Hero Mages
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1  Hero Mages Community Boards / General Chat / Re: Hero Mages Board Game on: May 03, 2012, 07:26:25 PM MT
Physical board game! Awesome! Any idea how much it's going to cost? And how will LOS work? It would also be awesome if we can get some online non-game-influencing bonus for buying the physical copy like alternative sprites.
2  Hero Mages Community Boards / Suggestions & Comments / HM Demo on: January 24, 2012, 06:41:04 PM MT
Ross, can you port it to the PC so those of us with only PCs can play as well?
3  Hero Mages Community Boards / General Chat / Re: Wondering. on: January 21, 2011, 08:10:25 PM MT
Hi, welcome! Yes, the game and forum have been dead for a while now, ever since the AI was released. A few other people and myself still log on once in a while to check if anybody else is on. But most of the time, we find the lobby empty and just log off immediately after that. It's really discouraging sometimes. I think we need a weekly game night, where everyone just logs in and do those 8 player games that we used to do. Also, we need to advertise more on popular game sites such as kongregate or newgrounds. We can probably get many more regulars if we do so.
4  Hero Mages Community Boards / General Chat / Computer Power Up? on: January 05, 2011, 10:26:36 AM MT
I'm losing more often against the computer now. Is it because I haven't played for a long time and my skills diminished or did the computer get a power up?
5  Hero Mages Community Boards / Feature Requests / Re: fm, and bard on: October 23, 2010, 11:31:11 AM MT
I think FM's anti-stun is fine. In fact, he probably needs it. Considering how FM is a melee focused mage, he has to expose himself more often in order to take advantage of his full capabilities.
6  Hero Mages Community Boards / Bugs & Support / Re: Stacking on: October 11, 2010, 10:46:19 AM MT
It is team distributed.
7  Hero Mages Community Boards / Battle Blog / 3v1 on: October 11, 2010, 10:42:26 AM MT
Most people would agree that 2 AI vs 1 is quite beatable. So, I decided that I would try 3v1. I tried 4 times and lost every single time. I got very close once but screwed up the last minute by forgetting that I was unable to sprint that turn. Anyway, here are some screenshots from that match.





8  Hero Mages Community Boards / Bugs & Support / Stacking on: October 11, 2010, 08:20:52 AM MT


The two computers are stacked above one another.
9  Hero Mages Community Boards / Bugs & Support / Discard on: October 11, 2010, 07:39:55 AM MT
Discard is not working.
10  Developer Diaries / Game Design / Re: Introducing the AI Thought Process on: October 05, 2010, 04:01:45 PM MT
I'm really excited about this. =D
11  Hero Mages Community Boards / Events / Re: Want to design your own Hero Mages character? Vote for us on indiePub! on: August 29, 2010, 11:29:37 AM MT
Not a serious suggestions but i thought it would be pretty funny scenario if someone plays this guardian

Zombie | Guardian
STR: 3  DEF: 12  LIFE: 5

Decay | Passive
Zombie and all surrounding units lose one life at the end of your turn.

Infection| Passive
If an unit is killed by Zombie or his decay effect, bring another Zombie guardian into play on the space of the deceased unit.


12  Hero Mages Community Boards / General Chat / Re: Full compilation of suggested units for indiepub games comp. on: August 29, 2010, 09:42:09 AM MT
Quote
Time Cleric | Mage  
[STR: 2, DEF: 13, LIFE: 6]
Ability 1: [0 valor] Self Recovery (Passive) -  The time cleric heals him/herself 1 point of damage every time he/she casts a Restoration spell.
Ability 2: [5 valor] Time Warp (1 Card) -  Target visible unit gains 1 movement space this turn if friendly, or loses 1 movement space next turn if opposing.
Ability 3: [10 valor] Future Sight (Passive) -  Player has the ability to see another player's cards if his or her mage is visible to Time Cleric.
Ability 4: [15 valor] Rewind (1 card) -  Undo the most recent effect that affected the target unit's life. Rewind cannot be used if the effect is over two.
Entry: Kin
 ***(Rating 4/5) - The effects are nicely balance, the only unbalanced part is, this mage is a bit weak, as it cannot help him/herself very well in an offensive manner.


I think that Time Cleric (TC) can be played offensively but not in the traditional sense. Time warp allows both the TC and his guardians to reach enemies that they normally couldn't. It can also be used to prevent enemies from reaching you. Imagine using the hit and run techniques that mages often do. Go in, cast the spells, and if the situation applies, you can use Time warp on the enemy's mage and then sprint out. They may be short of that one movement space that brings your mage into their LOS. Of course, they can sprint to reach your TC, but they would be wide open if they fail to kill him. But of course, you wouldn't put yourself in this situation because Future Sight allows you to see their cards. ^^

Rewind can also be played offensively by undoing opponent's heals. All of the possible spells/abilities that can increase one's life are:

1) Paladin's Combat Healing
2) Group Heal
3) Water Elemental's healing
4) Bloom (Bloom is actually removed. i.e. 7/7 becomes 6/6)
5) Healing Touch
6) Full Heal

Rewind allows you to undo 4/6 possible heals. Not to mention, it also serves as a heal for your team.

