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Consider creating additional custom game rules.

orendain opened this issue ยท 4 comments

commented
  • Player starting health adjusted #47
  • Pots have AoE effect #93
  • Sorc has 2 zaps#35
  • non-class cards allowed when mana hits 100 #110
  • Players start with specific cards. #106
    • start w/ chest card.
  • assassin has reusable arrow card #106

Universal Player game mode:

  • Players start with all starting class cards (or random mix). #106
  • All players can get all class cards. #110
  • Increased card hand count to compensate. #111

Hunter's paradise game mode:

  • Only pets + turret cards + hunters mark + lures #110
  • Increased mana gain. #61

Godmode but timelimit:

  • Players have godmode and/or uber powers. #106
  • Game ends if players don't complete game within X rounds. #112
  • On each round, print number of rounds left. #112
commented

Some ideas from https://www.reddit.com/r/Demeo/comments/ou1gss/modding_demeo:

  • Increase HP for Lure, Behemoths, Ballista, Verochka Possible w/ generic piececonfig rule
  • Healing ward gets 4 AP per round. #59
  • 0AP for Wizards zap and repair armour (and bard song) #89
  • Prevent enemies opening doors. #86
  • Increase HPs replenish by potions and fountains. #90
  • Chests give two cards
  • More chest spawns #113
commented

Could this be leverage to perhaps Difficulty Settings?

Like a rule set for 'Easy'

  • No monster spawn
  • Scaling reduced by 1 (so 4 players is like 3 and so on)

Then 'Normal' is well normal

Then 'Hard'

  • Scaling increased by 1

This is also another very much requested feature

commented

Hey @Buruko,

Now that a few more rules have been implemented (current list of available rules listed here, which exact rules/values would you suggest exist for each ruleset?

commented

Closing as rules/rulesets have been moved to their own top-level issues.