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Found 10 results

  1. Purchasing Expansions

    Hey all, was just wondering when the expansions will be made available for purchase? I Love that there's a free print and play but I would REALLY love to have the actual hard copies and figures. I haven't done kickstarter backing for the game but was wondering if it's something I can get access to? Thanks for the help!
  2. Other expansions

    Hey. I was wondering... If the game will have other expansions than the "kickstarter" ones. By that I mean adding more bosses, enemies or even places. I would love to see Artorias and Sif as a Boss fight, Blighttown etc. Any info ? What are your ideas/wishes for this game.
  3. Slow Grow League

    So we are doing a Slow Grow league in my meta to try and get people into painting and more into the game as well. I'm thinking of doing Hunters as everyone here hates them and refuses to accept them as viable. We are going with the starter boxes and working out from there. With the Hunters starter being 6 models, I'm only going to use them. Now to he reason for the post: What are the starting 3? I know Theron for sure, but what other two models go along side him? I want to think its Egret and Jaecar, but I'm not sure. Thought?
  4. EXPANSION DISCUSSION DISCLAIMER: This expansion discussion thread is by no means official and is made solely with the intent of considering the possibilities of what could be included in expansions for DS:BG based off of areas from within the Dark Souls games. This initial post posits only what I personally think would be the best fit for the area, working with the expansions released at the time of writing as an example. With what little information is available, please understand that anything and everything within this post can and will be subject to change, especially at the behest of the community. Take all speculation on as-of-yet unconfirmed concepts with a grain of salt. Thank you. My word it's been too long. Sorry I haven't been active on here since like, forever ago, guys. Started up College life and been busy ever since. But with the release of Ashes of Ariandel (which I still haven't played! Gah!), I got back into the Dark Souls swing of things. And with BackerKit coming shortly, I figured now was as good a time as any to pick up where I left off with the Area Expansion Concept Discussion threads! Boy, that's a mouthful... The Catacombs/The Tomb of the Giants Much like my Demon Ruins thread, I find that these two areas are not sufficient enough on their own to warrant their own expansion, but given their proximity and similarity I figured it was okay to just combine them. I list both titles because I'm not sure which should take primacy over the other, so I'll just leave that for the community to decide. Now, for the area itself! The Catacombs faces the same problem as Blighttown in being a primarily vertical area, but if it gets tiles I think this can be done away with comfortably just because of the design of the area. A bit generic, sure, but we still don't have a proper catcombs-like area in the BG, so I think it's fine. We could even have that one graveyard at the entrance where the skeletons bone all the new players! As for those areas in the Tomb of the Giants, we face a different problem - darkness. I don't remember if anybody's put forth ideas on lighting, but I've come up with (maybe, these might just be memories that I forgot were memories) a few ideas for how to tackle this issue. Perhaps without a source of light, items on tiles are revealed one at a time. This means that without a torch or sunlight maggot or what have you, the players would have to grope blindly in the dark, potentially walking right into an enemy! Another idea I had is that maybe there is a torch in the middle of the room, and once it is lit it reveals everything within. Maybe a combination of both mechanics? Whatever works best, I think, unless you guys have another idea? Enemies There's kind of an awkward issue with the models here in that they're almost all skeletons. Now, I'm no expert in the field of printing plastic, but I imagine getting the amount of detail and little holes these skeletons have is not exactly easy. Even if they're filling molds and stuff, I imagine the process ends up being rife with extraneous bits and just kind of poor quality for the consumer overall. Again, I'm not sure, but my main hesitation with this expansion even existing is this simple fact. If anybody knows better than me, please correct me! Because right now, in all honesty, I rank this expansion idea pretty low on the list of expansions I want this game to get for this very reason. Anyway, now that that's covered; 3 Skeleton Swordsmen: The basic grunts of the catacombs. Nothing special, except for that radical spinning jump attack. 