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Showing posts with label PvPvE. Show all posts
Showing posts with label PvPvE. Show all posts

Friday, September 9, 2016

Materia Spotlight- Behemoth

“The great beast Behemoth was described by Job as a great, powerful and gentle beast. His bones are as strong as pieces of brass and are like bars of iron. The Light Realm took the opportunity and retrieved the fallen beasts’ bones and have being using it as Construct Materials.  The Behemoth lives on in the form of the Homunculus and it shows in the way it acts in the battlefield. It’s strong legs propel the Behemoth and the added momentum pushes back any creature that gets in its way.”


Welcome back students! In this Spotlight we are going to look at the Materia Card, Behemoth. If you didn’t know, Construct’s are what determine your Homunculus Movement Speed and Attack Range. This Construct, specifically, is all about moving around the board because of its passive ability. It is similar to Charge in the sense that as you move you gain power but it is unique in the sense that for every two movement, instead of Attack Dice you gain a point of Knockback. So as the Behemoth moves it builds momentum and with a total movement of four it can knock enemies back up to two tiles.


In the last post, we talked about what came first, the Name or the Ability and with the Behemoth I cannot rightfully say what did. However, I do know it’s ability was based on its art and model. Materia Cards did not start with abilities. They only determined the amount of dice your homunculus starts with. With that said, we had the model made and the rhinoceros horn really stood out to us. We wanted to feel like it was creating a stampede or a rabid animal chasing you down. We didn’t want to straight out give it charge (Which may not have existed at the time!) This is why we gave it this knockback ability that is based off movement.


The Behemoth is by far the most offensive Light Earth Construct and Materia overall. It is strange to think of Light Earth as this offensive force but they can pull it off very well and even if you don’t want to get up close and personal you can use this knockback as a way to control the board. The knockback the Behemoth has is based on the direction you are facing making it easy force minions into Glyph radii, Ambush trigger radii and into allied minions, walls or choke points. There is a lot you can do with a direct knockback!


Thanks for reading and we hope to see you this year at GenCon 2016 August 4th through the 7th! If you are new and would like to play the game yourself, click the link below and we will send you an Alpha Key!




Monday, June 2, 2014

The Inclusion of Victory Points

Visions of Zosimos is clearly a rare breed of video game.  It is the first true MMO CCG and board game. It is also one of the few games that is both a tactics and strategy video game. Tactics, dealing with the how a battle should be fought within a given board and how many minions and wandering monsters they must face.

Strategy, planning out your strategy to achieve certain goals is more long term planning than tactics. With the inclusion of Victory Points, Visions of Zosimos will have a whole new layer of strategy that we haven’t had in the game. Victory Points will ultimately determine the winner of each battle. Victory Points will change depending on the map making players rethink their strategies as well as their tactics. Killing the enemy homunculus is still the main goal but may not always claim victory. With the Victory Point system, players will earn points for defeating wandering monsters. The strength of the monster will determine the amount of points you will earn with the homunculus always being the most. In addition to this, games will have bonus objectives like conquering a boss’ territory after defeating it or collecting objectives on the board itself, such as bits of lore or relics that could be fought over. Be careful with enemy territories though, because bosses may re-spawn! Another thing to keep in mind is that objectives are long term and the points are gained at the end of battle. Victory points are currently under testing, both the points above and other objectives like achieving first blood from killing a minion.

Victory Points allow players to shape decks based around earning certain Victory Points. We also believe that they will create a sense of randomness so games are always new and exciting. Victory Points also create new strategies for team battles. For example, a three vs three match could mean one player goes for collecting lore pieces while the other two go after wandering monsters and lore pieces. Some teams may even try to end the game as soon as possible and go straight for the enemy homunculi.

Special Announcement for those who wish to join us!


For those who are trying to log in to old clients or players who wish to become part of our Open Alpha. The client that is downloaded is out of date due to a recent engine upgrade. It is in the process of being fixed. In the meantime, you may use a generic player client available for download here:


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 (there should only be one choice). Enter the world called "Forever Interactive Beta". The client will likely need to stream the art assets which can take a while. So please bear with us; once you are able to get into a game with that client, future loads will not take nearly as long.

We will keep you posted when there is a new official player client available.