ah oui il est en EUR celui là tout va bien
Lorsque j’ai traduit les livrets, le livre de campagne ne comportait qu’un ou deux scénarios. J’attends de voir la suite…
Ah c’est toi qui a fait la traduction ? Ça m’était sorti de la tête ><. Et bien merci en tout cas .
Ah ben merci pour l’info, je ne savais pas. Par contre, j’ai payé via PayPal aussi. Mais d’un autre côté je me dis que Philibert a peu de chances d’être plus intéressant, sinon beaucoup de pledgeurs vont quitter le navire. Enfin on verra…
Tu savais pas que KS n’était pas un service gratuit pour les porteurs de projet ? Il se prenne un pourcentage de chaque pledge + la boite qui gere le ponctionnement des CB aussi
Du coup quand tu pledges une somme sur KS, si au final tu demandes a l’éditeur de te rembourser, dans la plupart des cas il va te rembourser que le montant qu’il a percu (environ 90% du montant qui tas ete prélevé)
D’ailleurs quand tu payes via Paypal, ce dernier se prend des frais aussi. Par contre contrairement a KS, ils sont en grande partie remboursés si le versement est annulé
Le PM n’est pas gratuit non plus, sauf Gamefound il me semble.
Et d’ailleurs même sur GF il y a des frais prélevés par l’organisme de paiement, que ce soit PayPal, Stripe ou autre.
Du moment qu’il y a paiement, il y a des frais.
Après faut voir si l’éditeur prend ces frais à sa charge lorsqu’il rembourse un late pledge.
Sauf que si tu paies par carte, il n’y a pas paiement tout de suite, donc l’annulation peut se faire sans frais.
Sur backerkit effectivement le prélèvement CB est fait a date fixe, pas immédiatement comme sur GF
Pour Paypal, oui ils prennent des frais, mais ils sont remboursés en cas de remboursement (paypal garde juste un tout petit dédommagement de moins de 1%)
Si bien sûr, mais je pensais qu’il y avait d’office des frais prélevés par le porteur, d’où un remboursement intégral impossible.
Ca c’est a la discrétion du porteur, il me semble que la plupart remboursent intégralement (la part qu’ils ont percu)
Par contre, certains porteurs refusent tout remboursement, même partiel. Il y a un flou juridique sur le financement participatif avec contrepartie, pas explicitement considéré comme une vente en ligne, et donc pour lequel le porteur ne serait pas tenu de rembourser le client.
Ouaip, en vrai je backe très rarement plus d’1 EUR lors d’une campagne, ca me laisse la reflexion jusqu’à la fin du PM, et dans beaucoup de cas je me dehype entre temps.
OK, c’est pas bien, car pour les projets que je fini par backer, j’aurai pu contribuer aux SG ou autres, mais bon chacun voit midi à sa porte
J’ai aussi tendance à mettre 1$ pour le principe et voir après, surtout si l’excitation retombe après une certaine euphorie. Mais j’avoue aussi que certains projets ont été des pledges instantanés sans hésitation.
Et voilà la grosse update … Du coup je viens de changer la date de livraison ^^
Update #29 - BIG Update & Project Timeline
Hey Hunters!
Today we are going to share many details on the current state of the project. We cover development, current challenges, miniature production and timeline changes. We decided to wait before making any announcement until having concrete data about our new schedule for the manufacturing front.
It is a big update, so… let’s begin!
Game Development
Let’s start from the game itself by saying that the development, despite some slight delays, is proceeding very well. In the last months we have been working on refining hunters mechanics and all card interactions in the game. The design of the core game is almost complete, with all the monsters currently being refined and tested. Intensive playtest sessions have been running efficiently for several months now (more on that in the next section).
General Rules Improvement
During the development we also made some changes to the rules that really improved the game flow and the overall balance of the game. Here below is a list of highlights and changes that can give you an insight on the overall design progress.
Monsters’ Life Track
The new life point track system we introduced for the monsters brings more elegance and simplicity to the game, also reducing the book keeping aspect.
All monsters now have 10 Wounds (same number as the rounds in the game) that are tracked on the monster board. Players deal damage and convert it to inflict a Wound based on the Toughness value of the monster. The Toughness is shown in the monster’s Stance cards and it changes between both Stances and levels.
As the Wound track gets to 6, Orouxen passes to Stance 2 with Toughness increasing to « 14 per player »!
The Toughness value scales with the player count and it really streamlines the math involved, keeping the numbers low and reducing the amount of tokens on the board.
When the monster reaches a number of remaining Wounds indicated on the card (the icon on the right), it gets to the next Stance!