3 Bonewheel Skeletons: It wouldn't be a Souls game without these guys. Iconic not just of the Catacombs but the Souls series as a whole, we just have to have them. Rolling wheels of death incarnate, coming to spook you real good. 2 Giant Skeletons: Elite enemies of the area. Giant dudes with big machetes, fairly straight-forward for the area. 2 Necromancers: This is the real kicker here - all of the enemies I've described so far are fairly straightforward, and would probably be relatively easy to kill, but the Necromancers change that. As long as a Necromancer is alive, every enemy around them returns to life one turn after they were killed. They also don't drop anything until they die for real, so if you really want to make the most out of an area you need to kill the Necromancer first. Of course, the way the rooms will be laid out, this will be a feat easier said than done. Watching players fail here would certainly be quite humerus. 3 Skeleton Towers: Now wouldn't this be a fun model? These big totem-pole guys won't move, and won't deal a whole lot of damage with their limited range and attacks, but they can block your path very easily. These guys serve almost like a living fence, keeping players locked into an area, forcing them to deal with whatever enemies are within. Not to mention, they also provide a bit of a hazard - one dodge in the wrong direction and suddenly you might find yourself rattled. Mini-Bosses Pinwheel: Poor, poor, Pinwheel. The easiest boss in the game, so much so that he just isn't worth making a boss in the BG. I don't think anybody will find it controversial if I make him a mini-boss. If we really want to transfer the whole duplication mechanic from his boss fight to make him a more unique mini-boss than just "big sorcerer guy," the best solution would be tokens, I think. Just remove the model and place mystery tokens around the arena. Attacking one reveals if it was Pinwheel or a dupe - if it's a dupe, remove the token. If it's the real deal, deal damage as normal and return the Pinwheel model to the game until he makes more duplicates. Boss Gravelord Nito: Things are about to get really spooky guys. The Gravelord himself would make for a pretty Nito boss fight, if I do say so myself. I originally thought he would need to be a mega-boss, but in retrospect, he could probably fit well enough on a Smough-sized base. He could maybe go a bit bigger, but I think the mechanics of his fight make that unnecessary. Now, as for the fight itself, we need skeletons. Plenty of skeletons, all with the Necromancer effect permanently active. I think this fight alone, just from the sheer quantity of enemies, will make it qualify as a mega-boss. You will be fighting not just nito, but sword skeletons and giant skeletons as well. I generally hate boss fights with adds, but frankly, Nito isn't Nito if he isn't surrounded by his skelebuddies. To balance this, I would give Nito slightly diminished health, just to ensure the fight doesn't drag on and just become ridiculously unfair. So, how does Nito behave, anyway? In Phase 1, he mostly attacks with his spooky skelesword, and it's occurred to me that perhaps another way to balance the skeletons is to only have them resurrect when Nito uses a certain ability. This would make him vulnerable for a period, but would replenish the field with adds - just a thought. In any case, he is pretty much all melee in phase 1. During the Heat Up Phase, Nito gains his really cool abilities. His deathly miasma, his ephemeral gravelord greatswords that just burst from the ground, his horrible wail of death - all of that good stuff he gets, to spook the everliving daylights out of you. What a shame that I made this post three days after Halloween. I missed the time for spooky memes! But that's okay, I suppose. Got a bone to pick with my awful puns? Think my analysis was bare-bones? Leave a comment and tell me what I did wrong! For my part, at this point I was supposed to jump right into my ideas for DS2, buuuuut - Ashes of Ariandel came out. And oh boy, do I want to talk about that goodness. That's about it for this expansion, but if you think I missed something or just have a better idea than I do for any character, enemy, or situation, please tell me! This isn't so much my expansion idea as it is the community's. Stay tuned for another area expansion discussion thread. The next thread will be: The Painted World of Ariandel
