TTS Update: True Solo is unleashed!
This has been a long time coming, but we finally had a moment to update the True Solo rules (alongside an alpha rules document) and publish them on our TTS mod. So, now you can try the True Solo rules for yourselves!
I don’t have to mention this is all WIP
Mind you, the True Solo mode is not a balancing patch slapped onto your Knight or monsters to make the difficulty scale in your favor! Rather, it’s a new involved way to play the game – solo, or with 2-3 Knights; simply add as many Automated Squires as you want, so that the total number of Knights and Squires is four.
For a full overview of the True Solo Mode, head over to Update #14 here.
If you want a quick rundown… we need to start with the concept of the Squire Tactics Deck. This is a semi-random deck that governs all actions of the Squires, from deciding where they want to move on the Delve map, to Skill tests, adventure rolls, attack rolls, power rolls and surviving an Attack!
So, when you attack, you draw a card, check if you have hit, than draw another to check if you have wounded the monster. If you are hit, you draw an Obol – the Squires are not built to withstand these kinds of battles!
However, there are a few fun wrinkles on top of this, that make True Solo devilishly tactical. Squires have Squire Heat, tracked with replenishing counters, and these allow you to re-draw a card from the deck, shuffle the deck (it’s only shuffled when a Crit Success or Failure are drawn) or use a Squire Ability.
I wholeheartedly encourage you to try it: use your Squires as meat shields or tactically draw aggro onto yourself to utilize their spongy-ness in the critical late phase of the battle!
The True Solo Mode can be experienced here.
Important Note: These rules are a work in progress! There’s a lot of nuance in creating complex AI companions that will work over the course of the whole game, probably more than in creating a complex boss fight, so keep that in mind
Still WIP, but…
Lictor Hunters Spotlight: The gear in KF is pretty exotic
So, we haven’t yet settled on an Update schedule, and that means I can share with you anything I like (and currently work on)! A few times during the campaign we got questions about the gear and loot you can get in KF, and if it was going to just be bog-standard longswords and full plates, or something more exotic. Well. The Lictor Hunters are a low-level mob… and they still have a pretty funky item pool! Let’s talk about each piece in detail!
Organ Blowgun Loot
This is the signature Lictor Hunters weapon, one you can gain from a loot drop and turn the table on the poor primates! The Organ Blowpipe is a very fun weapon, though it requires a bit of getting used to. It’s an agile ranged weapon, and that alone is worth the price of entry as it allows far more positioning options than standard knight gear. It also grants access to a few specialized dart types, chief among them poison! Poison is a fun mechanic that slowly softens the enemy for you!
These are not bagpipes.
Sunken Bloom Camouflage Armor Loot
The second piece of loot from the Lictor Hunters is the Sunken Bloom Camouflage Armor. Yes, I know, it’s a mouthful, so we may change it down the line. However, the name aptly describes what this piece does: it’s an armor, so it offers some protection (rolls and re-rolls), doubles as camouflage (chance to reposition before the fight!) and is especially useful in both the Sunken Kingdom and the Barony of Bountiful Harvest.
Sneak in style!
Poisoned Gladius and Dagger Loot
This ancient set is said to be proof that the First Men once ruled over a vast kingdom, though sceptics point out that it’s just as likely that the primates raided and looted an ancient tomb of some yet-unknown human civilization and merely impersonate them now.
Either way, the Poisoned Gladius and Dagger is a great middle-of-the-road 2-handed weapon, offering the mobility of the knives weapon class with a higher penetration rate of the sword. As a bonus, the Lictor Hunters coat the sheaths with a mixture of deadly Utrabantan poisons, granting it the poison keyword.
Some say poison is purple. In KF, toxicity is purple…
Knight Blowgun
This is what happens when a Border Kingdom weaponsmith replicates a Forlorn design! The Knight Blowgun offers better range and damage, while retaining the agility bonus, however it does not offer specialized darts.
Sought-after Knight Trapper equipment
Lictor Mancatcher
This is another weapon created by the Trapper Knights of Liwijk who swore to chart the ever-expanding swamps of Utrebant. Though the order no longer exists, their pieces are valuable heirlooms and rare finds, prized among all who would venture into the Sunken Kingdom.
The Mancatcher offers both reach and pull keywords, essential in the hard densly-overgrown terrain, and its special ability to ‘manhold’ a mob at arms-length can be crucial in disrupting the First Men tactics.
*also effective against other Humanoids.
Grapple Katars
Last, but not least, are the Grapple Katars. This is a weapon that requires getting used to, you’ll be fighting in extremely close quarters, but offers a lot of power and versatility. The blades can shred through even the hardest of hides, and quickly too, and on top of that, can be used to scale giant monsters, climb trees or move through the dense underbrush. It is said they belonged to the Knight-Commander of the Trapper Knights of Liwijk, Rutger van der Bijl.
You picked the wrong Kingdom, bub.
About that loot…
As we dig deeper into the Kingdoms Forlorn designs, something stirs. Something quite exciting. We’ve made a few crucial steps to deepen AND streamline the Gear system of the game, to better reflect the adventurous nature and exploration of KF. I can’t wait to share the details on this… in a future Update
The Gondolier…
Is getting restless…
On tides of greed and rot…