DUEL MECHANICS
In most fights the main character appears in the battlefield, on the other side of which his enemy is standing. In this case, the victory depends on how well you combine dropdown cards and how you use the benefits of the battlefield which can be different in size, shape, presence or absence of obstacles.
However, the duel is something really different every character has an individual fight. The first thing you notice is the unique battlefield. Each leader picks three of his combatants who fight one-to-one. You can see who youre going to confront beforehand and make your choice accordingly. You have to choose your fighters with the utmost care some characters, who are irreplaceable in other fights, will be of no use in the duel, and their abilities (for example, the monk healing the fighter in front of him) will make no sense. On the contrary, the buffs that cover all the battlefield like the increase of the attack by the warlock when he first appears will be really handy. You should consider that the characters cant move or change places. The replacement of the character is also impossible the only way out is to win or to die.
After the evaluation of enemys units and the choice of worthy opponents you can use the cards of support. Your opponent is the first one to do it, so the situation can change dramatically. To fix the situation you can play up to two cards of support per turn. That means that at least one of your combatants doesnt get any support, but you also can hold the cards or use both for one fighter.
After the end of the turn the duels start. The players fighters have an advantage of the first strike. If it becomes deadly for the enemy, the duel is considered won, and the enemys leader gets damage. If the players unit dies, the damage goes to his leader. When the duel is over, each dead fighter is replaced by the new one, and the duels with no winner go on. In the qualification round its enough to win four fights (and not to lose three times) to get your victory.
The next thing worth telling is how the duel changes in the challenger battles which are harder. As you can remember, there are special conditions to win in this mode, some new mechanics can be added, and some old ones can be changed. They dont only increase the difficulty but make each fight unique and challenging. There is more information about it in our latest update.
The main feature of more complex duels is that now its your opponent who has the advantage of the first strike. Besides, now you have to win six duels, but you can fail only once.
When we were creating this fight we faced some problems, so we talked a lot to players and studied the feedback for the demo trying to find an optimal solution. Randomness has become one of the greatest problems in the duel mode. By default in the beginning of the general fight you start with three cards of characters and three cards of support. But in the duel mode this mechanic doesnt let you choose the characters, and the result of the duel mainly depends on the luck of getting the starting hand. Thats why especially for the duel mode weve increased the number of the cards you get in the beginning of the fight. Now you can choose from five cards in each deck.
Besides, we've also added the mechanics that lets you replace any card but only one before the battle to reduce the influence of randomness and dependence on the starting hand. So that this replacement wasnt for nothing, weve added a condition according to which a new card ALWAYS differs from the replaced one. This lets the player avoid getting an identical card if there is the same one in the deck. One more problem is an unusual sequence of actions. In the beginning we wanted to make duels where the result would be calculated after the fightback. But this would lead to the situation when the dead character struck back, and it was quite confusing for the players and made it more difficult to understand what was happening in the battlefield. So we finally decided to return the standard sequence of actions, giving the player an advantage in simpler fights and taking it away in harder ones. An updated version of the duel will be available in the new demo which we are planning to release by the Winter sales. And for now add our game to the wishlist and press the FOLLOW button to get the updates about the news, because we are planning to go on telling you interesting facts about the game and its mechanics.
Thanks for your interest and support, A.
[ 2021-12-03 15:35:35 CET ] [ Original post ]
Hello, friends!
As you know, the main idea of Ash Of Gods: The Way is constantly changing tactical fights, and we developed original mechanics, scripts and rules for each one. And Id like to tell you about some of them. Im going to start with the mechanics of duels one of the most unusual in the game.
HOW DOES THE FIGHT GO?
In most fights the main character appears in the battlefield, on the other side of which his enemy is standing. In this case, the victory depends on how well you combine dropdown cards and how you use the benefits of the battlefield which can be different in size, shape, presence or absence of obstacles.