  5. EXPANSION DISCUSSION DISCLAIMER: This expansion discussion thread is by no means official and is made solely with the intent of considering the possibilities of what could be included in expansions for DS:BG based off of areas from within the Dark Souls games. This initial post posits only what I personally think would be the best fit for the area, working with the expansions released at the time of writing as an example. With what little information is available, please understand that anything and everything within this post can and will be subject to change, especially at the behest of the community. Take all speculation on as-of-yet unconfirmed concepts with a grain of salt. Thank you. The Painted World of Ariamis The Painted World is honestly my favorite area in Dark Souls. I think a lot of people dislike it because it's pretty much a straight shot with a bunch of branching paths around it, but its simplicity and design are just genius to me. Besides, the idea of an extra-dimensional dump/prison for everything the gods fear is something incredibly appealing to me, and I certainly felt as though it didn't disappoint. That said, when it comes to translating this area to the board game, I was surprised by how little there really was. Browsing the DS wiki for information, I distinctly had a feeling of "that's it?" So I got a bit creative here and there, and I've stretched some definitions a bit thin. I hope you don't mind. First off, tiles should reflect the cold desolate land. Some fire hazards would be nice, to represent the burning corpses we find there. A narrow bridge or two would also be great. More importantly though, is an idea I had for getting to the boss. In order to get there, you need to find the Small Doll item, somewhere in the level's treasure deck, and use that to access locked doors. I think this is the best way to bring this mechanic of actually getting into the Painted World into the game, and also provides a sense of direction for players. "Okay, I know I can't progress without finding this item. I better check every nook and cranny to find it so I can get to the boss." Would be a fun bit of impetus, I think. Enemies 3 Crow Demons: Quick on their feet and with a nasty grab attack, the Crow Demons I think are the bread and butter of the Painted World. A perfect enemy for transition to the BG. 3 Engorged Hollows: Man these guys are a pain. Let's make them more of a pain, huh? Armed with a torch that deals fire damage, and killing them gives you Toxic. Fun enemies that are almost more of a hazard. Oh, and they can squirt Toxic at you too. 2 Berenike Knights: Elite enemies of the area. Tall, tough, and with a big shield that can block all damage. Not to mention they hit pretty hard too. Reminiscent of the Anor Londo Sentinels. 1 Hollow Phalanx: This is a weird one. I think for BG purpose, 1 Phalanx would be like, 5 figures? 6? I don't know, but it's a bunch of them arranged in a circle. Armed with spears and shields to poke you, but vulnerable from behind. 3 Torch Hollows: Yeah, stretching it here. Just a hollow armed with a torch. Like their Engorged brothers only without the horrible nasty Toxic business. More importantly, they're a staple enemy of DS1 and I think they need to be represented. So there. Mini-Bosses Undead Dragon Torso: The top-half of a dragon that's rotted and undead. Has powerful swipes, can vomit poison at you, and a crushing bite. His mini-boss arena should reflect his ingame one, where he is blocking a bridge. He cannot move, which means cheesing him with ranged attacks would probably be OP. I would add a few more direct ranged poison attacks to counter this, so you can't rely on him just helplessly pawing the air in front of him. Boss Crossbreed Priscilla: Touch Fluffy Tail. But in all seriousness, Priscilla is a HARD one to make. Namely because she turns invisible, and that just doesn't work in a BG. At all, really. Like, if anybody has any ideas for this, please tell me, because I'm at a loss. But aside from that, I'd say Priscilla would be a great boss. The problem is that, taking away her Invisibility, she only has three attacks - single scythe slash, double scythe slash, and fairy dust. So you'd have to make up a bunch, so I'm taking a few liberties here. Basically, more interesting Scythe attacks. Maybe reference Gehrman from Bloodborne for ideas? Although she could have her fairy dust off the bat, her first phase is primarily melee focused. Her heat-up phase adds more devastating scythe combos, as well as the Lifehunt effect of her scythe, allowing her to regen health (this will not pull her out of heat-up phase). She can also get an improved fairy dust that deals more damage and applies Frostbite(?). I think that would be a fitting idea, given how cold her area is. That's pretty much all I got though. I think this, above all other DS1 areas, is one that requires a lot of community brainstorming to get right. That's about it for this expansion, but if you think I missed something or just have a better idea than I do for any character, enemy, or situation, please tell me! This isn't so much my expansion idea as it is the community's. Stay tuned for another area expansion discussion thread. The next thread will be: The Catacombs/Tomb of the Giants.
