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Caves of Mahtis Living World Scenario Available Until December 3!

The second Living World scenario, Caves of Mahtis is now live and available for play through December 3. What strange things are waiting for you in the Caves?

Living World Scenarios give players the opportunity to affect the fate of the World of Eretsu with every choice of faction, NPC conversation, acceptance and completion of quests, battlefield deal of expediency, and moral choice. Gameplay results are collected from each game and the final results of players’ actions are aggregated to determine the fate of Eretsu. Players can follow the “dispatches from the front” throughout  the two weeks that the scenario is live at @HeraldofEretsu.

Read more about the Living World of Golem Arcana here or browse the user forums here. The Shadow of the Khan campaign’s first scenario, The Battle of Two Rock, has already been recorded in the annals of Eretus History and can be read here.

Play The Caves of Mahtis at home or your local game store for the next 2 weeks only and forge the fate of Eretsu! And, after you play, don’t forget to share your tales from the front on our Forums!

 

 

 

 

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The Reapers of the Sands Urugal Expansion Set Now Available

The Reapers of the Sands are now available online and in stores!

Reapers of the Sands introduces three new Nightmarish golems that will add a deadly edge to your Golem Arcana Army. The Corpse Collector, Necrotic Fencer, and Bone Fiend all are from the Urugal Arcanum, and can be added to your army no matter whom you pledge your allegiance to.

In addition the expansion come with four powerful relics to outfit your army with.

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Results of the Battle of Two Rock

The Recorded History of the Battle of Two Rock:

Led by Luja and her brother Murkha, the Durani launched a massive assault on the City of Two Rock. The assaulting force brought with it an unheard of number of Jagara to ensure their victory. Raga Dasra sent this mighty host to flank the Gudanna castles of the line that protect the Dominion’s northern border to aid the Empires invading armies.

When the Durani descended on the city through a mountain pass, the Gudanna at Two Rock were caught unprepared and took heavy losses in the initial attack. The Durani, inspired by their early victories, tried to make the most of their advantage by speeding the advance of their Jagara with the Rooted Road relic.

The Durani’s early success in the battle was not to last, however. A daring Gudanna commander equipped his War Sprites with the Great Sigil of Suffering, sending them deep into the Durani lines as suicide bombers. The sacrifices of the Gudanna Knights were not in vain, as they they sowed chaos and death through the Durani ranks.

As the rear lines of the Durani descended into chaos, the Gudanna defenders rallied, bringing the the force of their vengeance down upon Murkha, who was leading the forward assault from his Jagara. With Murkha’s death, the Gudanna had solidified their advantage in the battle.

The fighting at Two Rock did not stop there. In all, the Durani would lose four more of their prized Colossi and over 380 other golems before the siege on the city was broken. At the end of two weeks of fighting in the streets and on the walls of the city, however, the banners of the Gudanna Dominion still fly above Two Rock.

The outcome of the battle of Two Rock was not the only act of historical significance. Warriors from both sides were faced with tasks not directly tied to taking the city.

During the battle, Raja Khan Archa who had followed a suspect in the Great Khans murder to Two Rock was separated from his companion Yuvaka as the battle started. Yuvaka was discovered to have  been found behind  the Durani lines. Learning of this, a loyal follower of Rudatha, managed to make it to Yuvaka’s location, however, he was not alone in rescuing the young warrior. Seeing the plight of Yuvaka, a Golem knight loyal to Nandanna, disregarded her order to capture the warrior and turn him over to her, and instead helped Rudatha’s Knight secure Yuvaka’s freedom.

In addition, the Durani courier carrying gold bound for the Mercenary King Vanya barely made it out of the city. Laghu Chandrisetra the Pauper and his Jeweled Harpy’s  fate was unsure until the final moments of the battle with rumors of his demise preceding his unexpected arrival.

Data highlights from the battle coming soon…

 

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How To Take Down a Jagara Colossus

Zach here again, talking about how to take down the big guy- the Jagara Colossus! First off, we need to admit that the Jagara Colossus is massive – there’s just no getting around that. However, that doesn’t mean that he’s invincible. Here are a couple of fun approaches to try to cut him down to size.

When you think about it, the true strength of a Jagara Colossus is in it’s 18 points of armor which means that even the strongest attack does just a piddling amount of damage. Brute strength just isn’t going to cut it so you need to get a little clever if you want to defeat him. My favorite ways are with armor mitigation using Armor Shred, or by using attacks that do Damage Over Time.

For the Damage Over Time strategy, I like to use a combination of the Assassin Ancient One, the Wildwood Dryad and as many Bramblehorns as you have to field.  Start with the Open Wounds curse from the Ancient One, as soon as you can gather enough mana (good thing those Bramblehorns are fast mana well runners!). This creates a situation where every attack that hits the target will also do 5 points of  DOT for the next 2 turns. If you can cast an Open Wounds curse on the Jagara’s region and then have all your Bramblehorns shoot it with their Scouting Flares, this sneaky combination will actually do a fair bit of damage in the proceding turns.