Another advantage of this system is that from the Monster board you can see at a glance how much life the monster remains, so you can easily have a reference about the state of the game.
Character Level Up System
Speaking of hunters and character development, we worked on improving the level up system in the campaign mode. Instead of just getting pre-determined cards during the progress of the campaign, we designed a proper upgrade tree for each character in the game. This way, every deckbuilding direction is balanced and viable from the beginning.
Here is a scheme example for Dareon to show the idea:
The characters level up using a milestone system during the campaign. Each time a character levels up, the player unlocks one step along a direction/branch of the tree at their choice. Each branch is built around synergies with a specific Mastery card (but it is not only restricted to that) and each upgrade step offers two new Action cards (plus the Mastery card at the end of the branch) to be unlocked and added to the player’s card pool.
Characters will have a limited number of « level up moments » during the campaign, so every choice matters: which Mastery branches should you unlock? In which order? Which card better suit the equipment you want to craft?
Here are all Dareon’s upgrade cards divided by Mastery branches
Unique Hunter Mechanics
Another important improvement we made is related to the hunters’ unique mechanics. Basically, after collecting feedback and running many playtest sessions, we decided to spend the necessary time to enhance the characterization of each hunter. In facts, we realized we wanted to add/expand the mechanics to make each character even more different from the others in terms of playstyle and personality.
We do not deny that the process of refining and balancing new mechanics and abilities took us more time than what we expected since it involved delicate changes on both character decks and equipment. Anyway, at the end of the process, we are very satisfied of the results so far.
Here below we want to give you a quick overview of the updated mechanics and playstyle features for each character in the core game (please, keep in mind that some minor changes could still be made by the end of the playtest process).
Thanks to the characters revision, Dareon is now able to unleash his fury and enter in a « berserker » state. To represent this idea we introduced the Berserk keyword: everytime you deal damage, you may reveal a card with the Berserk keyword from your hand to draw 1.
A single keyword can change the character (with equipments and upgrade cards being redesigned accordingly). It not only adds to the theme, but it also help giving Dareon a crucial draw engine to accumulate stamina for some high cost cards, like Dragon Strike, in his deck. However, do not forget that in Primal your deck is a measure of energy connected to your vitality; so, drawing a lot also means hurting yourself in the long run… more on that below
The new Berserk ability really helps in focusing the base Mastery of Dareon’s deck, which becomes devastating with the right synergies
Dareon needs a good draw engine to play expensive cards like Dragon Strike and set up big turns!
Additionally, some Dareon’s cards, like Reactive Guard, have now the Resilience keyword. Resilience is another ability that has been introduced during Dareon’s deck design. It works similarly to Berserk, but it triggers when you suffer damage: everytime you suffer damage you may reveal a card with the Resilience keyword from your hand to draw 1. This not only is a great addition to the deck’s draw engine, but it also gives consistency to the character’s theme recreating the idea of a fighter getting enraged and more dangerous as it suffers wounds.
If you like the idea of high risk/high reward you will be definitely intrigued by some Dareon’s deck synergies and builds! Ready for some fiery weapon?
As you get to critical health (half or less HP) you can unleash some great combos. Primal Fury is a simple yet efficient example
Mirah was already one the most chracterized hunter in the game. Her base playstyle is centered around the idea of throwing arrows to the monster while keeping safe from its Attrition damage. What helps making the huntress with the Great Bow really unique, is the Volley mechanics. So, first of all, we further built synergies around it.
You won’t get enough of Volley!
Here is how it works: everytime you play a card with Volley X keyword (ex. Volley 2) you have to discard X cards from the top of your deck (ex. two cards in case of Volley 2) and deal damage to the monster for each Attack card discarded this way. Ready to fill the monsters with your arrows?
The base Mastery from Mirah’s deck is a great choice for a Volley deck.
These are only a few examples of the different weapons that synergize with a Volley strategy.
That being said, during the characters revision, we also worked on highlight another Mirah’s important ability, which is Blind. This ability gives her playstyle a touch of control (it actually lays the foundation for an interesting « control build » for her). Basically, when you Blind the monster, you consider now all Peril cards in play to be blank until the start of your next turn. It can be really good against some monsters that have powerful passive abilities in the form of Peril cards.
Looking for a good control deck?
Playing Thoreg is a lot of fun since the Stun ability that characterizes the bearer of the Hammer is probably one of the most interesting abilities in the game. When you Stun the monster not only you disable an active Behaviour card in play (it cannot trigger for the rest of the round), but you also have an ally of your choice dealing damage to the monster. In fact, you choose an ally to reveal any number of attack cards from their hand and deal damage for each card revealed this way. That’s huge and it opens to a great opportunity of team-play and cooperation.
