Damnit, deployed this build when I meant to deploy Beta 2.11! Anyway, this build fixes the move Encumber stuff. A new build will be coming soon with the purge fix and a new turn indicator. The big change in this build is an overhaul of the move boost (Rushing Aura, etc) and move nerf (Encumber, etc) system, in particular, Step cards should no longer be exempt from Encumber. Check the bullet points below for a full breakout. Let us know if you see any weirdness with the new system! Cards Added a new pre-move trigger. Move altering triggers now trigger from this (encumber, move boosts, etc). Step cards are now affected by all move triggers, including encumber. Move boosts only trigger from self-initiated move cards ("when you play a move card"). Move boosts specifically exclude steps. Team <x> and <x>, Team! cards are now explicitly pushes (i.e. aren't affected by move boosts or nerfs). Pizza Another attempt to fix promotion figures not being credited when user is offline on pizza receipt. Registration Fix URLs in registration emails to include properly encoded special characters Added a warning to the register page about the account name being the in-game name. Items Mixed missing item art for Dorimer's Boots
Pew pew! Now we just need something to negate encumber and we're good rock-paper-scissor style. The turn indicator coming next patch is bloody awesome btw.
Scuttle, Team!, Shift, Team! and similar now use push, so they're unaffected by encumber and movement auras and such.
Purge or movement auras should be a reasonably effective counter to encumber if it becomes enough of a problem to be worth carrying those.
Let's say you're running heavy plate and get hit by 1 or 2 frost - movement auras won't help you with stacking encumberance effects. Even without encumbering armors you risk getting shut down by someone with an all frost setup (which would mean Pay2Play - considering the rareness of frost). Availability of purge is severly limited.
I just poked around on Cardhuntria, and yeah, it's going to be hard to carry a lot of purge. Which means your tactical options if you are being hurt by encumbrance currently are (as far as I'm aware, and I'm relatively new here): 1. Arrogant Armor items. There are actually quite a few of these (according to the wiki, I actually don't have any at all), and it's pretty much a hard counter to most encumber, but the armor slot is pretty valuable. 2. Purge. There aren't a ton of purge items and I think they're all priest items. You probably can't realistically get enough purge to counter someone trying to encumber you unless you are running more than one priest. 3. Movement auras. These are going to help most of the time, as most encumbers are 1 or 2 and most movement auras are also 1 or 2. however, it's probably easier to stack encumbrances than movement auras, and many of the movement auras that I've seen are on fragile (non-keep) armor. In any case, I guess we'll see if this is a problem in practical reality now that encumber is probably worth using. Sounds interesting.
fyi: You missed Shrug it Off, Holy Presence, Telekinesis, attachment cycling and bunch of others which have yet to be tested against the latest fix
Hi Jon, Well, step cards are now definitely affected by encumber (yay!). However, unless I'm mistaken, when the encumber effect kicks in it no longer jumps to the centre of the screen to show you which card is causing it. After selecting a move card I'm simply presented with a reduced range of available squares. It may just be that you haven't gotten around to putting it in yet / it's in Beta 2.11 but I know that it is something that I expected to see and would find very useful to have. And, since I'm here, would it be possible for the preview movement range shown when mousing over a move card to include all known encumber effects and boost effects? Since the new build step attacks are proving to be much more deadly... to my own team! Cheers, Assussanni
Idea! People have been talking about this, but most ideas had to do with changing the color of the highlighting. Not really ideal, since Move cards (which are blue) logically have blue highlighting, Attack cards (which are red) logically have red highlighting, and so on. There was, though, the idea of using symbols of some sort. What do folks think of the following? Take the standard blue squares. If a tile WILL be out of range due to Encumber, the center of the blue square is cut out in an X shape. That is, there's a hollow transparent X in a blue background, like what you get if you literally take your mouse right now and highlight the letter X in this text. If a tile MIGHT be out of range, the center of the blue square is cut out in a ? shape. Again, highlight the ? to see what I mean. If a tile is within range due to Move boosts, it's just colored blue as normal. We don't yet have any variable Move boosts, so no special symbol is needed. What do folks think?
Are you sure? I just tested it with Slowed and Freeze combined with Nimble Strike and I saw the cards trigger and pop-up in each case.
In which case I guess I was mistaken. All I can say for certain is that on one occasion when I played Lunging Hack with my dwarf warrior while encumbered by Entangling Net on the first encounter of Slub'Gut's Sanctum no cards popped up and I was instead immediately directed to select a new facing. I will test this again when I have the chance.