#Hades Frost

1 messages · Page 1 of 1 (latest)

night fjord
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I thought I'd make a post for Hades Frost feedback/updates/bugs!

You can play it HERE

Latest changes:

  • Stat buff for most units
  • Witch's staff effect is now 'Deal +1 damage to undamaged enemies'
  • Changed Ares' + Aphrodite's effects
  • Increased some hex costs
  • Fix inked hexes wasting Magick
  • Fix hitch not damaging scrap
  • Nectar + Ambrosia can now be played in hand
  • Buffed Adamant Shard + Thunder Signet
  • Made Charge stackable
  • Buffed Zeus
sand lake
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I played it from steam downloads?

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Anyway my first idea was to give gods not unique abilities as units, but let them be separate pickups that would give charms which you would put onto melinoe

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And make the whole tribe a one-woman-army

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Except Skelly, skulls and other similar stuff

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You know what I mean :3

night fjord
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Oops, thanks for letting me know, it was meant to be unlisted

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That's interesting, more like the gods are still helping from afar rather than in person

sand lake
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So maybe instead of companion events you get boon events

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Like the moon boons

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Also I LOVE the ideas of weapons being items that can all be used

sand lake
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Even though they do give buffs to the leader directly

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I believe they could use a buff themselves

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For instance knockback is pretty weak compared to hitch for instance

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Maybe knockback could become a status effect that, whenever a card with knockback attacks, it deals knockback damage to the target behind the one it is attacking

night fjord
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Hmm okay

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I was at one point considering that instead the enemy behind gets damaged equal the front enemies Icon_Attack

sand lake
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that's rather unpredictable

night fjord
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Yeah definitely, thought it would be interesting

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Maybe not a buff though, more of a side step

sand lake
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Another thing I don't like about knockback is that it well

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Knocks foes back

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It's not a really useful trait and is basically a worse yank

night fjord
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Haha fair

sand lake
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But otherwise, real cool mod, i enjoy the pet thingies and the magick stuff

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Though I think that magick could use a different way of obtaining

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Maybe generate x magick a turn, and then some gods/boons/charms that can generate more?

swift ridge
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HEYO

night fjord
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A lot of the times I was torn between what makes sense thematically (e.g. cards getting knocked back a space is similar to what happens with knockback in Hades when enemies get pushed back) and what is actually a more useful/fun mechanic in WildFrost

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With Magick, personally I like how it works now, but would change it if its unpopular with a lot of people

sand lake
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I feel like you should focus a little more on the latter, but I see how and why you like doing both

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My personal advice - make the mod as interesting, unique, fun and cool as you wish to :)

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Your creations never dissapoint

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So who knows best what to do about your mod except you

night fjord
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Thank you very much!!

swift ridge
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I haven’t played the mod myself but from the little tidbits I’ve gotten it looks really good so far
If you want more publicity, I’d recommend sending a download link or something to Foxinct and the other YouTubers in the server. They might not want to play it but if they do you’ll get feedback from professionals and a bunch of random people on YouTube

halcyon plaza
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I've found if you click the hex button while Mel is Inked you spend the points, but don't get the effect.

See Pokefrost or Tokens mod for an example of how to get a little "Inked" text to pop up.

night fjord
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Oops thanks

halcyon plaza
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Some feedback after my first run (not counting back seating Michael):

Some interesting ideas but the main issue is most the cards are noticeably weaker than base game cards and since the pools are a mix of base game cards and new cards the optimal play is just to pick old cards. (See picture, my build was Shellbo, Chompon, Krono, Snoof)

Here a some comments on the cards I thought are egregiously weak, note I haven't played with most of them yet (partly because I avoid picking bad cards)

Aphrodite - She is like Hazeblazer, but worse somehow?! The base deck has no companion attack increases so realistically to get her effect you need to lower the enemies attack to -1. But there is more! Since if the attack is -1 you only care if the enemy applies some sort of effect.

Ares - To be useful he requires both that he gets kill and he is alone in a row. Compare to a similar base game unit: Yuki. Yuki pays you off for doing something you are already doing and only gives a slightly lower payout (4 timer instead of 3). And I'm saying that as a person who thinks Yuki's payoff usual isn't worth putting such a frail unit in (Ares is basically as frail). Also Ares has anti-synergy with his boon (I want to feed kills to Ares/Mel, can't do both).

Adamant Shard - Compares very unfavorably to Spice Sparklers (granted different tribes).

Thunder Signet - 4 Jolted is really not much. Compare to Hongo's hammer which gives 4 damage after 1 turn and then later an extra 3 damage. Thunder Signet needs the enemy to attack twice to be on par with base Hongo's hammer and Hongo's isn't a card I usually play without synergy.

cinder nymph
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Hiya! I just wanted to share that Hitch doesn't damage enemies with Scrap (In case you didn't know yet)

night fjord
velvet aurora
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I have two ideas related to charge:
(1) - Could you make charge stackable/boostable? I don't think Moonstone Axe is the best target for Lumin Ring/Lumin Vase, but it might have its funny moments.
(2) - Could Hephastus's boon be "Moonstone Axe and a random item card gain a stack of charge"? Although 3 shell on Mel is nice, it's less interesting than other boons (I don't have the choice to boost initial shell) and a much lower value than the charm equivalent. This change is exciting and works to highlights the unique parts of the starter deck: frenzy on sister blades and barrage on witch's staff.

night fjord
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Yeah I really like those ideas! I went with Shell because the idea I liked the idea of Hephastus giving Mel some ""armour"" for his boon, but I agree that it's boring. I hope in future to somehow implement a choice of between multiple boons when picking a god.

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@velvet aurora

velvet aurora
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Beautiful. I can't wait to call enemy waves early just to one-shot a Makoko with this card.

sand lake
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aimless demeter works real weird

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in fact she just flips

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every time

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hitch truffle with wolf howl is so fun, after using the howl i get enough magick to use it again

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Hitch must specify that it deals damage when the foes TAKE DAMAGE and not only when they are HIT

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that was cool

night fjord
night fjord
sand lake
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Then maybe the hex should itself specify that it is a hit?

night fjord
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Most 'deals damage' effects don't specify that they are hits (e.g. shroom, teeth). I don't think you can deal damage without a hit, so it feels redundant

sand lake
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that's the problem, shroom and teeth are not hits

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you can deal damage without a hit

night fjord
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They are hits - they just don't allow retaliation

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I get your point though, its more of a technicality that teeth and shroom are 'hits'. I could copy Bom's wording and say 'damage from ALL sources'

sand lake
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I don't know what code says but in game it literally says "effect damage doesn't count as a hit"

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So please either add consistency to wording or the mechanic itself

night fjord
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Oh I see, i didn't realise in game had a different concept of a hit to the code, that's a little confusing. Ive been in the code too long lol

night fjord
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Hadesfrost has hit 1000 Subscribers!!! 🎉🎉🎉

sand lake
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minor typo, says "enemy" but is actually "target"

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because works on allies

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also deflect does go down if 0 damage is dealt which is kind of a bummer

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looks like you can't kill two beeberries with one sword

night fjord
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@sand lake thank you very much for playing and letting me know ❤️ thought I had fixed the slash issue ffs Snowbonk

sand lake
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im gonna do some more playtesting tiny bit later

night fjord
sand lake
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that's understandable, nothing wrong with changing priorities :3