cards, and 45/52 ship tokens. Adding those in would put us at 50/52 ship tokens, and 100/99 pilot cards. Again, there’s probably a few bad assumptions over number of pilots. But the same fact remains – we shouldn’t be expecting this deficiency to be following the other factions.
3+ Dials -> 2+ Generics Qty Size Dials Generics Uniques Bases Cards Total Dial Sq-mm Base Sq-mm Sq-mm Total YV666 2 L 2 1 3 2 4 Only 1 Generic Pilot Card 7250 8450 15700 HWK 2 S 2 1 3 3 5 7250 3675 10925 IG2000 2 L 2 0 4 2 4 7250 8450 15700 Kihraxz 3 S 3 2 2 3 6 Only 2 sets of generics 10875 3675 14550 Kimogila 2 M 2 1 2 2 4 7250 5000 12250 M3A 4 S 4 2 2 4 8 Only 3 sets of generics 14500 4900 19400 G-1A 2 S 2 2 2 3 6 7250 3675 10925 Fang Fighter 3 S 3 2 2 3 6 Only 2 sets of generics. +2 Pilot +2 Bases for "wave 1" (not included here) 10875 3675 14550 Jumpmaster 5000 2 L 2 1 3 2 4 Only 1 Generic Pilot Card 7250 8450 15700 Quadjumper 3 S 3 2 2 3 6 Only 2 sets of generics 10875 3675 14550 Scurrg 2 M 2 2 3 3 6 7250 7500 14750 Shadow Caster 2 L 2 1 3 2 4 Only 1 generic Pilot Card 7250 8450 15700 Slave 1 2 M 2 2 3 3 7 +2 Unique +2 Bases for wave 1(not included here) 7250 7500 14750 StarViper 2 S 2 2 2 3 6 7250 3675 10925 Y Wing 2 S 2 2 2 3 6 7250 3675 10925 Z 95 4 S 4 2 2 4 8 Only 3 sets of generics 14500 4900 19400 Accounted Ship Tokens 45 90 Accounted Pilot Cards 230700 Total Ship Tokens 52 99 Total Pilot Cards
All of these tables come from my full data collection of known info regarding XWM2.0: https://docs.google.com/spreadsheets/d/1DMqgr3MQPStvLtLQRCLr0b_hcvNz53Sow7IGB7gXN_U/edit?usp=sharing
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Volkren reacted to Commander Kaine in Full Rebel conv kit contents on FB
A marker to represent your daily intake of Vitamin C
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Volkren reacted to Tvboy in The missing factor: points!
I'm hopeful that you're the only who thinks this is a good idea.
Releasing the app doesn't stop you from using quick build rules, it's just going to piss off everyone that wants to play the real game and also throw a huge wrench into tournament play.
I cannot get truly excited for 2.0 until I start seeing points costs for the stuff I want to play with, otherwise I have no idea what's actually possible in 2.0.
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Volkren reacted to Force Majeure in Speculation: First Order and Resistance Conversion Kits
I want to say that the Silencer will be Medium sized base. That's the impression that I got and have no real justification for it.
The Resistance doesn't have any medium based ships, nor do either faction have any turreted ships (not counting the Falcon) light bombers like the Imperial TIE bomber, Scurrg, or Rebel Y-wing. Nor are there any ships with cannons (Tractor Beam, Ion, Flechette, etc.).
I don't want the FO to have near identical ships to the Empire. "Now with a tech slot and one more shield!"
Seeing as how there are so few ships for either two factions, my guess is that they will be pulling designs for ships from the new Fall show, Star Wars: Resistance. We'll see...
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Volkren reacted to impspy in Cross faction ships?
I wonder if we'll get FO and/or Resistance Epic Ships?
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Volkren reacted to MaelstromUK in Statistics / submit your plays
Submit your sessions using the form to contribute to the overall statistics for the game
Submit a play
View statistics
Thanks to all those that have already submitted their plays from the thread on BGG. Please post any suggestions, issues or thoughts here and I'll try to keep this maintained.
(Thanks to Tibs for his Eldritch Horror and other such versions)
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Volkren reacted to Judgement Dave in Petition Asking FFG to Provide a UGC Scenario Editor for Mansions of Madness e2
After Julia asked the devs about the possibility of a scenario editor for player created scenarios (aka User Generated Content or UGC) they suggested we start petitions for such on these forums and BGG. So, having not seen one here already, I'm starting one.
You may have seen that I started a similar thread over on BoardGameGeek, but if you visit these forums but not BGG then you may be interested in signing this.
Petition Asking FFG to Provide a UGC Scenario Editor for Mansions of Madness e2
The creation of the 2nd edition of Mansions of Madness from Fantasy Flight Games added a program to act as game master for scenarios. This is a great step forward, allowing for scenario variation/randomisation to increase replayability but sadly stops the production/play of player created scenarios (or User Generated Content, UGC).
The 1st edition of Mansions of Madness saw some excellent UGC scenarios that greatly enriched the game and it would be a shame to lose this from the 2nd edition.
To rectify this, we ask Fantasy Flight Games to please look into creating a scenario editor for players/users to create and share their own adventures to play using the games master program.
If you'd like to add your name to the petition, please reply to this post with a me too/I'd like this. I'll see how this goes and notify FFG customer service about it when it's got some steam.
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Volkren reacted to Unremarkable Cardboard Box in Ban Veteran Instincts
Veteran Instincts is the worst card and has consistently broken it or simply lead to insane pilot skill wars. These instances include:
TIE Phantom RAC Early Poe Nym Fenn and later Poe The only point in which VI was NOT really that prevalent was during the rein of the alpha strike scouts and attani mindlink (and even then it started to creep back during the latter).
Whole SHIPS are designed without and EPT slot, notably the Ghost and the K-wing, because of the possibility that they could then have taken VI.
By this point already PS9 is starting to be almost too LOW to be considered and ace and I can only imagine what will happen when the X-wing (with Wedge, Wes and Luke) come back and Krennick further improves aces like Vader and Quick draw. So VI will only get MORE prominent.
The argument against it is always "well you aren't getting another EPT if you take it" but a ton of the pilot abilities paired with everything else a ship can be equipped with more than make up for it. Not to mention most of these are maneuverable enough it that it stops you from getting shot so in many of these cases it is more useful than your 3 or 4 point EPTs like predator or expertise.
Pretty much every card game has banned cards, so can we just get rid of Veteran Instinct by this point? Adaptability too.
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Volkren reacted to Autosketch in What is your favorite Alt art card?
I'm shamelessly biased, but a defender one I did year before last turned out well, and a Rhymer card last year.
edit: and if you want the defender, you can download the files for free from here:
https://citrus7workshop.wordpress.com/downloads/
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Volkren reacted to Jehan Menasis in article up!
Imagine 2 damage.... And without possibility of regeneration...
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Volkren reacted to player2072913 in COTD #8: OS-1 Arsenal Loadout.
Hatchet-Man / PTL Vynder is so much fun, but I absolutely suck at flying him.
Alpha-class Star Wing: Major Vynder (26 + 14) + Push the Limit (3) + Proton Rockets (3) + Os-1 Arsenal Loadout (2) + Advanced SLAM (2) + Harpoon Missiles (4)
Anyone had any success with him?