  6. EXPANSION DISCUSSION DISCLAIMER: This expansion discussion thread is by no means official and is made solely with the intent of considering the possibilities of what could be included in expansions for DS:BG based off of areas from within the Dark Souls games. This initial post posits only what I personally think would be the best fit for the area, working with the expansions released at the time of writing as an example. With what little information is available, please understand that anything and everything within this post can and will be subject to change, especially at the behest of the community. Take all speculation on as-of-yet unconfirmed concepts with a grain of salt. Thank you. The Duke's Archives: The Duke's Archives, thematically and lore-wise, is one of my favorite areas in the original Dark Souls. Many people really don't like it though because it's very easy to get lost. In terms of translating it to a board game, however, I think that makes it one of the best areas in the game. Especially given this game's procedural generation, it would make sense to make the paths of the Archives winding and twisting, filled to the brim with enemies and often leading into dead ends. At least, it does in my book. Speaking of, I came up with a special environment piece for this place! The Bookshelf. Every Bookshelf that you place has a chance of dropping Spells as loot cards for people who investigate them. This, of course, makes them value for anybody who relies on miracles, pyromancies, sorceries, or hexes. However, there is also a chance that there will be no spell loot, and if so the player character will immediately be given the aggro token. This sort of risk-reward is fundamental to Dark Souls, and I think this would be a good system to put in place thematically and mechanically. So put 3 Bookshelves as the first bit of this expansion. Oh, and if there are tiles, some of them should reflect the Crystal Caves. Just saying. Very important area, that. Throw it in too, I say. Enemies: 3 Crystal Hollows (sword): Your classic mooks of the Duke's Archives. Nothing special outside of maybe a specific resistance against sorceries? These guys could probably be dropped for something more unique, but at the same time they are absolutely perfect at capturing the feel of the Duke's Archives. The sight of hollows that have been reduced to living experiments of the bastardized marriage of crystal and flesh is quintessential to the Duke's Archives, and any expansion without them would be remiss. 3 Snakemen (sword): Yeah, maybe the four-armed casters would be more unique. Yeah, maybe the swordsmen would be better in a Sen's Fortress expansion. Except this area already has better casters and Sen's Fortress (IMO) isn't enough for its own expansion. Maybe half of another expansion, at best. So yeah, throwing these guys here because they provide a solid counterpart mechanically to the Silver Knights or what have you, only with the added benefit of ranged attacks with their snapping heads. A formidable foe that should not be taken lightly, especially in numbers. 2 Channelers: Ah, Channelers. The original caster enemy of the Dark Souls universe. I really love these guys' design, and the Eyes of Seath should receive no poor treatment here. They can buff the defenses of allies, shoot soul spears at you from a distance, and whack you real hard up close. A perfect enemy for the board game. 3 Pisacas: These ladies would be kind of weird. Offensively, they're limited to a few attacks, but all of those attacks - especially their grab - are devastating. Would be a dangerous foe, but perhaps there could be a mechanic where they do not initially aggro unless a snakeman is there? Or, perhaps, the Bell could be included in some fashion? That would be neat. 2 Crystal Golems: Essentially analogous the the Sentinels of Anor Londo, only for the Duke's Archives. A classic enemy that I almost considered as a mini-boss, but given how many of them there are that just didn't feel right. So here they are, as elite grunts ready to punch you to the next dimension if you get too close. Mini-Bosses: There's a couple that could work pretty well here, so I'm just gonna analyze them both and defer which one should be used to your good judgement. Moonlight Butterfly: An early game boss that becomes a potential mini-boss in the late game if you choose to bother it, the eerie and beautiful Moonlight Butterfly is perfect for the magic-focused mini-boss. It can fly, rendering it totally immune to melee attacks, but only for so long. Eventually, it will come down to roost, leaving it very vulnerable up close. An annoying, challenging fight for any party without any ranged options, but one that could potentially feel very rewarding. Crystallized Knight: Found guarding Seath's first boss room, the Crystallized Knight might be a fun mini-boss. Mechanically similar to an invader, only without the invading. Nothing crazy, but would be a really nice model, I can guarantee. Oh, and the metal boar could be a mini-boss too maybe, I dunno. Boss: Seath the Scaleless: And now we get to the big boy. And I mean big. Seath would HAVE to be a mega-boss, there's just no way around it. That's yet to be done in an area expansion, so this fact alone could throw everything I've written here out the window. That would suck. But