Tabletop Simulator

Tabletop Simulator

Aeon Trespass: Odyssey
Demo Feedback
I'm happy to get the opportunity to try the demo now and give some feedback before this hits the printer :-) Anyone is welcome to add thoughts and bug reports.


During my first battle I have struggled with the following issues:

1. Inverted Rulebook structure: I know you like your inverted combat paradigm and so I seem to enjoy it, too. But I would welcome the following two things:


1a) While the Learn to play is all about the story and setup of the first battle, it ends with the Hekaton to start the battle. But the rulebook - when explaining Battles - starts out with what the player Titans can do. And after that, the Primordial's move is explained (see, that is inverted ;-) ) I would switch those two chapters to avoid jumping back and forth in the rulebook.

1b) Also please stick with the same letter for Alpha. You happen to use both, capital and small alpha letters.

2. Kratos tokens:

2a) It is not clear to me, what happens with Kratos tokens after the last Titan ends its turn.

2b) The paragraph with the break tokens implies those break tokens are discarded after every AT-Break roll. But what happens if you don't hit at all?

2c) Timing: Most of the time you know beforehand what tokens your next Titan's attack generates. But the tokens are placed at the end after the attack is resolved. (At least this is the order the rulebook emphasizes) This seems somehow disconnected to me and thus prone to my forgetfulness, as I have to remember stuff from the beginning to come into effect at the end (you get my point? Jumping back and forth...)

2d) Bookkeeping: To be safe you should remove Opening and Break tokens, when they are consumed. But in effect, a few seconds later new tokens are generated due to the attack (most often the same ones). I feel like a small Sisyphus there... Maybe it is just a problem in the beginning, when there are only two types of tokens available and the Titans all have the same token generating ability.

3. TTS Player aid: As a avid solo gamer and with so much stuff going on on the board, I sometimes simply forgot, which Titans made their move this turn and which did not. Maybe add a activation marker for each titan, that I can flip once activating a titan.

4. Greek nomenclature: Using ancient greece mythology and terms adds to the theme, but those less familiar with the mythology cannot connect things together clearly. Why is that called Kratos, why is Alpha Danger, Omega Rage, Psi Fate for example. I would appreciate more explanation for ancient terms.


Those are my thoughts by now. Looking forward to the next content update :-) Very good job so far!
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Adzi 22 févr. 2020 à 8h02 
Adding to the above - it would require some minor graphic redesign, but it would be less confusing if, the Break Kratos tokens (those most common), which allow counting Potential results as Breaks during ATB rolls, would actually be symbols of Potential - taking notes from FFG's games like Mansions of Madness, or X-Wing, where the "not-counting-unless-you-use-a-certain-token" dice results actually have the same icon as tokens used to trigger them. Kratos tokens with the actual Break icon would, instead, mean guaranteed Breaks. And any effect intended to increase the chance to succesfully Wound on an immediate ATB roll (like exploting a Weak Point) would be expressed either by a flat number modifier to ATB roll, or as a penalty to AT.
Dernière modification de Adzi; 22 févr. 2020 à 8h03
itu_studio  [dév.] 24 févr. 2020 à 8h11 
Adzi a écrit :
Yeah, this is helpful for me, too.

(1) Although, to be clear: I'd want to know what kind of elements of post-ATB-roll responses and AI cards actually require adjacency, and what do not. If someone attacks from range/reach, or the response has an Opportunity Window and the Titan uses it to leave the adjacency (if they have the means to, of course), then I already know that Knockback is ignored, and Pushback also doubles as movement toward the offending Titan. But, for example, Labyrinthauros has this one nasty BP card that inflicts an Obol on failed ATB - does that require adjacency? Or Fate increases, or Knockdowns?

(2) Also, for potentially more complex responses and AI cards - while the Chain Break rule mentions Trauma Cards (and the always-wanted free moves and attacks), how do Reactions (like those items allowing them to be Exjhausted and increasing Fate by 1 to move one space) interact with this? Does moving out of adjacency Chain Breaks the AI Card the same way as move-granting Trauma Cards?

(3) Another thing - A-Maze-ing Bull has some AI cards targetting the furthest Titan, and I know the rule that, while Primordials will go the shortest route, in case of multiple same-length routes they will try to Displace and/or Crash as many Titans as possible. Assume there's an Opportunity Window before Prim's Move&Attack, and there's a Titan in the way, who can use a Reaction to move out of the way... but into another same-length route to the original target. Will the Prim change the route? I guess yes, because the reaction takes place before the Move&Attack.

