Design Spotlight: The Apprentice
The Apprentice is the classic “glass cannon” hero. Most of what he does is unload damage, but he’s also very fragile and liable to draw attention. It wasn’t hard to keep that feeling, so instead we leaned into it with the Dawn of Heroes version. At the same time, we did find a couple of things to improve with how the Apprentice plays.
Design Spotlight: The Soldier
Dawn of Heroes Design Spotlight: The Soldier
In many ways, the Soldier is the core hero. She works well because she is flexible enough to be played in a variety of ways with a party, but also strong enough to play alone. She isn’t too focused on any one thing, but that also means she’s never a bad choice to have around. The Soldier does not change much in Dawn of Heroes. That makes her a perfect hero for talking about how we can further fine-tune the things that already work well in Myth.
By taking a fresh look at Myth, we can clarify many of the things that work fine but may be confusing to newer players.
Myth Dawn of Heroes Design Spotlight – the Brigand
Unlike some of the other heroes, we never felt the Brigand was broken or hard to use. But that didn’t stop us from wanting to make the Dawn of Heroes version even better! As with all the heroes, we want this to be a fun hero for new players, but we also want to provide opportunities for experienced players to practice and optimize their strategies.
Design Spotlight The Hunter
Last time, I talked about the Acolyte, a hero we have been trying to make a little more challenging to play. This time, I talk about one we wanted to make a little easier. The Hunter has always taken a bit of time to set up, but once she gets there, she does a lot of damage. We wanted to keep this feeling but make it a little clearer to new players.
Dawn of Heroes Design Spotlight: The Acolyte
Dawn of Heroes is still deep in playtesting, but we have been making excellent progress. Although many things may yet change, I wanted to share some of our specific thoughts about individual heroes. As I indicated in the movement article, my goal is to clarify, differentiate, and balance the elements of Myth. I do not want to change how they feel to play, except to make them feel MORE like that.
Ulisses Worlds Ep2 with Ross Watson
Today was our second episode of Ulisses Worlds, a news show about all things Ulisses. Timothy Brown our Studio Director and Robert Adducci our Community and Social Media Manager talk about what we’ve been up to and where we’re headed in the future.
Updates, updates, and New Releases!
Movement and Action in Myth: Dawn of Heroes
One of the unique traits of the Myth boardgame has always been the way it handles movement and stances. The idea that different kinds of movement provide different bonuses, penalties, and restrictions is built right into the mechanics and the cards themselves.
When we began addressing movement in Dawn of Heroes, we knew that the feel of this gameplay needed to remain, but we had a couple of additional goals:
- Clarify and distinguish the effects of the stances even further, and
- Build a system that provides for more non-movement actions.
Let’s talk about how we’re doing that.
Streams, streams, and more streams!
Each show has a playlist on Youtube for watching video on deman, check them out!
Saturday: Aventuria Solo Play
Sunday: Fading Suns – AlloyedClavicle Playtest
Monday: The Dark Eye – Conspiracy of Mages Solo play
Tuesday: Fading Suns – Heretical Musings Lore Chat
Tuesday: Fading Suns – Annals of Antioch Actual Play
Wednesday: The Dark Eye – Conspiracy of Mages Solo play
Thursday: Myth: Tales of Legend Campire Tales
Thursday: Fading Suns – Annals of Antioch Actual Play
Friday: The Dark Eye – Conspiracy of Mages Solo play