maybe, if the game is as successful as I think it will be, there will be a first time for everything eh? So let's just work with that premise. Seath's first phase would be primarily melee-focused. This is to represent his initial desperation at you destroying the Primordial Crystal. Oh, yeah, let's forget that, hey? No need to waste time in the board game with that stuff. So yeah, he's initially mirroring that desperation we see in his opening cutscene, so he fights by flailing his tails and tentacles, even swiping with his hands when he can. Range becomes more of a thing once he enters his Heat-Up phase, where he starts to use his crystal breath attacks. These hit in wide sweeps that can hit multiple targets at once, and apply Curse. And we all know how much it sucks getting cursed, right? A fairly simple mega-boss, but one that would be nevertheless very challenging. I think he might actually be my favorite mega-boss not in the game yet. hat's about it for this expansion, but if you think I missed something or just have a better idea than I do for any character, enemy, or situation, please tell me! This isn't so much my expansion idea as it is the community's. Stay tuned for another area expansion discussion thread. The next thread will be: The Painted World of Ariamis
  7. EXPANSION DISCUSSION DISCLAIMER: This expansion discussion thread is by no means official and is made solely with the intent of considering the possibilities of what could be included in expansions for DS:BG based off of areas from within the Dark Souls games. This initial post posits only what I personally think would be the best fit for the area, working with the expansions released at the time of writing as an example. With what little information is available, please understand that anything and everything within this post can and will be subject to change, especially at the behest of the community. Take all speculation on as-of-yet unconfirmed concepts with a grain of salt. Thank you. Demon Ruins Demon Ruins is a fun area in Dark Souls in my opinion, and definitely one of the more recognizable ones. Travelling through the lava-ridden ruins of the outskirts of Izalith was one of the more memorable experiences of my first Dark Souls playthrough, and I don't think this would be particularly difficult to translate to the board game. All one would need to do is use tiles with plenty of lava on them and just the right kind of art, and you're set. The issue in designing an expansion for this area comes from the fact that this area and Lost Izalith blur together a lot. It's really hard to make either of them separate expansions, but at the same time combining them will inevitably result in cool stuff being dropped. For the purposes of this thought experiment, I've decided to combine the two so as to provide the most possible in one expansion, but I'm sure a couple of things I drop will not sit well with everybody. Hopefully people will agree that this is the best optimization possible in the given circumstances. Enemies 2 Capra Demons: I originally wanted to make this guy a mini-boss, maybe even with a special encounter card that comes with two dogs. People love that fight, right? But the more I thought about it, the more it made sense to make him an elite grunt, considering his role once you get past Quelaag. Besides, these areas have stretched me pretty thin grunt-wise, so we could use anything we can get. 3 Demonic Statues: Classic enemy of the area, mostly towards Lost Izalith. They got fire breath, a bit of mobility, and that's about it. I don't recall them having any melee attacks at all so that's something interesting. 3 Chaos Bugs: I have no idea how the Crystal Lizards are going to work in this game, but I imagine these guys as hostile Crystal Lizards that don't drop titanite. Just tiny bastards that jump around and try to jump on your head like that one did to Solaire. Maybe the drop the Crown of Sunlight? If lighting ends up being at all a feature, (which I think it could) this would be a nice drop. 2 Chaos Eaters: These guys always felt the weirdest out of the Lost Izalith enemies. Just thematically they look so out of place, but whatever. I'd say these guys are probably the size of the Sentinels from Anor Londo in terms of models, if not maybe even mini-boss size. Their limited attacks balance out their size and health, however. 3 Chaos Witches: Now I'm stretching it. There's really only one Chaos Witch as an enemy in the whole game, buuuuuut I wanted to hit the current standard of 14 grunts per expansion. So these ladies would be something fun, lobbing pyromancies from a distance or using fire whips and combustion up close. Maybe they even come with firestorm? 