(4) There are some item cards without any timing indicated, like the "stand up" card and "drop some Kratos tokens" cards. When can they be used? Do they require to activate the Titan, or can they be used during another Titan's actions?

----

(5) Adding to the above - it would require some minor graphic redesign, but it would be less confusing if, the Break Kratos tokens (those most common), which allow counting Potential results as Breaks during ATB rolls, would actually be symbols of Potential - taking notes from FFG's games like Mansions of Madness, or X-Wing, where the "not-counting-unless-you-use-a-certain-token" dice results actually have the same icon as tokens used to trigger them. Kratos tokens with the actual Break icon would, instead, mean guaranteed Breaks. And any effect intended to increase the chance to succesfully Wound on an immediate ATB roll (like exploting a Weak Point) would be expressed either by a flat number modifier to ATB roll, or as a penalty to AT.

Hi Adzi,

1. For now the only responses you can avoid by leaving adjacency, but only if there is an Opportunity Window before the response, (or attacking with a reach/ranged weapon) are Knockbacks and Knockdowns. All the rest are to be resolved whether you are adjacent or not, including drawing an Obol :)

2. Think about it this way - first the Primordial chooses its target (and the path leading to it). Then, on most of the AI cards, you have an Opportunity Window that you may use to move one space for example. However as long as the target ends up within the Primordial's range they will be attacked anyway, the monster will simply move one more space to reach them (comparing with its original path). The only way to avoid the attack (and all of its consequences apart from the After Attack section) using 'sidestep' is to move out of the Primordial's range completely (while being on the verge of it to begin with). I know it may seem a bit complicated, hope my explanation clears it at least a bit :) So the short answer to your question is - no, moving out of adjacency doesn't cause chain break.

3. This hopefully will make you happy - once the Primordial chooses its target and the path to it they are fixed, meaning that any Titans that were in the original path but used the Opportunity Window to move away from it won't be affected by Crash etc. as the Primordial won't change its original path. We're gonna work hard to word it all in such a way that it's much clearer in the final version of the rulebook and on the cards themselves.

4. Unless there's a Reaction Symbol (lightning for now) next to an ability a titan needs to be active to use it, meaning such an ability can be used at any time between the activation of a titan and them using their Movement/Combat action (whichever of these comes later).

5. Sounds like a good idea, we'll think about it, thanks :)

cheers
Wiktor
Hey I have not played through a battle yet but I was just looking at the rule book and how to set up and the titan card in the rule book appears to have a Taunt ability, but the titan card on the board seems to be lacking this ability. Should the card have this ability or for the demo fights is it set up to ignore those extra abilities besides rush, or am I just missing it somewhere on the card? Thanks!
itu_studio  [dév.] 13 mars 2020 à 4h42 
Heart0faLion a écrit :
Hey I have not played through a battle yet but I was just looking at the rule book and how to set up and the titan card in the rule book appears to have a Taunt ability, but the titan card on the board seems to be lacking this ability. Should the card have this ability or for the demo fights is it set up to ignore those extra abilities besides rush, or am I just missing it somewhere on the card? Thanks!

Hi Heart0faLion,
thanks for your question. Well spotted, the Taunt ability was available in the Prelude, while the TTS Demo is more in line with the final game (Taunt is not a starting ability). We need to update the image in the rulebook! :)

cheers
Wiktor
@ITU_Studio: I had some graphic design suggestions for making the gameplay a bit easier to pick up for newcomers. I don't want to bother you with them though if the game is locked in/finalized for the printer. Let me know, I'd be happy to offer suggestions if they wouldn't be offensive/would be useful!
itu_studio  [dév.] 24 mai 2020 à 2h56 
Midas244 a écrit :
@ITU_Studio: I had some graphic design suggestions for making the gameplay a bit easier to pick up for newcomers. I don't want to bother you with them though if the game is locked in/finalized for the printer. Let me know, I'd be happy to offer suggestions if they wouldn't be offensive/would be useful!