Skullshock is a great choice for a Massive Blow deck which focuses on Stun
Then, we further improved Thoreg’s options by introducing another status condition he can now apply to the monster: Confused. How does it work?
First, when a monster is Confused it immediately turns to a sector at players’ choice (that’s a great way to control the board state). In addition, all Behaviours’ boost effects are prevented until the end of the round (however, the monster still spends struggle for them!).
Control vs pure damage: which do you prefer?
Despite the Hammer is very suited for a control deck, we also gave him different deckbuilding options for some damage oriented builds.
Devastating Strength is a good example of a strong card that focuses on damage output. This card is particularly interesting because it also allowed us to introduce a new mechanical perspective on the Mastery activation. Basically, every round, at the start of your turn, you may decide to activate it by receving a Strain token - that will weaken your hand for the next turn. Then, at the end of the round the Mastery loses focus (that is to say: you deactivate it!) so that every round you make a tough choice between having more stamina or receiving a big damage buff!
Ljonar is designed to be a support character and it is also a great choice for players that wants to build a defensive/tank deck. Given the many opportunities of teamplay in the game, playing a support role can be very satisfying in Primal: you can set up strong synergies with other characters, assist your allies and make great plays possible for your team.
With that in mind, we added a thematic ability that characterizes this hunter: Taunt .
Stun damage is equal to your weapon damage for each Attack cards you have in your hand!
Taunt works similarly as Assist: out of your turn you may discard the card to let your ally draw 1. However, Taunt also forces the monster to turn to your sector. This can be a very strategic resource in many situations - for example when the players must hit a specific monster’s flank.
Also, many cards that requires Ljonar to be in the Front sector (for example, the Volcano shield below) really shine and synergize with when is in the Front sector the Taunt mechanics.
Some interesting cards that works well as in a full support deck
Additionally, Ljonar has been equipped with the Retaliate ability. We introduced it to make a tank more efficient and fascinating. When you suffer damage, the Retaliate ability lets you deal damage in return to the monster by revealing specific cards from your hand.
Ljonar does not fear taking damage!
Combining Taunt and Retaliate with the Resilience keyword and some interesting control elements (see Block or Bulwark below for some examples), Ljonar has become a very flexible character with an interesting variety in the deckbuilding options.
Do you want to create some support-control hybrid deck?
Playtest
In the last months we have been putting a large effort in the playtest process to stress every mechanics and find the sweet spot in terms of difficulty for each monster. We aim to make every fight in the game balanced, but also different, fun and thematic.
To reach the quality we need, we decided to work together with a professional team of playtesters. We are happy to announce our collaboration with Play Up Games Studio (PUG Studio), an italian company based in Reggio Emilia, which offers a specialized playtest service.
PUG’s members are passionate game designers and experienced playtesters that collaborated on many different titles with both italian and international publishers.
With their help we are doing an extensive and in-depth playtesting with hundreds of sessions divided in multiple phases to analyse each monster at different levels and player counts. The test is proceeding smoothly so far and it will continue through the beginning of the next year.
Current playtest progress
In the last months we’ve already done a large amount of work on the core game content. However, stretch goals and expansions introduce new equipment, new monsters and also two additional characters, affecting the overall balance in deckbuilding and crafting. For this reason the test of the expanded content already started in parallel to the core game and a significant part of the playtest in the next months will be focused on testing and finalizing the extra content from stretch goals and expansions.
Thyrea - Lore Development
For a project like Primal, game design is not only about mechanics and mathematical models, but it also involves the process of creating an entire game world and an original narrative background.
To give life to the world of Thyrea, we started a lore division assembling a dedicated creative team in charge of further developing the lore, the secrets and the history of this setting.
The Expanded Lore content we unlocked during the KS added quite a lot of extra work, but at the same time it gave us the possibility to explore the past eras of Thyrea developing deep connections with the main plot.
It’s really a passionate work that we cannot wait to share with all of you.
Traces of key events that took place a long time ago in the history of Thyrea are hidden in this map…
In the meantime, the artwork is proceeding hand in hand with the lore development. Many cool additions, like legendary weapons and items we unlocked during the campaign will be shared in the next few months as we finalize the legends of Thyrea.
Pledge Manager and Shipping
We are gratefull to all of you that participated to the survey completion on BackerKit. It has been important to us in order to finalize data for the manufacturing and fulfillment plan.
