Sur un jeu qui n’existe pas en VF, c’est rare qu’il y ait une grosse communauté FR derrière…
Même si la communauté est petite, elle existe et ça ne l’empêche pas de se regrouper sur un tierce plateforme
Tu as raison, apres verif, 570 backers français c’est carrément plus que ce que je pensais (bon, on sait pas combien de 1$ ya la dedans, ni le nombre de late pledges mais ca reste significatif…)
Présent !
Invocation de @Kptaingrostas …
Je suis là pauvres mortels !! Que se passe-t-il ?
Du coup, vous pensez que si je prend l’initiative de créer un discord pour la communauté, des personnes pourrait m’aider à ramener du monde et à le gérer ?
Notamment trouver des personnes ou une qui serait intéressé(s) pour traduire les cartes (au moins du core) pour faciliter l’accessibilité du jeu.
Je m’y perds un peu dans les différents projets, mais y’a pas déjà eu une trad des livrets et des cartes par ici?
tu peux invoquer @urfnir sur le sujet
J’ai traduit le livre de règles et le livre de campagne incluant les 2 premiers scénarios. Tu devrais trouver le pdf des règles sur la page de la campagne. Normalement je devrais traduire les versions définitive et les cartes, mais le succès de la campagne a peut etre changé la donne…
Il y a des infos sur la commande via phiphi, ou c’est en attente avec un tarif inconnu à ce jour ? D’ailleurs, au final, les fdp sont connus maintenant ?
Pas d’info pour le prix phiphi, et fdp toujours inconnu.
J’ai voulu attendre l’offre phiphi aussi, mais on la connaîtra une fois le late pledge fermé, du coup j’ai préféré ne pas prendre de risques. En plus ça m’arrangeait de payer le 1er janvier.
Super t’as fait un taf énorme !
Comment ça le succès a changé la donne ?
Ils pourraient sortir une version Fr ?
En tout cas si tu compte traduire les cartes c’est insane merci !!
Merci beaucoup pour le super taf, effectivement !!
Tu peux créér un discord, faudra le partager ici et sur le groupe FB FR dédié aux KS, sur TricTrac et surtout dans les commentaires du KS, et eventuellement contacter l’éditeur pour qu’il partage l’info dans sa prochaine update.
Perso, j’ai déjà tellement de discords que j’ai mis la plupart en mute car j’ai deja du mal a suivre ici, mais ca peut intérésser du monde oui
Pour les cartes, tu pensais partir de quoi, celles du TTS ? Elles sont finales ?
Y’en avait pas genre plus de 1000 annoncées ?
@urfnir : t’as essayé de relancer l’éditeur récemment pour cette histoire de trad ?
Juste pour vérifier :
Édit : ah, ils ont pas mis d’estimation sur celui là, prix à 999.95, ça m’étonnerait.
Sinon tu fais afficher le code source et tu cherches « price »
De toute facon c’est logique, ils auront les FDP en mele temps que nous autres, et la on pourra décider en connaissance de cause
Ouais mais flemme, surtout sur téléphone.
Il n y aura pas de version fr, ça c est sûre. Mais peut être voudront ils professionnaliser la trad du pdf. Il espéraient au’mieux 600 k €. Donc un gros succès pour eux…
Nouvelle update plutôt axé gameplay… pour le reste le voici:
Playtest & Development - In March we will continue to focus on development and playtest, putting finishing touches on the monsters, dedicating dozens of sessions to the final balance of the characters and running through the entire campaign multiple times.
Narrative Design - In the meantime, the campaign writing is also proceeding in parallel with a slight delay with respect to the estimates. We are putting a large effort in the narrative content and we plan to share more about that in future updates.
Production - Finally, a quick update on the manufacturing process as well. Our team is still working these weeks on the 3D files optimization with the factory: this is a crucial part of the process and it requires a lot of dedication to reach the highest level of details for the final models. We will talk in detail about this process and miniature production in one of the next updates.
