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Showing posts with label Tutorial. Show all posts
Showing posts with label Tutorial. Show all posts

Sunday, April 27, 2014

Ability Glossary


Think of this post as an extension of last weeks post featuring our Quick Start Tutorial. This week, we have decided to share with you our ability glossary that details all of the special abilities our cards will have.  Like our tutorial, we are working on adding the ability glossary to Visions of Zosimos to allow players to quickly remind themselves of the abilities we have created.


This ability glossary contains the Light Earth, Dark Fire and neutral abilities. As an added bonus, we have included the Void abilities as well to tease you in anticipation for our upcoming Beta!


X = number on the card

X(Y) = Damage(Turns)


Regenerate X


  • Passive healing: for as long as the effect lasts, this creature gains X Life Points at the start of each subsequent turn of it’s owner.


  • The ability that uses this may or may not allow the gain to exceed the original total.

Mend X

  • Active healing: the target creature gains X Life Points.


  • The ability that uses this may or may not allow the gain to exceed the original total.

EARTH-------------


Momentum

  • Gain bonus attack dice: upon casting Earth spells or enchantments, this creature gains a 1A bonus. Bonus dice are lost once used, and are used first before normal dice.


  • This ability and corresponding bonus dice are removed if creature gains Hulking.

Hulking

  • Gain bonus defense dice: upon casting Earth spells or enchantments, this creature gains a 1D bonus. Bonus dice are lost once used, and are used first before normal dice.


  • This ability and corresponding bonus dice are removed if creature gains Momentum.


Shelter X




  • Physical damage resilience: reduce any incoming Physical (done with Body dice) Life damage by X.
Camaraderie


  • Strength in numbers: For a number n creatures you control on the board which have Camaraderie, each will have an extra (n-1)A/(n-1)D dice.  These are normal dice not bonus dice, but they are gained or lost accordingly as Camarades are added or removed from the board to always match to total number of Camarades.


  • Ex:




    • 1 Camarade on board → 0 extra dice.


    • 2 Camarade on board → extra 1A/1D dice for both.


    • 3 Camarade on board → extra 2A/2D dice for all.


    • ...


Vision X


  • Reveals hidden ambush cards within X tiles of the user.

FIRE-------------

Burn X(Y)- Permanent Life damage over time: At start of each of the target's next Y turns, the target takes X damage.  Sometimes passive, where upon dealing damage it inflicts Burn on the target.


Scorch X(Y)- Temporary Dice damage immediately: The target takes an immediate -X penalty to Attack and Defense pools. This effect lasts for Y turns, at the end of which the amount of damage that was actually done by Scorch (which could be less than X) gets restored. Homunculi take this penalty equally to all pools.  Sometimes passive, where upon dealing damage it inflicts Scorch on the target.


Strike X- Lowers opponents’s defenses: When a creature with this attacks, up to X successful defense rolls of the defender are disregarded.


Raze- Destroys terrain.  Creatures can use this actively to destroy the terrain they stand on, or it may be used on the target of a spell, enchantment, or ambush.


Maim X- Increases attacking power: Gains an additional X dice for attacking from behind, in addition to the normal bonus of Back-Stab.


VOID-------------

Consume X- Passive Minion, Unit gains XA and XD each time it defeats an enemy unit in combat.  Not a new ability; similar planned for Spawn of Fenris


Decay- Passive Minion, unit loses 1A and 1D per round (minimum 0A or 0D), duration infinite.


Degenerate- Afflicted unit takes 1 damage at the beginning of its Draw Phase every round, duration infinite.


Plague X- Passive Minion, upon unit's death each unit in radius 1 takes X damage.


Contaminate X- Passive Minion, upon unit's death each unit in radius 1 loses XA and XD, permanently.

Thursday, April 17, 2014

Your Quick Start Tutorial

First off, myself and all of Forever Interactive would like to apologize for some recent difficulties when trying to log into Visions of Zosimos. The current client is currently getting an engine upgrade and causing some unexpected issues. It is in the process of being fixed. In the meantime, you may use a generic player client available for download here:


http://www.adrive.com/public/AQ5mFY/VozInstallFiles.zip


Inside are two files. First, run LnchInst.exe to install the Launcher. Then double-click the heal file to begin the client installation. After you login you will need to choose a world (Only be one choice currently available). Enter the world called "Forever Interactive Beta". The client will likely need to stream the art assets which can take a bit.


We will keep you posted when there is a new official player client available through the Forever interactive website and social media.


Second, I would like to thank those who stopped by our booth at the Midwest Gaming Classic and played the most recent build of Visions of Zosimos. I have created a quick start guide for new players designed to help with the basic information on playing Visions of Zosimos. Current and past players can also benefit from the guide as well.


VoZ In Engine Quick Start Guide


Basic Info:


Each player takes their turn and then followed by the computer. The game will end when the Win/Loss scenario is met.


Basic Card info:


Some cards will specify special abilities on the card, but here is a list of the most common card abilities:





  • HP: Health points





    • The amount of damage a card can take before dying.






  • A: Attack Dice





    • The amount of dice that a card can use while attacking.






  • D: Defense Dice





    • The amount of dice that a card can use while defending.






  • M: Movement





    • The number of hexes a unit can move during their Move Phase.






  • R: Range





    • How far away a unit can attack. If unwritten the range is 1.






Pool Information:


Body: Used to cast Physical Cards. Primarily Minion cards


Mind: Used to cast Magical Cards. Primarily Spell cards.


Soul: Used to cast Astral Cards. Consists of Ambush and Enchants.