Hi Midas244.
every suggestion is welcome so keep them coming :)

Just to potentially save you some time, in case you don't follow the KS updates - here are some that show recent changes to the cards' UI:

Update #59
Update #60
Update #62

Just wanted to make sure you know there have been a lot of design changes since the last TTS update so maybe, and hopefully, some of your concerns have already been taken care of :)

Thank you very much for your keen interest in our game and willingness to help us make sure it's the best possible.

cheers
Wiktor
Dernière modification de itu_studio; 24 mai 2020 à 2h59
Thanks so much for pointing this out! I read through them and they did address some of my concerns, thanks! I'll separate these out for one post at a time for you to review.

First is a potentially difficult one. I would suggest changing the break armor from the color blue to red. This is to differentiate it a lot more then the opening (and eventually I assume reinforce target).

The reason is all of these tokens are the same shape and the image inside them are somewhat difficult to differentiate between them. By making it red you are creating an association of red = damage, blue = to hit.

I would suggest different shape tokens except I assume that would increase print costs. I also understand that this is a difficult change as you would have to find all instances of the symbol across all the cards and rulebooks and change them (and I'm not sure how you setup the graphic design so it might be more difficult or less). However it helps create a visual language that people can understand
Another recommendation is a further clarification on the already reworked and beautiful new AI and BP cards.

It might seem intuitive but it would be very helpful to indicate who the reactions are happening to. Oftentimes things like "pushback 2" are probably happening to the titans but sometimes it seems to be happening to the monster. It would be fantastic and extremely helpful if it could say who was targeting what. For example "Monster Pushback 2 on Attacker" or "Attacker gains +1 precision token"
For the new beautiful and reworked AI and BP cards:

It wasn't intuitive what the <!> indicates. For example from update 62 there's an instinct

pushback 2
<!> Knockback 5. Gain 3A

It would be helpful if it was rewritten for example:

attacker pushback 2 vs monster
If monster still within reach of attacker: Monster knockback 5 vs Attacker and Attacker gains 3A

I know its more wordy but there's no ambiguity. A player doesn't have to lookup a rule to understand what the card means, it's very clear immediately
(for that last one I'm not sure if that was the intended result of that card, its just an example of how to write the card if that was the result you were looking for)
itu_studio  [dév.] 28 mai 2020 à 4h08 
Hi Midas 244,

@Break colour: The symbols/tokens are actually waiting in queue to be re-worked. Yup, we're aware that our choice of colours/shapes/symbols for the different Kratos tokens might not have been the best for the demo version (same in the TTS). We're definitely intending to fix it for the final version, just not sure yet which way exactly we're gonna go. Atm both shapes and colours are in play, cannot promise Break will be red though :)

@Effects on cards: We're really glad you like what has happened to the BP/AI so far, we do too :) We definitely agree that the wording on cards needs to be as clear and intuitive as possible, we know how annoying the constant need to reach for the Rulebook can be :) The text on the cards is still not final, we're gonna do our best to improve it as much as we can. Don't think we're gonna go with putting full sentences on the cards, but rest assured, we're gonna find a way.
This is more of a general rule for the rulebook. Effects on Titan cards generally affect the Primordial and those on the Primordial generally affect the Titans. If there’s an exception, it will be stated in the text (i.e. Signature against Attacker).
<!> symbol is universal and will also be explained in the rulebook.

Thank you very much for taking the time to give us such a detailed feedback.

cheers
Wiktor
Since ITU is reading this thread, I will add my feedback as well.

First of all, thanks a lot for making this TTS mod available! You are awsome! And I can't wait for my copy of the game to arrive :-)

For now, I have played the two levels of the Hekaton.
The L0 Hekaton is great, I think it is very well balanced to allow players to learn the rules and likely get a satisfying victory.
The L1 Hekaton looks too difficult to me. Maybe I am just bad, but I have played it a few times and I always get killed when I am roughly 3/4 through the Hekaton's life. In particular the titans which use a single d10 to attack seem almost worse off than they would be fighting with their fists. The spear is good though.

It would also be great if you could provide some less busy art of the back of the board. Ideally just some rubble or grass or even a flat color. The board art is good but it can be confusing and immersion-breaking. I played with a friend who didn't follow the kickstarter and he thought for the whole L0 battle that we were fighting inside a room (with some sort of bathroom mosaic on the floor) and was very confused during the L2 battle about having cities inside the room. :-P

I couldn't really figure out when the primordial turns to face a certain titan. Only when it activates, or also when it reacts to an attack?