3 Burrowing Rockworms: Another enemy that could be a mini-boss in its own right, and one that I think is just design-wise kind of weird for the board game. It's anchored to a wall, it's big and armored, and pretty much just a pain to kill. I don't remember if these guys have ranged attacks, but I would certainly give them one if not just to make them more of a threat considering players could just keep a distance, refusing to engage, and face no issue. Mini-Bosses Taurus Demon: This guy could've been a boss in his own right, except for one problem - what would his heat-up phase even be? I'm at a loss for ideas, and given the fact that he becomes a mini-boss in the late game anyway, I didn't see the point in making him a boss. I definitely feel the roll of mini-boss suits him more. Bosses Centipede Demon: Demon Ruins and Lost Izalith have a lot of potential for bosses and mini-bosses. I picked Centipede over the others mostly for reasons on their end. Ceaseless Discharge needs to be a mega boss, so I don't think he'd be in an expansion. Demon Firesage is just Asylum Demon with a staff and pyromancies, so making another model seems redundant. Also a mega boss. And the Bed of Chaos is just the worst boss in the entire game on an objective level. So I just don't even want to talk about it. That leaves Centiped Demon, who I think works the best. he's just small enough that maybe, with a bit of squishing and stretching, he'll fit on the same boss tile as Smough or the Dancer. I think he could. In combat, he has ranged melee attacks and a couple of fire based ones as well. His really cool gimmick comes in his heat up phase. Once this phase is reached, either a token or extra figure is placed behind Centipede Demon. This is his tail, which has been cut off and now acts as its own independent figure. It doesn't have much health and serves primarily as a distraction from the boss's devastating new attacks, including grabs, slams, and all that other good stuff we know and love. The tail can't really move (unless my memory is failing me), so it serves as an added form of area denial from the boss, an extra hazard on the playing field. I think this combo of crazy attacks and suddenly being attacked by a severed appendage would make Centipede Demon the most interesting and fun boss to fight for this area. That's about it for this expansion, but if you think I missed something or just have a better idea than I do for any character, enemy, or situation, please tell me! This isn't so much my expansion idea as it is the community's. Stay tuned for another area expansion discussion thread. The next thread will be: Duke's Archives
  8. Having broke the 2500K mark, and with the reveal of the Old Iron King boss add-on, I think now's as good a time as any to discuss both this boss and the Old Iron Keep expansion. I'll preface this by saying that I personally do not like Dark Souls 2. I think it's just not a very good game and a bit of an embarrassment for the series. Iron Keep was one of my least favorite areas in that game, but hey, at least it has some of the more iconic stuff I suppose. For that reason I'm not opposed to the expansion, and hey, no point being picky right? Would I rather have a different expansion? Definitely. But will I complain? No. That said, I'm actually pretty excited to see the Ironclad Knight model, since those were pretty cool enemies. As uninspired as Old Iron King's design is, I bet his model will be super cool as well. Besides, what's not to love about greatarchers and lava hazards?
  9. EXPANSION DISCUSSION DISCLAIMER: This expansion discussion thread is by no means official and is made solely with the intent of considering the possibilities of what could be included in expansions for DS:BG based off of areas from within the Dark Souls games. This initial post posits only what I personally think would be the best fit for the area, working with the expansions released at the time of writing as an example. With what little information is available, please understand that anything and everything within this post can and will be subject to change, especially at the behest of the community. Take all speculation on as-of-yet unconfirmed concepts with a grain of salt. Thank you. Blighttown Ah, Blighttown. What would you be, without your verticality, poisonous traps, fire-breathing beasts and criminal framerate drops? Well, bearable probably. Yes, Blighttown is an area of an infamous sort for being equal parts poorly optimized and frustratingly designed. In the case of the latter, I think that is very much intentional, and I personally don't think Blighttown is at all badly designed (although many would disagree). If nothing else, I think we can all agree that Blighttown had one of the most recognizable feels of the first Dark Souls. So much so that it has been emulated in every Souls game since (although it did technically start in Demon's Souls). Herein lies the difficulty of translating the feel of Blighttown into a 2-dimensional plane. Without the verticality of the original, it just wouldn't quite be Blighttown, would it? I think here I'll take a moment to say that these expansions REALLY need tiles. Blighttown is a perfect example of why. You simply cannot have a Blighttown expansion with just the enemies and a boss - that's just not enough to bring back those frustrating, angry memories. But even with new tiles, how could we emphasize the change in elevation intrinsic to Blighttown's gameplay? As far as I can tell, we really can't, save through maybe some ladder nodes. What I mean by that is that some nodes might be elevated above other nodes, and thereby can only be accessed by ladders. Even then, however, that's really not enough. This concept comes with the issue of "what about underneath the platform?" which simply cannot be addressed without excessive figure clutter. Really, the only thing we could get is difficult, swampy terrain that poisons you - at least not without some radical restructuring of the tile-based system, which frankly doesn't need to happen for just one area. So, as painful as it might be to admit, Blighttown as it is in-game is simply impossible for the board game. The utilization of movement impediments and poison hazards, as well as art, is frankly the only way to approximate the feel of the area in the board game. Enemies Having said my peace about the area itself, I will now speak about the enemies that I think are most worth putting in the expansion, as well as a rough quantity. Of course, in truth this comes down to money, so all of this means basically nothing numerically speaking. 