Since this strategy works best when using a lot of small ranged units, you may also want to take the Prince Ancient One. Using the blessing, Pride of Empire, will give you 5 additional  accuracy points and 5 additional damage points for every ally in the region making a region full of war sprites do some pretty good damage!

Next, you want to utilize the Wildwood Dryad’s Thorn Eruption since it does 10 damage for the next two turns if you’re successful. With that combo, even a Colossus will be in a world of hurt for a couple rounds. Just watch out for the Apocalyptic Blast from the Jagara!

Another way to take down the Jagara Colossus is using a strategy of Armor Shred. For this strategy, you’ll want to make sure to bring the Plague Bringer, Carrion Raptor and the Water Bringer Ancient One into battle with you.

You’ll want to start by reducing the Jagara’s armor by 10 using the Plague Bringers’ Necrotic Grasp. This makes him much more manageable! Next, you’ll want to cast the Water Bringer’s blessing Revitalize. This blessing truly shines when fighting the Jagara since it reduces all of your cooldowns by 2 when you either move into the region with Revitalize or start your turn in that region.

To take the best advantage of this, you’ll want to cast the Revitalize blessing on the Carrion Raptor’s region when your Carrion Raptor is adjacent to the Jagara. Since the Jagara is bigger than your titan, whether or not the Carrion Raptor hits or misses the Jagara with it’s Skewer ability, the Carrion Raptor will be bounced back into its initial region (with the handy Revitalize blessing!). At this point, because the Carrion Raptor technically left the region for the charge, and bounced back into the region with Revitalize, both the Carrion Raptors move and attack will be cooled down. The Carrion Raptors Walk and Skewer abilities are each 1 AP so you can charge 4 times a turn in 1000 point game with a possible 160 damage before armor soak.  One thing to note is that if you hadn’t reduced the Jagara’s armor at all, that damage will be reduced to only 88 which is why it’s important to get in there with the Plague Bringer early and get rid of as much of that armor as you can.

Those are my ideas about how to bring down the Jagara – I’d love to hear if anyone else has come up with different strategies over on the forum!

See you over there!

Zach

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Anatomy of a Golem

You choose your Golem, your attack, and your target: Tap, Tap, Click, BOOM. It’s fast and fun but what’s really going on behind the scenes? Golem Arcana is a complex hybrid of multiple gaming disciplines. Here’s a glimpse into how we mix our particular miniatures chocolate with delicious digital peanut butter. NERD WARNING: In this blog post I’ll bandy about a few code related terms, but nothing too serious.

The Golem Arcana app is a rulebook and referee, and to that end contains a lot of custom logic around what makes a Golem Arcana game tick. There are a set of hard and fast rules that include things like how Golems move around, how cover works, what happens when you initiate a charge, and a lot more. These rules are well defined in code and easy to understand. If I want to see what it takes to hit a Golem with a particular attack, I can look at one function and see how it works. Showing the entire function would take a lot of space, so here’s a look at the declaration:

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This is fine for steadfast rules that don’t change very often, but to really make Golem Arcana work, we need to be more flexible than that. To achieve this, we start with a few definitions.

  • Abilities are anything that can affect immediate change on the state of a game including Golem Attacks, Knight Abilities, Ancient One Powers and even Golem Movement.
  • Status Effects include damage over time effects, Blessings, Curses, Miracles, and even simple buffs and debuffs to Golem statistics like Dodge or Armor. Damage itself is just a negative status effect to a Golem’s Health, and we record the full history of that damage as it occurs.
  • Finally, any object that can be involved in a game state altering outcome shares a common identity, called an Interface. This includes Golems, Knights, Ancient Ones, Constructs, Relic, Regions (the sub-section of a tile), Abilities themselves, and even our Game Model, which is the object in charge of managing the state of the game.

These definitions will provide a solid base we can build on. Designers are ultimately responsible for creating everything you see in the game, but they need a toolkit to work with. This toolkit is includes all of the digital legos that the engineers create. To create a lego out of a piece of code, we use a code technique called reflection. Reflection is very powerful and allows us to define meta-data that describes our code to itself. It does this using a code tag called an Attribute.  Any action that an Ability can execute has to exist somewhere in our code.

In order to find that piece of code and turn it into a lego piece, we tag it with the ‘ActionCapture’ Attribute.

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Once we’ve chosen which code to tag, we push that meta-data to our cloud design tool for our Designers to use when they create an individual ability for a Golem. For you engineers, we’re rolling through every type in every assembly in our domain, looking for our custom attributes. We do this again at run-time, as you’ll see in a moment.