However, the duel is something really different every character has an individual fight. The first thing you notice is the unique battlefield. Each leader picks three of his combatants who fight one-to-one. You can see who youre going to confront beforehand and make your choice accordingly. You have to choose your fighters with the utmost care some characters, who are irreplaceable in other fights, will be of no use in the duel, and their abilities (for example, the monk healing the fighter in front of him) will make no sense. On the contrary, the buffs that cover all the battlefield like the increase of the attack by the warlock when he first appears will be really handy. You should consider that the characters cant move or change places. The replacement of the character is also impossible the only way out is to win or to die.
After the evaluation of enemys units and the choice of worthy opponents you can use the cards of support. Your opponent is the first one to do it, so the situation can change dramatically. To fix the situation you can play up to two cards of support per turn. That means that at least one of your combatants doesnt get any support, but you also can hold the cards or use both for one fighter.
After the end of the turn the duels start. The players fighters have an advantage of the first strike. If it becomes deadly for the enemy, the duel is considered won, and the enemys leader gets damage. If the players unit dies, the damage goes to his leader. When the duel is over, each dead fighter is replaced by the new one, and the duels with no winner go on. In the qualification round its enough to win four fights (and not to lose three times) to get your victory.
DIFFICULTY
The next thing worth telling is how the duel changes in the challenger battles which are harder. As you can remember, there are special conditions to win in this mode, some new mechanics can be added, and some old ones can be changed. They dont only increase the difficulty but make each fight unique and challenging. There is more information about it in our latest update.
The main feature of more complex duels is that now its your opponent who has the advantage of the first strike. Besides, now you have to win six duels, but you can fail only once.
IN SEARCH OF PERFECT BALANCE
When we were creating this fight we faced some problems, so we talked a lot to players and studied the feedback for the demo trying to find an optimal solution. Randomness has become one of the greatest problems in the duel mode. By default in the beginning of the general fight you start with three cards of characters and three cards of support. But in the duel mode this mechanic doesnt let you choose the characters, and the result of the duel mainly depends on the luck of getting the starting hand. Thats why especially for the duel mode weve increased the number of the cards you get in the beginning of the fight. Now you can choose from five cards in each deck.
Besides, we've also added the mechanics that lets you replace any card but only one before the battle to reduce the influence of randomness and dependence on the starting hand. So that this replacement wasnt for nothing, weve added a condition according to which a new card ALWAYS differs from the replaced one. This lets the player avoid getting an identical card if there is the same one in the deck. One more problem is an unusual sequence of actions. In the beginning we wanted to make duels where the result would be calculated after the fightback. But this would lead to the situation when the dead character struck back, and it was quite confusing for the players and made it more difficult to understand what was happening in the battlefield. So we finally decided to return the standard sequence of actions, giving the player an advantage in simpler fights and taking it away in harder ones. An updated version of the duel will be available in the new demo which we are planning to release by the Winter sales. And for now add our game to the wishlist and press the FOLLOW button to get the updates about the news, because we are planning to go on telling you interesting facts about the game and its mechanics.
Thanks for your interest and support, A.
Ash of Gods
AurumDust
AurumDust
2018-03-23
Indie Strategy RPG Adventure Singleplayer
GameBillet
7.50 /
€
Game News Posts 96
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mostly Positive
(2800 reviews)
https://ashofgods.com/
https://store.steampowered.com/app/691690 
The Game includes VR Support
Ash of Gods Linux Depot [3.22 G]
Ash of Gods - Digital Art Collection
Ash of Gods - Beer for Developers
Ash of Gods: Redemption is a turn-based RPG that combines tactical combat, CCG elements, and a constantly evolving story in which no one is safe from death, including the main characters.
Ash of Gods is the story of three separate protagonists rising in response to a centuries-old menace once thought to be mere folklore.
Ash of Gods’ storyline is constantly evolving in response to players’ choices, sometimes even resulting in death. But, the death of a character is not game over. Instead, the story moves forward with the death of that character and previous choices continuing to impact future events.