Update #32 - The Expansions - Element Overview
These days, while preparing this update, we have been following the events that are going on in Ukraine. Our community is not about any kind of geopolitical discussions, of course, but as humans, before anything else, today we feel the urgency to dedicate a thought to our backers from Ukraine and in general to all people that are currently facing the conflict. We feel involved and concerned about the situation; we hope hostilities will cease and peace and diplomacy will prevail soon.
As we usually do through our monthly updates, we are now going to talk about the work-in-progress for the project dedicating a few moments to our passion, which is the reason why we are all here together.
Feather, Frost and Venom - Gameplay Overview
We are happy to say that, thanks to the work in the last month, the playtest of all the monsters in the expansions is already almost complete and we are entering now the final steps of the testing process. We are very satisfied with the mechanics and the challenge the bosses provide. Each monster is unique and comes with its own strategy to win the game; however, just like in the core set, bosses of the same element share similar characteristics and mechanics.
Today we want to talk a little bit about the gameplay features of those elements to give you an insight of what you will encounter at the table
Feather monsters have been designed with two concepts in mind: swiftness and « color » combo.
Pazis and Nagarjas are both fast and very reactive: these monsters have a significant amount of reactions that trigger in between the player’s sequence and they both require a lot of movement on the board as well as a well defined control strategy by the hunters. Time is a factor in these encounters (will you hunt them down before they flee?) as well as timing to disrupt their quick actions.
While the swiftness is a very realistic and thematic feature, the « color » combo idea is something we worked on as an abstract tribute to the multicoloured nature of this element. In practice we wanted these monsters to interact with the cards color and even trigger specific combos based on the color of the Behaviour cards’ reaction in play.
Do you want your hunter to implement these features in their build? Here below you can see how the ideas of swiftness and color combo are represented in the Feather equipment cards.
The frozen lands in the north of Thyrea are an extremely hostile environment.
The Frost element is characterized by the « exile » mechanics: basically the idea is that the monsters freeze your cards! When a card is exiled it is put outside of the game in an exiled pile. This not only shortens your deck (making you more vulnerable to deck-cycle damage) but it also limits your possibilities because it may happen that the monster exiles that specific card you need
Of course, to make the mechanics more interesting, players have the opportunity to « warm up » through specific actions (that cost resources and require tough decisions) that allow to regain the exiled cards during the game.
The idea of shortening your deck is also present in the Fire category (through the « burn » dynamics). From a thematic perspective, it is interesting to have the system giving similar gameplay effects to « burning » and « freezing » wounds.
How all of this can be implemented in the Frost equipment cards? You can have a sneak peak from the images below.
We designed the frost weapons with the idea to represent a sort of slowdown effect/deceleration that players may inflict to the monster. The Slow condition (that make use of a dedicated « slowed » token) exactly reflects that idea: while a monster is slowed, it gains 1 less Struggle each round. Also, by inflicting Slow condition you can remove any acceleration token on the monster!
The Venom element works in the opposite way with respect to Frost: instead of shortening your deck it weakens it by adding Poison cards (a special type of Wound card) that makes your deck less efficient. Both monsters play with those cards to trigger effects based on the number of Poison cards you have in your deck/discard pile. The idea is that poison slowly kills you accumulating potential damage in your deck and at the same time it floods your hand with Poison cards.
The other concept that characterizes the Venom element is the threat represented by the environment. These forsaken, marshy lands constitute one of the most hostile environment in Thyrea. From the gameplay perspective, the Swamp terrain is unique to this category and sets a high challenge for the hunters. In facts, while you are in a sector with a Swamp terrain, the cost of the defensive cards in your hand is increased by 1. This contributes to disrupt your ability to control your deck/hand and also synergize very well with the flood effect of the Poison cards.
Also, always speaking of special terrains, did we tell you that Hydar can control thorned plants that may spawn during the combat?
Here above you can see how the Venom equipments focus on the discard pile and, like in the case of the Armor and Helm, help controlling your hand/deck.
That’s all for our monthly news. We hope you enjoyed today’s gameplay overview and we will be back soon with another update in March!