Honnêtement je sais pas comment tu fais pour attendre patiemment…
Moi ça fait deux jours que ça me soule que ça ne fonctionne pas, avec en plus Malhya qui arrive dans 6 jours
Ça m’ennuierait de rater les deux à cause d’un bug de CB (ou même un des deux)
Honnêtement je sais pas comment tu fais pour attendre patiemment…
Bon désolé je reviens vous embêter…
Y a d’autres gens qui n’arrivent pas à régler leur pledge ?
Car la ça ne fonctionne toujours pas pour moi… toujours le même message d’erreur, sachant que j’ai essayé avec deux autres CB, dont une sur une banque différente.
J’ai essayé d’envoyer un message à ma banque, un à KS et un a l’éditeur du jeu. Pour l’instant aucune réponse et il reste 3 jours…
Si vous avez des conseils ? Ou si vous avez eu le cas vous même ?
J’ai déjà pledge plusieurs jeux cette année avec ma cb sans soucis jusque là pourtant
As tu reçu une fraude bancaire par sms ?
En début d année j avais ce problème mais pour tous les paiements par internet ma banque avait bloqué ma carte sur les paiements en ligne.
Sinon as tu téléchargé l appli bancaire car pour moi je dois valider la vente
Merci pour ta réponse.
Mais j’ai bien l’appli de ma banque, je n’en ai jamais eu besoin pour KS, et quand j’essaye de payer elle ne me demande/propose rien.
Et ma carte fonctionne pour d’autres achats internet…
Non vraiment je sais pas !
Y’a déjà eu des historique de kickstarter bloqué par la banque. Essaie de les joindre sur le numéro dédié a ta carte pour voir si ca vient de la (et je pense que c’est ta banque qui bloque)
J’ai essayé de les joindre mais les horaires des banquiers…
Je retenterai mardi !
Mais ce qui me surprend le plus c’est que j’ai eu le même résultat avec 2 autres cartes (Que j’ai « emprunté » pour l’occasion )
Sachant qu’une était d’une banque différente !
L’éditeur (très sympa) m’a répondu, mais ne peut pas m’aider
J’attends donc une réponse de KS
Et de ma banque mais mardi…
Je verrai pour Malhya si le problème se répète
T’as pas un numero 24/24 au dos de ta carte ?
Bon bah j’ai pas réussi
Par contre les mecs de Dark Horizon Games vachement sympas !
Ils vont essayer de m’ajouter direct au PM avec mon EB
Si vous pouvez me prévenir quand ça ouvre que je revienne vers eux
J’ai plus les news vu que je suis plus contributeur (bah oui j’ai pas payé…)
Tu es d’où ? Au pire je t’ajoute à mon Pledge Eb si t’es sur Paris ou alentours.
Ah c’est gentil
Oui je suis sur paris (enfin très proche)
Après s’ils m’ajoutent bien au PM je vais pas t’embêter, sinon… j’avoue ça m’intéresse !
Tu me diras
Nouvel update avec une deadline pour le PM autour de mi-Aout…
Update #28 - Moving Forward
Confirm your pledge!
We still have about 30% of our backers that have not confirmed their pledges, so if you are one of those, please do so! If you lost your survey, or never received one, please reach out to us and we’ll get you sorted out!
Pledge Manager Deadline
We still don’t have a firm date as to when the pledge manager is going to close, but as of right now, we are planning to hold it open until after Gen Con so that we can try and generate more awareness about the project that the convention. So, the tentative timeframe to complete pledges is the middle of August. At that time we will announce the shipping costs based on the current rates from Quartermaster and Spiral Galaxy. We’ll make sure everyone has plenty of notice before we lock the pledge manager so that you can make any last minute changes to your orders before we lock them.
Final Stretch Goal Achieved!
People have been asking about it, and it’s official, we made enough in the pledge manager to pay for sculpted bases for all miniatures in the game! We don’t have super fancy renders for the new bases, but we have some shots of what you can expect:
Berserker Touch Up
We also had the Berserker sculpt from the World Killer expansion tweaked a bit based on some feedback during the campaign. IT’s still a bit of a WIP, but here is a preview of the changes:
We received some new gear art that I thought I’d share with you! These are Allied gear, but we’ll have some Xethan cards to show soon!