Using Elemental Dice:


Elemental dice can be used to play cards, add movement per dice, and add additional attacks or defense. These are given to players when a terrain resource card is used. The dice refresh on your upkeep phase.


Win/Loss Scenario:





  • To win the game, you must defeat the enemy homunculus as well as the bosses.




  • You lose if your homunculus dies.




  • You do not lose if you run out of cards in your deck.




Order of Play:


Player 1 Turn:


1)  Upkeep-


This does not happen on your first turn of the game, but in all subsequent turns any inactive dice now become active.


 

2)  Draw Phase-


On their first turn, players can draw their full hand of six cards. On any other turn, players can draw up to 6 cards by clicking on their deck. Cards may be discarded to do so by right clicking on the card and pressing discard. Only 6 cards may be in the player’s hand at any time. Click on the Transfer phase button to end your turn.


 

3) Transfer Phase-


The player can transfer up to three dice from any Essence Pool (Body, Mind, Soul) from Attack to Defense or Defense to Attack within the same pool. You can do this by clicking on the little arrows above your dice pools. These dice remain active. Click on the Move phase button to end your turn.


 

4) Move Phase-


The homunculus can move up to four hexes and minions can move(M) the amount written on the card. You can do this by right clicking on the card you want to move and the hex you want to move your card. You may use one movement in order to switch the facing of your Homunculus or your minion. You do this by right clicking on your Homunculus or your minion once and then clicking on the adjacent tile you want to face. Click on the Play Phase to go to your next turn.


 

5)  Play Phase-


During the play phase, players can play any card as long as they have enough active dice the card requires. Player’s may play one Terrain Tile per turn. For each terrain Tile that a player has they have an equal amount of Elemental Dice. Once a card is played, move the dice used to the inactive pool on the opposite side. You do this by right clicking on the card in your hand and then right clicking on the tile you want to activate or place the card on.  Click Battle to initiate battle.





  • Spell cards have unlimited range.




  • Ambush cards can be placed 3 hex tiles from your homunculus.




  • Minions must be directly adjacent to the homunculus.




  • Terrain Tiles have unlimited range.




 

6a)  Attack-


Minions and the homunculus can attack as long as they are within range(R). Minions can attack using their Attack(A) dice and their targets may defend using Defense dice(D). All rolls of 4 or greater are successful. A higher number of successful attacks than defenses must be rolled in order to deal damage. To initiate an attack, right click on your minion or Homunculus and then you can choose the amount of dice to attack with by clicking the arrows as well as the pool type when attacking with the Homunculus. Clicking on the sword icon will initiate the attack.


 

Homunculi must defend against enemy minion attacks using their body pools. After attacking or defending that minion may not use those dice again until their next turn.


 

The homunculus can attack with any pool. The opposing homunculus must defend against that dice pool with the same pool. Minions can use their dice to defend from attacks regardless of the pool used to attack with. Any dice used to attack become inactive defense dice within that pool. Used defence dice go to the inactive attack pool. This dice shift only affects the homunculus.


 

You are allowed two additional attack dice if you manage to position your Homunculus or minion behind the target. The targeted monster will not be allowed to counterattack you either if it is not facing towards you. You then press the Battle phase button to end your turn.


 

6b) Defense-


While Defending from enemy attacks, you may defend with defense dice to negate damage or Counter attack which also uses defense dice but has a chance to deal damage and still take damage. Damage is dealt simultaneously.


 

If the enemy is attacking from behind, you may not counter attack.


 

You may also defend against spell cards.  The Homunculus must use the defense dice that corresponds with the Spell card while the minion will just use its defense dice. You can defend against spell cards and attacks by clicking on the shield icon.  You can counter attack by using the sword icon.


Player 2 Turn:


Player 2 now takes their turn, following all of the steps outlined above.


AI Turn:


After each player has had one turn any NPC units, including bosses and wandering monsters take their turn.


 

After defeating a wandering monster, you may place one dice into one of your pools (Body, Mind or Soul).


 

After defeating a Boss or a wandering monster, you may put a selected amount of dice into one of your pools (Body, Mind or Soul), and also shuffle your discard pile into your deck.


Homunculus Lab


 

By clicking on the “Lab” button, you can enter the Homunculus lab and edit your Homunculus using essences and creation points. The Store will be coming soon!



Elemental Essence #1


This is the physical form of your Homunculus. It also determines the size of your Body Pool, allowing you to summon more Minions.


 

Ego Essence #2


The deciding factor in your Homunculus’ posture and motions. It also determines the size of your Soul Pool, letting you place more Ambushes and Enchantment cards.


 

Alchemist Essence #3


The Alchemist determines the size of your Body Mind, giving you the ability to cast more Spells.


 

Creation Points #4


The number of points remaining to create your Homunculus. Each Essence Tier costs a different amount of creation points.


 

Create Homunculus #5


Click here to make a new Homunculus. If it says “Go to Store,” you have used up all of your starting allotment and will need to either delete one or buy more at the store before you can create a new Homunculus.


 

Select Homunculus #6


Click here to view your Homunculus.


 

Homunculus Properties #7


A description of your current Essence.


 

Homunculus Name # 8


The name of your Homunculus.


 

Deck Builder


You can enter your deck editor by clicking on the “Deck” button.


 

By clicking on the Create New Deck button, you can start the creation of your new deck. The left page will show the cards you can put into your deck and the right page indicates the cards in your deck already. Using the filters and typing in the title of the card make deck creation easy.  You can only have four of one card except for terrain cards and exceptional cards like the Paladin and Eldjotnar.