We have simple methods:

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Very specific game actions:

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And higher level actions:

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We also use this method to expose actions that return some value. These can used as conditionals on an ability or status effect…

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Or to check the state of a particular item in the game.

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We use one other custom Attribute, ‘ActionExposed’. This Attribute actually exposes the entire contents of an object definition, dissecting and revealing all the parts that make something tick, like a Golem.

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When this Attribute is placed on an object, it gives designers access to all of its component parts. For a Golem, that includes current and last location, health and all basic statistics, their Class, all of their abilities, and even whether or not they’ve been activated this round; plus much, much more.

All told, we have 187 direct code captures and 33 fully exposed object. That turns into a lot of options! The combining of those options is likely another blog post, but let’s look at what we do once a Golem has been lovingly built (and tested, and rebuilt, and balanced….).

Once a Golem (or any other game item) has been designed, we need to get that data back into the app so that the player can TAP, CLICK, BOOM their way to victory. Once all data has been entered into our cloud tool, our build server pulls it down in csv format. That csv is converted into a unique definition per object. So even if a Golem uses a little bit of all types of exposed data, at the end of the day, they are an entity unto themselves. We store this data in a format called JSON.

There is the definition of what makes that Golem up:

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And definitions for each of their abilities. Some simple:

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And others complex:

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When the app runs, it reproduces that same meta-data step we ran earlier, cataloging every exposed piece of code, so that it knows where to look for things. Then when a Golem is loaded, that JSON is read and Reflection is again used to hook all of those disparate parts into a single whole. A whole deadly engine of magical destruction, awaiting your command.

Thanks for taking a peek behind the technical curtain of Golem Arcana, and I hope you all enjoy the game!

-CA

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Why I’m Excited About Living World Scenarios

Hi, I’m Nathan Weisman. I joined the Harebrained Schemes team full time about a month ago to work on communications, marketing and world building.

One of the projects that I work on is the Living World scenarios for Golem Arcana. The first Living World Campaign, Shadow of the Khan, went live last week, and will be continuing through December with two more scenarios.

While the Scenarios themselves work to leverage the digitally enhanced nature of the game, using quest encounters and other mechanics, these aren’t actually what I am most personally excited about. To me, the Living World Scenarios are the most direct way that we, as developers, get to interact with you in the world of Golem Arcana.

When you play in a Living World Scenario, every action you take is being tracked and recorded. Note that I said every action, not just who wins the game. While victory will certainly be tracked, and be important, it will be far from the only aspect of the game that has an effect on the world.

For example, let’s say you were fighting in a story scenario as the defenders of a siege. Mid-way through the battle, you may find yourself confronted with a choice of some kind. For example, it turns out there are group of civilians who are caught in the fighting. Do you leave them to their own devices to escape the fighting, or do you pull a Golem off the front line to help escort them?

Your choices and those of other players will have a direct affect on future scenarios in the campaign and in the fiction. Scenarios can be affected in many ways, from deployment zones changing to having completely different objectives based on the results of previous scenarios in the Living Fiction campaign. In addition to these large changes, you will also see how the interactions you have with characters in the scenarios will reflect past events.

Using the example of helping the civilians again, let’s say you choose not help them flee the fighting yet still won the battle. In the next game, because your faction won the previous battle, you may have a slightly advantageous starting position over your opponent. However, not helping the civilians will haunt you. This could be shown in a character losing faith in your faction, or as a quest where the civilians families have risen up against you.

I also want to mention our new Twitter feed  - @HeraldofEretsu. This is a dedicated twitter feed that will give the story of the back and forth of the battles that are being played out in the Living World Scenarios when the scenario is “live”. Using data from the games being played, I will write tweets that help draw a picture of how the battle is going. For every scenario, there will many different aspects for me to draw from.

Through the Living World scenarios, my hope is that we can create a game play experience that is individually engaging, immersive, and ultimately, very social – something akin to a role playing campaign with your closest few thousand friends.

The Battle of Two Rock, the first installment of The Shadow of the Khan, is available for play through Wednesday, November 12 so be sure to play it this weekend! And then be sure to play the next two Story Scenarios: The Caves of Metis running November 19 – December 3 and The Lords of the Line running December 10 – December 24. We hope you’ll play them all!

The Shadow of the Khan is just the beginning of our plans and ambitions for Living World game play for Golem Arcana and I’m really looking forward to seeing how you all make it all unfold!

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Gudanna Charred Reavers Elite Unit Now Available!

Constantly on the the move, the Gudanna Charred Reavers are a highly mobile attack unit that capitalize on their speed to devastating effect as they roam the battlefield for prey. Led by the vicious Princess Rataya, they  fight zealously on behalf of Princess Nandanna.

For a closer look at what the Charred Reavers and their Blood Knights can offer your army, check out this video.

Available exclusively in our Online Store.