Development Log
Anything and everything about the projects in development or other random stuff.
Playtest Notes from 7/25/19
My friend Jason came over and we played a 2 player game of Underworld. He chose the Knight-Errant and the Firebrand and I played the Treasure Hunter and Austringer. We both completely forgot to use our Hero Powers for the game. This made this run through the game feel pretty grim. My Austringer ended up with a Madness (Sadistic) and Jason’s Firebrand was wounded during the game. Had we both remembered to use our powers, neither would have happened… so balance is probably just right.
Changelog/Action Items:
Text that says “Foe heals +1” is confusing - perhaps shorten to Self Heals +1 or just simply Heals +1
Change Worm Tongue name to Hellmouth. Rename primary attack from Hellmouth to Worm Tongue
At the beginning of combat, all players can use 1 item (like a potion, or item ability) before combat rounds begin.
When a hero gets a wound, that takes them out of the combat. They recover half their Health at the end of the combat and come back into play.
On a TPK, the players lose half their gained Colony Resources and the Expedition ends.
Should probably considering disallowing Big Foes to be Stunned. It is too easy for the players to “stunlock” them rendering the fights much easier. Consider making Stuns reduce their Speed by 10 instead.
Armor Decisions
The starting armor decisions are weak and need to be re-evaluated. +1 Protection is still the “correct” choice. Need to consider other options for the +Max Health choices. Some ideas:
Increase Max Health values
Stress “Armor”
Regenerate After Battle
Add Utility effects to +Health Armor decisions (I like this one the most)
Firebrand Robes and Plate
One of the artists I have commissioned to do armor and weapons for came through this week with a really nice depiction of the Firebrand Robes and Plate starter equipment.