Lastly, Self Recovery makes TC difficult to kill. Three of out ten recovery spells are 0 mana, so they serve as a free heal. Another three only cost 1 mana. So 6/10 allows you to heal TC while doing their designated abilities for 1 mana or less.

So, these are the tradeoffs for a lacking an offensive power in a traditional sense.

On a side note, ethereal is still misspelled.


13  Hero Mages Community Boards / General Chat / Re: Full compilation of suggested units for indiepub games comp. on: August 28, 2010, 06:15:52 AM MT
Quote
Phantom Assassin | Guardian  
[STR: 3, DEF: 13, LIFE: 6]
Ability 1: Etheral (Passive) - The Phantom Assassin can move through other units, but may not end a move ontop of a unit.
Ability 2: Spectral Dagger (1 card) -  Attack a target visible unit with 2 attack dice.
Entry: Kin
 ***(Rating 3/5) - Giving more units range abilities will make the game off balanced forcing melee units to go extinct, and an extra attack ability that doesn't effect the usage of a regular attack makes it a bit powerful.


The 3 STR attack is melee. The 2 STR attack ability is range. It wouldn't be off balanced because psionist can basically do the same thing except that she's 2 STR melee and 3 STR range. Not to mentioned that her ability ignores DEF. The ability is also expensive at the cost of one card. It's only useful for unstun allies who are far away, killing off a weaken hero and an extra attack for those with cards to spare.

The extra attack ability is actually weaker because it does not affect a regular attack. It cannot be inspired.  A barb already has 5 attack dice automatically with 12 DEF and 7 Life. A 3/13/6 with a 1 card 2 STR range attack isn't better than a 5/12/7.

P.S. It's ethereal, not etheral.

Edit: I think i should make it 3/14/6 now. Since he is a melee unit, I don't think he would survive too long with such a low def.


Quote
Time Cleric | Mage  
[STR: 2, DEF: 13, LIFE: 6]
Ability 1: [0 valor] Future Sight (Passive) -  The time cleric may look at the cards in a players' hands if that players' mage is visible to the Time Cleric.
Ability 2: [5 valor] Dispell Magic (1 Card) -  Remove all magical effects from a target visible unit.
Ability 3: [10 valor] Self Recovery (Passive) -  Whenever the Time Cleric uses a restoration spell, he heals himself/herself 1 life.
Ability 4: [15 valor] Rewind (1 card) -  Undo the most recent effect that affected a units life.
Entry: Kin
 ***(Rating 2/5) - Future sight is quite powerful, and can give a player a huge advantage alone. Also giving a hero a dispell always, is beyond too powerful, making many spells your opponent uses, useless. Also the rewind effect, is too powerful, and yet useless. As it cannot revive a unit, and your opponent can control what it's last "life changing" action was.

1.Future Sight is powerful but mages only see each other when one of them is already going on the offensive. So it's not an ability you would use often.

2.You're right about dispel being too powerful.

3. I've always thought of rewind as being a heal. So, even if it is 1 hp, it's still worth it for the 1 card heal.

Anyway, a revised Time Cleric:

Time Cleric | Mage  
[STR: 2, DEF: 13, LIFE: 6]

Self Recovery| Passive |
Time Cleric gains one lost life each time the player casts a recovery spell.

Time Warp| 1 Card | 5 Valor
Unit the start of your next turn, target unit gains one movement space if allied or loses one if not.

Future Sight | Passive | 10 Valor
Player has the ability to see another player's cards if his or her mage is visible to Time Cleric.

Rewind| 1 Card | 15 Valor
Undo the most effect that affected the target unit's life. Rewind cannot be used if the effect is over two.

So basically, rewind can undo an opponent's pally heal, or group heal, but not healing touch nor full heal. It can also heal your units for 1-2 if the last effect is between 1-2.


14  Hero Mages Community Boards / Events / Re: Want to design your own Hero Mages character? Vote for us on indiePub! on: August 27, 2010, 09:48:57 PM MT
Actually change it to:

Phantom Assassin| Guardian
STR: 3 DEF: 13 LIFE: 6

Ethereal | Passive
Phantom Assassin can move through units.

Spectral Daggers | 1 Card
Roll two attack dice against target unit.

I want him to be a combination of Barb + Rogue. He's capable of 5 STR attacks (3 melee, 2 range). And ethereal would act somewhat like charge, allowing him to get to enemies that he normally wouldn't be able to reach. Please redo the balance rating for this guardian too.
15  Hero Mages Community Boards / Events / Re: Want to design your own Hero Mages character? Vote for us on indiePub! on: August 27, 2010, 08:34:37 PM MT
Dies, you got my assassin's ability wrong in the other post. The passive allows it to move through units like an air elemental. He does not move through walls.
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