During my first fight I also thought that the pushback and knockback reactions to successful hits were performed by the titan to the primordial, not vice versa. It could be clearer who is performing what during reactions.

Finally, critical hits are very rare. You are likely to get a couple per fight and they may very well be wasted on an insignificant BP or not cut through the AT field. This makes the combat less epic than it would otherwise be. Maybe some of the balance was lost when you changed crits to only happen on the white die.

I hope that this feedback is useful. I will write more after I try the next two battles.
Thanks again for making this demo available! It is shaping up to be a great game! Keep up the good work :-)
itu_studio  [dév.] 11 juin 2020 à 1h33 
Il Praio a écrit :
Since ITU is reading this thread, I will add my feedback as well.

First of all, thanks a lot for making this TTS mod available! You are awsome! And I can't wait for my copy of the game to arrive :-)

For now, I have played the two levels of the Hekaton.
The L0 Hekaton is great, I think it is very well balanced to allow players to learn the rules and likely get a satisfying victory.
The L1 Hekaton looks too difficult to me. Maybe I am just bad, but I have played it a few times and I always get killed when I am roughly 3/4 through the Hekaton's life. In particular the titans which use a single d10 to attack seem almost worse off than they would be fighting with their fists. The spear is good though.

It would also be great if you could provide some less busy art of the back of the board. Ideally just some rubble or grass or even a flat color. The board art is good but it can be confusing and immersion-breaking. I played with a friend who didn't follow the kickstarter and he thought for the whole L0 battle that we were fighting inside a room (with some sort of bathroom mosaic on the floor) and was very confused during the L2 battle about having cities inside the room. :-P

I couldn't really figure out when the primordial turns to face a certain titan. Only when it activates, or also when it reacts to an attack?

During my first fight I also thought that the pushback and knockback reactions to successful hits were performed by the titan to the primordial, not vice versa. It could be clearer who is performing what during reactions.

Finally, critical hits are very rare. You are likely to get a couple per fight and they may very well be wasted on an insignificant BP or not cut through the AT field. This makes the combat less epic than it would otherwise be. Maybe some of the balance was lost when you changed crits to only happen on the white die.

I hope that this feedback is useful. I will write more after I try the next two battles.
Thanks again for making this demo available! It is shaping up to be a great game! Keep up the good work :-)

Hi Il Praio,

we're very happy to hear you're enjoying your time with our TTS mod.


@ L1 Hekaton: We actually got a lot of comments that it was too simple! :D Either way, the final game will be less difficult, because you’ll have access to Mnemos cards (personal abilities) and Argo Abilities (global abilities). Tip: try leaving more Opening tokens for the Titans that use 1d10 weapons and see whether that changes your experience. I wonder what are others' thoughts on the difficulty level of that particular battle.

@ Battle Board art: Hopefully it's just an issue with the 'digital' version of it and as soon as you get it in the physical form you'll agree with us that the art isn't really confusing :) Btw. L0 Hekaton battle does actually take place in a room, not a bathroom though :P

@ Primordial turning: It happens on some reactions as well, e.g. Pushbacks. Generally whenever the Primordial moves or attacks.

@ Reactions: That's a comment we're getting quite often, we're definitely gonna make sure it's as clear as possible in the final version.

@ Crits: They're supposed to be rare :P According to our tests so far they work as intended. That doesn't mean there won't be any tweaks to them if we find out they're needed. Also, there may be some gear that improves your chance for a crit available in our game... :)

Thank you very much for your feedback and your kind words. Looking forward to hearing about your experience with the Labyrinthauraos.

cheers
Wiktor
Some early feedback on the Labyrinthauros since I am still halfway through the L1 fight.

The rules for placing the labyrinth tiles are confusing. Some cards instruct to place more than one tile but each has to be placed in a way so that the target of the attach gets covered. Because tiles cannot overlap, you wouldn't be able to place more than one tile.
Also, are the corner spaces around the Labyrinthauros considered adjacent? If they are not, there are only two spaces in front and adjacent to the Labyrinthauros, so you would never be able to place more than two tiles at a time.

Is the primordial still considered adjacent to the titan if they are separated from a red line? I suppose the primordial can attach through the red line because the rules say that it ignores the tiles. But can the titan attack through the red line? And can it climb on a vantage point if it is adjacent to the primordial but separated by a red line?

