Sorry if this has been brought up before, but are there any plans to allow the customization of decks for pieces in custom scenarios? If balance concerns are an issue, or just thematicism in general, it could be solved by affixing tags to cards to determine what can use them. For example, if we have a War Monkey, all cards specific to it would gain the Monkey tag, and any cards pertaining to its weapon would then gain the weapon type tag, so in this case Slashing. This means that some cards could have a "common" tag, as in, any type of enemy could use them, so if I wanted the War Monkey to be able to use Swiftness Aura, I could give that to him. To counterbalance this, cards could be given a power rating so that if the designer gives too many power cards to an enemy, they must also include cards with a negative power rating, like Clumsy, or Combustable. Mobility cards can also follow this rule, so that ogres aren't using sprint, though the restriction would most likely be placed on the enemy itself. To be more specific, I was really hoping to make a custom module in which players fight a Telekineticist, who uses only telekinetic skills, and relies on her guards to do the actual damage, who would be given low mobility and short-range only melee attacks.
The main stumbling block is technical actually. We don't have a good system for importing users' custom monsters at the moment, not to mention no way for players to test them before submission. Maybe someday, it's on our wishlist.
It's cool to see staff respond directly. Thanks for the acknowledgement. I'm honestly amazed this game runs as well as it does after finding out it runs on Flash. I'd initially assumed it was Unity 2D
Would there be any way to import enemies customized in a separate tool? Like the way that maps are made.
As a kind gesture right off the bat, you could allow us to use the league and CoC decks, which I assume wouldn't be too technically difficult, and could produce some very interesting strategic MMs.
Perhaps you could use an acid fiend as the telekineticist and Copper golems or Yellow Puddings as guards. Acid fiend actually has a fairly large number of telekinesises (3) Hyper thalamus has 3 teleport other.
While it's a nice gesture, it's just not the same. I'm looking to give hover, defensive, flying, telekinesis and rockfall abilities to one unit, and strip away any form of direct attacks.
I believe there's a priest card that allows you to give flying to an ally. If we're stretching the idea of telekinesis, this could be interpreted as the Telekineticist lifting her allies into the air to move them. And a rockfall could be interpreted as telekinetically pulling down the ceiling.
I remember doing a similar trick with Sword Coast Legends, where in order to make a boss fight more lasting and difficult, I'd give the boss powers it shouldn't normally have that make sense in the context of gameplay, for example, gave zombie ogres Regeneration, a power normally only given to Giants. In turn, I had a huge crowd of allied NPCs with specifically crafted skillsets to fight the beast with you. In the end, the assault on that dungeon was a glorious 16 v 28 battle.
Some creatures are not very good as player characters simply because they only draw 1 card per round. Would be nice to have versions of them that draws 2 cards. Or even better, the ability to adjust how many cards a character draws.