Focus on Lt Hicks
“The enemy moves with a confidence and purpose that suggests a long history of conquest. You can sense it in their posture, see it in their gestures, feel it in the very air around them. Obliterating entire worlds is nothing new to them. The casual contempt they show our forces is galling. We are as nothing to them. Insects to be crushed. Resources to be consumed. Nothing, and less than nothing. But their unchallenged superiority has made them lazy. They expected to find no resistance, no obstacles, no effort. Instead, they have found us. They turn their lazy eye upon us only reluctantly, acknowledging our presence as we would a mosquito. An annoyance to be crushed. But we are not crushed so easily, and their annoyance begins to shift to anger. Who are we to challenge them? Who are we to disrupt their plans, kill their leaders, destroy their supply lines? We announce our presence like a dagger in the dark and shout over their corpse: ‹ We are AEGIS, and this is our planet! › We will fight you with stealth, with sabotage, and with guns. And if that fails, we will fight you with our hands. Every inch of ground you take will be paved with your blood. Your every step will be upon the thorns we lay down. Your every breath will be labored with the efforts of our resistance. You came here expecting to find another trophy for your empire, but instead you have found your grave.”
Hicks is a team leader that focuses on giving his fellow Operatives card draw and rerolls. Each Operative has multiple techniques you can build your deck around, and one of the paths Hicks can focus on is his ability to « take advantage of a bad situation ». Several of Hicks’s cards only produce effects when they are discarded during the Operative phase. The most common reason an Operative would discard a card is to gain a reroll after failing a check, but team leaders come equipped with the Command HUD (each class of Operative has a unique gear card they can choose to start with) which allows them to discard a card after another Operative fails a check to give them a reroll. Team leaders are very handy to have around, especially if the dice tend to hate you! Combining the HUD with his array of cards that trigger off of being discarded allows Hicks to turn a bad situation into momentum for his team!
Discarding his cards isn’t the only thing Hicks is good at, he’s also great at letting his team draw cards so you’re never out of options!
L’update de juin est arrivée et le projet avance plutôt bien
Update #29 - State of the game and current progress!
Hey everyone, welcome to another update! Lots has been going on, and there’s lots to share, so let’s get started!
Sculpted Bases and Project Status
First, we are happy to announce that all of the sculpted bases have been completed and we’re very happy with how they turned out! Here’s a sample:
Miniatures: 98% of the STL files have been handed over to LongPack for review. They will send us revisions that they feel are necessary to make them ready for mold creation. We are supposed to receive the suggested revisions within the next 3 weeks. After we receive them, we have to proof them and approve the changes, which will probably take a few days to a week. If everything is approved, LongPack will create the masters which will again be sent to us for approval. From there, the masters will be used to create the molds. The only STL files that haven’t been sent to LongPack yet are the 3d Terrain pieces, and that is because we are still making tweaks (mostly trying to determine the best overall size for them).
Art: nearly all art is complete, with the only work still needing to be done is roughly 50% of the Gear cards, and three Specialist cards.
Cards and Books: nearly all core box written material is complete. We still have some writing to do for the Campaign Book which is roughly 75% complete. The Campaign Book for the expansion is less further along, but work is progressing. The core box Rulebook is still being tweaked as we focus on streamlining the rules. Speaking of which, read below for an example of some of the changes we are testing:
Revised Spawn Cards
One change we are testing (which has been going well), is a change to how the Spawn cards are designed. Originally how it worked was that each individual enemy type had three Spawn cards associated with it (so the Vormacht Grunts had three spawn cards, the Ravager had three spawn cards, etc.). When setting up a mission, you would look at the Enemies being used for that mission, then build the Spawn decks by taking the three Spawn cards for each Enemy type present and shuffling them together into two decks (Basic and Elite). However, in our efforts to streamline the game, we redesigned the Spawn cards so that the Spawn decks were always the same, and there would no longer be a need to build the decks and take them apart during setup and teardown. This makes tabling the game easier by reducing the need to assemble anything other than the board.