It is pretty easy to get locked in a section of the labyrinth without any way out. But I suppose that is the whole point of the design :-P

During this battle you don't have the Fists card which you are always supposed to have. I suppose it was just forgotten in the TTS setup for this battle.

Also, if your Javelin is exhausted, and you are supposed to perform another attack, would you use attack speed 1 or 2 with your Fists?

In the Rush ability "attack at +1 speed" can easily be interpreted as moving 6 spaces instead of using one more attack die.

The Gaze of Temenos description in the Primer seem to suggest that the player is supposed to "watch out", but I am not aware of a mechanic that would allow you to avoid facing a BP card that is at the top of the deck (if I understand correctly, the BP card is neither revealed nor discarded if you don't hit).

Overall the concept of the fight is very original and plays a lot differently from the Hekaton.
:-) Thanks for keeping us entertained during the lockdown!
itu_studio  [dév.] 17 juin 2020 à 2h52 
Il Praio a écrit :
Some early feedback on the Labyrinthauros since I am still halfway through the L1 fight.

The rules for placing the labyrinth tiles are confusing. Some cards instruct to place more than one tile but each has to be placed in a way so that the target of the attach gets covered. Because tiles cannot overlap, you wouldn't be able to place more than one tile.
Also, are the corner spaces around the Labyrinthauros considered adjacent? If they are not, there are only two spaces in front and adjacent to the Labyrinthauros, so you would never be able to place more than two tiles at a time.

Is the primordial still considered adjacent to the titan if they are separated from a red line? I suppose the primordial can attach through the red line because the rules say that it ignores the tiles. But can the titan attack through the red line? And can it climb on a vantage point if it is adjacent to the primordial but separated by a red line?

It is pretty easy to get locked in a section of the labyrinth without any way out. But I suppose that is the whole point of the design :-P

During this battle you don't have the Fists card which you are always supposed to have. I suppose it was just forgotten in the TTS setup for this battle.

Also, if your Javelin is exhausted, and you are supposed to perform another attack, would you use attack speed 1 or 2 with your Fists?

In the Rush ability "attack at +1 speed" can easily be interpreted as moving 6 spaces instead of using one more attack die.

The Gaze of Temenos description in the Primer seem to suggest that the player is supposed to "watch out", but I am not aware of a mechanic that would allow you to avoid facing a BP card that is at the top of the deck (if I understand correctly, the BP card is neither revealed nor discarded if you don't hit).

Overall the concept of the fight is very original and plays a lot differently from the Hekaton.
:-) Thanks for keeping us entertained during the lockdown!

Hi again Il Praio,

wow, that was quick :)

@ Labyrinth tiles placement: Agreed, it's simply another thing we need to polish for the final version, don't worry, it will be clear when we're done with it :) For now please refer to our answer (Question 12) here [docs.google.com], hopefully you'll find it helpful.

@ Red line: You are right about the Pimordial's perspective - since it ignores the tiles it also ignores the red lines. When it comes to the Titans though it's different - they cannot move through the red lines, cannot climb the VPs through them nor can they attack through them. Unless they have some special gear that is... :P Simply put - red lines break/cancel adjacency.

@ Fists: I've just checked, the Fists cards are there for the L1 Lab battle, they are simply 'hidden' underneath the weapons. Such layout made perfect sense when the Fists could only be used 2-handed. I guess now they should only be covered when you have a 2-handed weapon or two 1-handed ones. When it comes to the exhausted Javelin - you're supposed to use 1 attack die since you're attacking with only one Fist. Basically, the only time when you use both Fists to attack is when you don't have any items in your hands (doesn't matter whether they're exhausted or not).

@ Rush: Hmm, that's awkward... That's exactly what it means :D We never intended to call it 'Attack Speed', in AT:O it's simply Attack Dice. Whenever we refer to Speed we always talk about movement.

@ Gaze of Temenos: We simply meant that you may want to use a Titan whose turn may be 'sacrificed' when you're expecting it's the GoT on top of the BP deck. There will also be some abilities that allow you to change the order of cards in the BP deck (not implemented in the TTS though).

Glad we could have helped at least a tiny bit with your lockdown :) Stay strong.

cheers
Wiktor
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