3 Infested Ghoul (Spear): A basic enemy for the area, nothing hugely special. Has a long-ish reach thanks to its spear. 3 Infested Ghoul (Corpse): Similar to the spear-bearing ghouls, but carrying a blunt weapon. Sacrifices range for a devastating grab and a smashing attack with its corpse. Picked over the sword ghouls by virtue of recognizability and for the sake of variation. 2 Infested Barbarian (Club): Two of these guys, serving as almost mini-bosses. Not quite there, but definitely bigger and badder than their little brothers, like the Stone Guardians or Anor Londo Guardians. Fairly straightforward, big guy with club hits you and that's about it. 3 Cragspider: These are the real fun enemies. Although their slap is fairly basic, their fire whip adds an element of pyromancy that players will have to watch out for. I don't know how viable or relevant their ability to hover will be in game, but if it is that's another factor to consider. 3 Blowdart Sniper: Man, screw these guys. You played the game. You know what these assholes do. Do I need to say anything else? Mini Boss: Parasitic Wall-Hugger: The only other real mini-boss candidate for this area is Maneater Mildred, and she's in the Invader Expansion, so, I guess we're stuck with this guy. Kind of a weird mini-boss in that he can't move, so ranged players will have a field day with him. Quite a bit of health, but can only hit you at close range so he could honestly probably just be completely ignored. I suppose he would have to drop some cool loot to justify killing him. Boss: Chaos Witch Quelaag: Amazing Chest Ahead. Honestly, Quelaag might be one of my favorite bosses in the original Dark Souls. Design, Lore, and Gameplay all mesh perfectly with her in a way that few other bosses reach, IMO. So, how would she work in this game? Quelaag's initial cards involve a lot of area denial and aggressive play. She wants to make a lot of lava and force the players to be stuck between a rock and a hard place. Players will have to pick taking certain damage but avoiding a potentially more devastating attack by moving through the lava she leaves or try and avoid all damage all together, although they may risk greater by staying put. Or maybe they're lucky and can just back out through a different path. Quelaag deals a lot of fire damage, and her starting deck focuses more on the capabilities of her spider half, with only one card for her humanoid portion, where she lunges with her fury sword. Quelaag's heat up phase would add more fire damage and incorporate mostly her humanoid, witchy self's attacks. Her huge AOE, twirling fury sword stuff and all those other great attacks are capable of being added to the deck. Depending on how item drops (specifically boss items) work in the final game, she may drop Quelaag's Fury Sword when killed. That's about it for this expansion, but if you think I missed something or just have a better idea than I do for any character, enemy, or situation, please tell me! This isn't so much my expansion idea as it is the community's. Stay tuned for another area expansion discussion thread. The next thread will be: Demon Ruins
  10. So, having broken the 2M mark in pounds, the reward was revealed - the Darkroot Basin Expansion. Of course, any DS fan will know how exciting this is. We get Artorias! And Sif! As well as some other things. For reference, here is the (presumed) full list of what we get in this expansion. - Boss (Sif) - Boss (Artorias) - 3 Plough Scarecrows - 3 Shear Scarecrows - 2 Demonic Foliage - 2 Stone Guardians - 2 Stone Knights - 1 pair of Mushroom Parent and child. This ends up as a total of 2 bosses and 12-14 enemies (depending on if the mushrooms are hostile.) There are no environment pieces, tiles, or NPCs as of yet. So, what does everybody think of the expansion? I, for one, am excited, but have some issues. First off, I can't help but feel that this is a missed opportunity to include the Bloathead Enemies from the DLC (both melee and casters). I would definitely have preferred to have seen them over the scarecrows, since the scarecrows just feel so bland and repetitive with the demonic foliage included. There's also the loss of a mini boss, such as those big cats in Darkroot, which is unfortunate. I can't complain for the lack of NPCs since there are no NPCs at all yet, nor can I complain for the lack of tiles since the Iron Keep expansion lacked them as well. I will, however, say that it feels unfortunate we aren't getting Trees as environmental pieces here. Just seems perfectly thematic, so I guess we'll have to wait for another expansion. Anybody else? Thoughts? Comments? Concerns?
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