The global situation of shipping is still in development, and this crazy situation caused us many concerns and slowdowns in the past months especially for the Pledge Manager opening. Anyway, thanks to your feedback, we really made the right decision by postponing the collection of shipping. In facts, despite the general unpredictability of these times, we are confident we will be able to offer shipping rates in line with our estimates on the KS page.
Talking about freight shipping delays, as you can guess it is very difficult to make predictions at this point, but we are positive we will find a better situation once we approach the shipping phase later in the next year (more on this in the Timeline section below).
Manufacturing
Primal is a product on which our company will focus for a long time in the years to come. Thus, we are making a big investment on the production, with no compromises on quality.
For this reason we took the necessary time to do research and evaluate the best solution for the manufacturing of the game. In particular we focused on the miniatures quality to achieve the monstrous level of details that these models deserve.
During the last 4 months we received many samples from different manufacturers and we want to say that all of them provided us with good solutions. That being said, some of the models we received, turned out to be spectacular and perfectly aligned with the quality we need for this project.
We evaluated not only the quality of the model itself, but also the overall quality control process and the attention put by the factory during the file modifications.
After an accurate analysis we are happy to say we are about to pick the manufacturer for the production with the aim to start the tooling creation within next month.
Here is an amazing Vyraxen model - thanks to accurate file modifications, these models are kept almost identical to the original 3D renders
You can see the dynamicity of the pose being enhanced and the great level of detail resolution achieved on the monster’s scales and skin
Here on Mirah’s model we made the arrow more robust and we managed to make the details on armor and feathers emerge with a very high resolution level
The models you see in the pictures above are 95% representative of the final production. We are very excited to see such an amazing level of details and we look forward to showing more images as we progress through the tooling creation.
Updated Timeline
The research for the right manufacturer, the slowdowns for the PM - due to the shipping crisis management - and the extra amount of work we put on the game development, necessarily lead us to an update of the project timeline.
In facts, for all the reasons above, unfortunately the project experienced a delay with respect to our estimates. Comparing to our initial plan, we are sorry to announce that we accumulated a total of 5-6 months delay.
Here below we want to share with you all the details about our new updated timeline:
We are very sorry to be forced to stretch our delivery estimates. It’s a tough announcement to make and we hope you will accept our sincere apologies.
Throughout the entire process, we have been constantly choosing to make no compromises on the quality of the game, from the components to the design and the gameplay itself. Our company is fully devoted to this project and every choice we make is for the best of the game.
We know delays are the most annoying part of the Kickstarter experience; we have backed so many projects ourself and we know very well that unpleasant feeling. We want to truly apologize for that.
Primal is a gigantic and ambitious project, we say it in a positive and proud way. When we started it several years ago, we knew we had a long way ahead that would have demanded us a lot in terms of sacrifices, risks and hard work. But this journey is worth every single moment and you can be sure our effort is entirely dedicated to deliver you what it aims to be one of the best game experiences in the genre.
Once again, thank you for being part of this community and for supporting our vision.
We will be back next month with a Christmas update from Thyrea.
Until then, stay safe everyone.
Reggie Games
Septembre, ça semble super optimiste (et ce serait un sacré exploit par rapport à leur date de livraison initiale de mars). Dans le doute, il faut probablement mieux prévoir ça pour début 2023, mais sait-on jamais.
Pas tout lu dans les moindres détails, mais pas mal de bonnes choses dans cette update :
- Modifications au niveau du gameplay et des capacités des persos, avec arborescence pour les gains de niveau.
- Développement du lore.
- Les figs ont l’air de qualité.
- Excellent qu’ils aient fait appel à de « vrais » testeurs et qu’ils montrent la progression à ce niveau. Du coup, on devrait pouvoir être raisonnablement confiants à ce niveau.
- En revanche, aucune nouvelle de l’avancée de la VF…
Ah ah ouais bien tenté
Je ne sais pas trop quoi penser de l’arbre de compétences. J’aimais bien l’idée première, de pouvoir faire un peu plus ce qu’on veut…
De ce qu’ils disent justement, tu gagnais des cartes prédéterminées avant et donc tu n’avais pas de choix?
De ce que j’ai compris, avant, tu gagnais un niveau, et tu avais toutes les cartes de ce niveau à ta disposition. (Aucune idée de combien il y en avait).
Tu build en fonction de ton arme aussi.
Je trouve cette update plutôt bien branlée.
Ils ont franchement bien bossé et ça donne de plus en plus envie. Le délai, on s’en doutait. Ca semble tenable. Pas gagné mais tenable.