Questi sono gli ultimi aggiornamenti, con i pledge fatti direttamente sul sito della Level99 si sono passati i 60k$ (ergo sbloccato il primo personaggio promo)
Updated in Trials
Character Guide changed to a Mini-Artbook - In Fate and War Remastered, we introduced two rulebooks, one with the game basics, and one with the characters and play modes. This worked well, but many people still mentioned that they wanted more information on the setting and story. In Trials, we have taken special modes out of the character guide, and replaced them with extended backstories, additional pages of full art, and the running story of the series. With one of our upcoming Stretch Goals, we'll also add more pages of art/lore, and a poster to the game box. As for the special variants, we'll keep them relegated to the white-box expansions like Armory and Light & Shadow in the future.
Dash Base changed and updated with new effects - We've known about problems with Dash in high-level play since shortly after the release of War, but we only discovered a good replacement after a lot of testing this year. From Trials and going forward, Dash will be replaced with an updated base, Dodge, which will be the new tournament standard. Dodge is identical to Dash, except characters move during the Start of Beat Phase, and the base has a Priority of 3, making it counterable by clashing, and reducing its synergy with other movement-based styles. This minor change should greatly increase the risk of a very safe move at high level, while leaving it relatively unchanged for casual play.
Every Character comes with their own Base Set - Working on a small budget with the early BattleCON games, we reduced costs by including only 4 sets of Base cards, and telling players to swap them between games. This worked fine, but it contributed a bit to the setup time of the game. With a smaller box like Trials, and with the quantity of games that we produce in a print run now, there's no reason we can't print all the cards that every character needs and improve the game's setup time and ease of play even further.
Tuckboxes instead of Envelopes to store individual characters - We had long searched for a way to store the characters conveniently. It became clear that envelopes were not convenient when characters had extra cards or tokens, and it was difficult to make a nice presentation. This time, due to making a smaller box, we are able to create tuckboxes for each character and their base sets. I think they'll be very popular going forward!
Force Gauge Updated and converted to Counters/Tokens, plus Force Cards - Force Gauge as it appeared in Fate worked fairly well, but there were a few changes that we wanted to make to improve it further. We removed the Soak and Pulse options from the Gauge, and moved the Options from one large card onto three smaller cards intended to be used during the ante step. This move makes Force more present for the players, and also easier to keep tabs on when it is used.
Force Gauge integrated with Match Timer - Match time was always hard to keep up with in BattleCON, as was remembering to update your Force Counter. We've changed the match timer rules to integrate with the Force Gauge. At the start of the game, a pool of Force Counters are set up, and these act as a match timer, triggering a timeout when they run out. This lets the time limit of a match fluctuate slightly to mirror the pace that players are playing. It's got a lot of small nuances to it, but it's a change that our testers in-house have appreciated, and we think you will too!
Life Dials replaced with a Board Counter -?While the life dials were nice, they caused more replacement parts and shipping damage issues than any game part we've ever produced. We decided to get rid of these dials and plastic spinners, and integrate the life tracker back into the board itself, further reinforcing the position of the board within the game.
We had a lot of exciting ideas for what we wanted to do in Trials, and we tried many of these out. However, they didn't pan out quite how we hoped. You may have heard some rumors of changes, but here are the things that didn't make the cut.
Updated Card Design and Base Art - After working on BattleCON Online, we considered updating the style and base art to be more unified between the systems. After a lot of consideration and consulting with fans, we decided that it would be good to stick with the existing look, and keep BattleCON Online visually distinct from the base game. The Styles and Bases that come in Trials will be identical to the ones you recognize from Fate. (Because we haven't had time to refinish Trials in the original BattleCON style yet, you may still see a few of these cards crop up in previews and graphics, but they are not representative of the final product, and we are replacing them as quickly as we can).
Tokens, Counters, and Markers changed to cards - We tried transforming all of the Tokens, Markers, and Counters in the game into mini-cards for ease of storage and setup. However, we found that changing the size and shape of the parts didn't really improve these aspects much, and could lead to things being even harder to find during setup in some cases (cards can be slippery, after all). It was a nice experiment, but in the end, we decided that keeping the punchboard pieces also helped to make BattleCON a board game, not just a card game.
New wording to change 'Move' to 'Shift' - We considered changing the word "Move" to "Shift", because there was a degree of player confusion between 'Move X spaces' and 'when a player moves' (the first being a specific kind of movement effect, and the latter applying to any kind of movement effect). The word 'move' is overloaded badly in BattleCON. However, with 3 games and 5 expansions already in the wild, we decided that such a change to wording would be difficult for veterans to adjust to. We'll tackle this problem from the other direction by adding better definitions of 'movement effects' and wording the effects that care about movement more carefully in Trials and in future editions of the existing games.
Mi spiace che spariscano i dial per i punti ferita, ma avendo già quelli delle altre scatole sono coperto (e viste le modifiche alla Force Gauge non dovrebbe essere un problema che solo quelli di Fates abbiano l'indicatore apposito). Il resto mi paiono tutte buone nuove (pure i personaggi già corredati dell'intero parco mosse alla Exceed)
(piccolo edit, non voglio contribuire all'estinzione del congiuntivo ^^' )