Combat in Ash of Gods is a blend of both traditional turn-based strategy and CCG gameplay. While individual tactics will depend upon the skills and classes of your characters, you will unlock and accumulate cards that have the power to unleash powerful abilities, sometimes altering the course of an entire battle.
After 700 years, peace in Terminum is about to end. The Feast of the Spring Equinox is in full swing when the town bell begins to ring. Captain Thorn Brenin, the bodyguard Lo Pheng, the scribe Hopper Rouley, and many others, do not yet know that the reapers have returned and intend to drown the world in blood so that they may awaken the sleeping gods.
Written by the award-winning fantasy author, Sergey Malitsky, Ash of Gods is a story-rich game full of memorable characters, powerful dialogue, and deep lore. Malitsky is currently working on a new novel stemming from the events of Ash of Gods.
Inspired by the works of Ralph Bakshi (The Lord of the Rings), classical Disney animation, and the prolific Soviet studio, Soyuzmultfilm (The Snow Queen), Ash of Gods features intricately hand-drawn illustration and animation. Rotoscoping, a technique in which a scene is first filmed with a live actor to use as reference, instills every frame of animation with incredible detail and a true sense of life.
The original soundtrack is a collaboration of Adam Skorupa, Krzysztof Wierzynkiewicz, and Michal Cielecki, whose previous work includes The Witcher, Bulletstorm, Painkiller, EVE Online, Call of Juarez, and Shadow Warrior. Every track was recorded live by professional musicians, often using traditional instruments rarely encountered in contemporary recordings.
GAMEPLAY
Ash of Gods is the story of three separate protagonists rising in response to a centuries-old menace once thought to be mere folklore.
Ash of Gods’ storyline is constantly evolving in response to players’ choices, sometimes even resulting in death. But, the death of a character is not game over. Instead, the story moves forward with the death of that character and previous choices continuing to impact future events.
Combat in Ash of Gods is a blend of both traditional turn-based strategy and CCG gameplay. While individual tactics will depend upon the skills and classes of your characters, you will unlock and accumulate cards that have the power to unleash powerful abilities, sometimes altering the course of an entire battle.
WHAT MAKES ASH OF GODS UNIQUE
- Decisions with Major Impacts
- No Random Dice Rolls
- AI that Adapts to You
- PvE and PvP Multiplayer
- Rewards for Risk
THE STORY
After 700 years, peace in Terminum is about to end. The Feast of the Spring Equinox is in full swing when the town bell begins to ring. Captain Thorn Brenin, the bodyguard Lo Pheng, the scribe Hopper Rouley, and many others, do not yet know that the reapers have returned and intend to drown the world in blood so that they may awaken the sleeping gods.
Written by the award-winning fantasy author, Sergey Malitsky, Ash of Gods is a story-rich game full of memorable characters, powerful dialogue, and deep lore. Malitsky is currently working on a new novel stemming from the events of Ash of Gods.
THE ARTWORK
Inspired by the works of Ralph Bakshi (The Lord of the Rings), classical Disney animation, and the prolific Soviet studio, Soyuzmultfilm (The Snow Queen), Ash of Gods features intricately hand-drawn illustration and animation. Rotoscoping, a technique in which a scene is first filmed with a live actor to use as reference, instills every frame of animation with incredible detail and a true sense of life.
THE MUSIC
The original soundtrack is a collaboration of Adam Skorupa, Krzysztof Wierzynkiewicz, and Michal Cielecki, whose previous work includes The Witcher, Bulletstorm, Painkiller, EVE Online, Call of Juarez, and Shadow Warrior. Every track was recorded live by professional musicians, often using traditional instruments rarely encountered in contemporary recordings.
MINIMAL SETUP
- Processor: Intel Core 2 Duo 2.5 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Nvidia 9xxx / ATI 2xxx
- Storage: 5 GB available space
- Processor: Intel Core i5 3.0 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 760 / AMD Radeon R9 280X
- Storage: 5 GB available space
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