How this works now, is that most missions will have seven different Enemy types, arranged by Initiative value, from 1-7, as seen here:
Old Spawn cards were designed so that when they were drawn it would tell you a specific Enemy to spawn and show a Spawn Event to resolve. The new Spawn cards instead spawn by INITATIVE value rather than a specific Enemy type as seen below:
To resolve a Spawn card, you look at the Initiative number in the upper right corner and spawn the Enemy type that has the matching Initiative value, then resolve the appropriate Spawn Event.
So, in the above example, if you drew this Spawn card you would look at which Enemy was in the #1 Initiative slot, spawn that Enemy, and resolve the Spawn Event for that Enemy (in this case, Grunts).
This new system presents some challenges, design wise, because we can’t have Enemies with the same Initiative value in the same mission. So, in the example card used above, we couldn’t have a mission that has Grunts alongside Gun Drones and/or Ravagers. But, while that does constrain our design a bit (and required the changing of several existing missions), we feel that reducing the set up and teardown time is much more beneficial to the player than it is a hinderance to mission design. So far our testing has been very positive with these changes and we are quite happy with the time it saves when we play. We hope you agree, but be sure to share your thoughts in the comments!
We received some new art recently for a couple of our Specialist cards and some Xethan Gear. Check out the new art below (note: this isn’t all of the gear art we received, just a sample):
For those that aren’t aware, Specialist cards are NPC’s that can be gained as rewards in certain Special Ops missions that can either give the team a benefit during the HQ Phase, or during mission setup.
Focus on Olivia « Mad Doc » Moss
Olivia “Mad Doc” Moss
“First of all, let’s get something straight right off the bat. I’m not JUST a scientist. Sure, I can talk quantum mechanics all day, but I can also shoot bad guys in the face with the best of them. I mean, I’d rather spend my time hacking the enemy’s pathetic excuse for server security, but if you need some bad guys shot then I’m there for that too. So, what I’m saying is… hold on a sec…I need to check some calculations…yep, looks correct, as usual. Anyway, what was I saying? Oh yeah, shooting bad guys. The rest of the team likes to talk trash and say scientists are a liability in a gunfight, but I hold my own just fine. What I like to say when they’re talkin’ trash is that I can always learn to shoot better, but they’re never going to get smarter.”
Olivia isn’t just good at science, she’s very good at killing bad guys…as long as she has a Xethan weapon. Most of her combat orientated cards center around using Xethan weapons and give her big combat boosts when she has one. This limitation may make her seem like a bit of a slow starter when you first begin a campaign, but Olivia is a combo character that rewards players for developing her over time. Like all Operatives, she has multiple ways she can be built, such as focusing on being a combat powerhouse with a Xethan weapon, or focusing on Science cards which have great synergy and allow for some powerful deck manipulation and fun tricks, or a mixture of the two.
We still have quite a few backers that have not completed their survey yet, so if you haven’t, please do! We know that a lot of people are waiting on shipping rates, and that is perfectly understandable. As with many other projects that have launched recently, we are waiting as long as possible to get the most accurate rates possible. We hate that uncertainty as much as you do. Believe me, it’s stressful for us. We are going to keep the pledge manager open as long as possible (basically until right before the manufacturer begins mass production). We will announce when the pledge manager will be closing well in advance, and will do so multiple times in multiple places. When we do have a set date for the close of the PM we will announce the shipping rates at that time so that everyone has the chance to review them. Anyone that isn’t happy with the rates we have and wants a refund will be given one (minus the standard 10% fees). After the pledge manager closes, all cards will be charged, orders locked, and refunds will no longer be offered. Again, we will give everyone plenty of notice before this happens (at least a full month). With the current state of the project, I would expect the PM to close either end of August, or September, but we will see how things progress.
For those backers that chose a language option other than English, we will be sending out an email to each of you individually to explain the current status of the translations based on each region and to get your thoughts and feedback. Those emails should be going out within the next two weeks, so keep your eye out for those if you are one of these backers.