Duelyst Forums

Campaign mode (hypothetical single player experience)

Really buffed duskweavers then?

Really buffed duskweavers

7/7 duskweavers with flying and immune to generals :thonk:
But you have to get them killed before the side scrolling starts

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I was thinking the sidescrolling happens outright and the dying wish would be a mechanic that would make it more manageable when you lose a key unit.

I was thinking about cutting it up into smaller, more manageable levels, then having objectives change between them. Like that last stage where the sidescrolling stops would be in a seperate level from the rest of the sidescrolling. That way its more consistent and you can refill your deck after 20 turns of running

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I completely forgot about deck size. Yeah it makes much more sense cutting it up.

idea from the Integrate Elevation thread

elevation.

not sure how it would work other than aesthetic changed, but there are plenty of cliffes and sea invasions done in the lore

maybe sea tiles force units to only move 1 space instead of 2 and cliff tiles are simply impassible features like gate of the undervault

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Or extra movement to climb something, and then getting some sort of buff for high ground. Or putting your general on high ground makes him/her harder to reach?

Fog of War is the easy way to implement elevation.

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high ground tiles,
deal double damage to minions not on high ground tiles
ranged minions not on high ground deal half damage to minions on high ground tiles
affects both sides
makes for interesting single player scenarios but is totally unbalanced in pvp

sea tile
minions move 1 less space
affects both sides
doesnt affect flying since 1 less than infinity is still infinity and you can still buff movement

fog of war? tile??
your enemy cant see minions unless they are nearby
seems unnecessary in a turn based game with such a small board

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heres a rough outline for a second campaign

vetruvian wars

valknu vs rasha seems like a lethal puzzle

Rasha destroys the Vetruvians would be a good first mission. the objective is escaping. not sure what kind of deck would work here

Ziros Starstrider looks like 3 seperate missions. one destroy/raid mission. one exhaust, and one defend or escape.

scions wishes defend?(maybe escape) 3 super buffed up duskweavers for x turn.

preparations are cheating looks like a defend and an escape mission. the defend mission protects some allomancers and the escape mission forces you to get some orb weavers to escape.

never invade vetruvia in the summer is the sidescrolling bit cloudfrog suggested. i think it should be an exhaust mission. lost in the desert should be a card in your deck. if sidescrolling doesnt work, there could be a special building that teleports all units to their respective starting column when you cast astral phasing on it.

rashas grave is an epic final battle and a destroy minion. reward has to be rashas curse

then theres a time skip followed by a last stand against a large force of rooks that endlessly spawn. ziros gets a some obelysks and has to defend the fleeing people for like 5 turns (rooks can get blast and grow, its nuts)

thats 10 missions for campaign 2 but i still need to think up decks and cards for rewards
still not sure how to implement any new terrain ideas

10x18 war mode with 60 card decks? Pre-established board presences (i.e. Pick 5 minions from your deck to start with. For balance, they have to be on curve {1,2,3,4,5} and be pre-selected in the deck builder.) Then add fog-of-war and elevation and (maybe?) 4 move instead of two and we have a fairly interesting game scenario that lasts about 30-40 minutes.

that would be PERFECT for the vaath vs draug invasion

imagine It, spirit harvesters actually doing work long range before being destroyed, only allowing you to summon a frontline of phalanxars afterwards

while you build up an army of egg minions who die and respawn, waiting until the long ranged spirit harvesters die to charge the enemy as the kolossi and grimrocks get bigger than they have any right to be

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Yes it seems like that could (with variation of course) be the norm for climactic bosses

i just realized that in long range having a lot of spirit harvesters do absolutely nothing to rebirth minions (that arent killed by the enemy) just walk forward, turn into an egg, get back up next turn and keep on marching

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hmm. Maybe there needs to be some sort of field that keeps eggs from forming up to a certain point on each side, or people could focus their efforts on an egg at a time

also (I’d just like to note that it’s a blast brainstorming with you) maybe as another game mode, each player has a stronghold space pre-placed onto the battlefield. you’re able to play units into your reserve for half cost. Cards played in reserve are spawned on a random space adjacent to your stronghold three turns after being played (like universal build). your stronghold has 25 health

i think it would be simpler and more intuitive if instead, your reserve put the card back into your deck while permanently cutting its mana cost in half (rounded up) so its kinda like astral crusader. its like a replace, but you dont get a card back in your hand so its a terrible thing to do with an empty hand

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would be good with lyo

would finally make rite of the undervault useful

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dudes… a lot of spirit harvesters kill themselves over time.