These scars will provide a +1 bonus to a single set of Abilities, with no downside other than possibly poor synergy with other Traits and Abilities. There are a total of 6 standard Battle Scars available. cards now block 1 damage of any type Pyromaniac : +1 Fire : +1 Fire, gain Burn Scrounger : One Loot choice is of a higher level than normal : In addition to Early Stage, the Hero can no longer take Treasure instead of Loot Tricksy : Start each quest with a level 1 Loot choice : In addition to Early Stage, no gold is gained from Treasure Standard Battle Scars As a rule, there will be both a benefit and a penalty by the time the final stage of any scar is reached, but whether the benefit is applied before (early stage) or after (final stage) the penalty is applied depends on the specific scar.įlesh Wound : -1 HP : -1 HP, gain Tenacious Fountain Addict : The Hero is drawn toward fountains, and the first tile card each turn always has a fountain : In addition to Early Stage, the Hero becomes immune to negative fountain effects Gullible : One Loot choice is of a lower level than normal : In addition to Early Stage, +1 to all gold gained from Treasure Hard Headed : +1 HP, -1 card : +2 HP, -1 card Hubris : Seeks out higher level Monsters (same pathing change as Barbarian's Deathwish) : In addition to Early Stage, +1 HP vs higher level Monsters Hulking : +1 HP : +1 HP, +1 Stupidity Paranoid : +1 Armour : +1 Armour, +1 Stupidity Punch Drunk : +1 Stupidity : +1 Stupidity, all Uhh. There are a total of 11 staged Battle Scars available, each of which starts out as the "Early Stage" version and transforms into the "Final Stage" version later. The full list of Battle Scars is below, separated by "staged" scars and "standard" scars. Determining which specific combination of scars is good or bad is up to each player, as both Hero Class and play style will have a very large impact on the pros/cons of each individual battle scar. Because scars are applied randomly and can never be removed, some Heroes will undoubtedly become favorites while others become completely unused, or may even be sacrificed in order to generate a new Hero of a certain Class. There are a total of 17 different Battle Scars possible, but each Hero can only receive 2 different scars. For those players who a fan of this feature, the options menu allows enabling or disabling the application of new Battle Scars. This feature that was added with v1.05 of Guild Of Dungeoneering, but the original system was completely revamped with v1.06. Especially for newcomers, scars add a level of difficult that may be better presented for someone who feels comfortable with the game's mechanics.Īll in all, this looks to me like a good direction to have taken the scars system.Battle Scars are Traits that are permanently applied to a Hero upon completion of each Dungeon. Even some of the scarier ones might not be as bad once rolled.ĭespite being someone who doesn't want to turn the scars off, I do think a mode where they need not be on (two types of New Game options, perhaps) would be appreciated. However this does mean you are never attached to any particular dungeoneer. You can never lose the game (even if your graveyard becomes increasingly crowded) and you have unlimited dungeoneers available to throw at dungeons. As they are now, there's very few combinations that wouldn't be worth working with, and I wouldn't want scars to be all positive anyways. Battle Scars We specifically designed Guild of Dungeoneering to not overly punish failure. This is good, as the old system incentivised ditching a dungoneer when they had poor scars. Keeping it to two scars helps from them getting overwhelming and avoids forcing too many inconsistencies, especially in a game where you want to try to get as much consistency as you can control.Ī couple of the scars look like a terror to roll (looking at you, Pyromaniac) but on net it looks like most scars provide enough benefit to match their detriments. I like the new change to the scar system, both revamping the scars so they're not strictly negative and keeping the limit to two scars per dungoneer.
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