Maleghast Update 1


Hey ya'll,

Thanks very much for checking out the game. It's been really nice to see such a strong reception to this weird little project. There were a few typos and balance changes I wanted to make adjustments to quickly while the game was still pretty hot, so I've released a small update to the game. You can see a comprehensive list of changes in the attached .txt notes file. If you find any other typos, major issues, etc, please feel free to mention them in the comments here and I'll try and fix them next release.

Cheers,

Tom


Files

Maleghast_666.pdf 120 MB
Nov 04, 2023
Maleghast Update 1 notes.txt 3 kB
Nov 04, 2023

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Comments

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I learned about this today and am Very Excited to give it a shot.

Hey Tom, thanks for the great game.

I haven't done a deep read but saw this post saying we could mention typos here; I figured I'd mention the ones I've seen in case you haven't spotted them yet. I've designed a few games myself just for fun, so I was in the brain space to check rulebook grammar.

Typos:

  • Page 21: second column, last sentence at the top: "Units can only choose one upgrade unless you're playing at Ultrahell Malice." Has an extra period afterwards.
  • Page 22: Some of the tables for Basic Scenarios have periods in slots, whereas tables for basic modes sometimes do not. I think the logic for why or why not has to do with whether it is a complete sentence, though some are complete sentences without a period (the "Deployment" section of the "Basic Modes" tables)--maybe doesn't need any change. Just bringing it up in case it does.
  • Page 30: Devil Bullet ACT Upgrade for Operator states that it "ignores armor and ward," I think it should say "physical and magical armor" or something to that effect to reflect the wording update that renamed ward.
  • Page 45: Chosen unit, under the Kidnap ability, there is the tag "Curse." In the ability it is spelled "Curset," which I suspect is just a spelling typo.
  • Page 60: Chirurgeon Bonus Trait "Rapid Move," states that it can be used "at start of end of own turn". I'm guessing it should say "at start or end of own turn", unless there is an order for end-of-turn abilities that I missed.
  • Page 62: There is a list of all of the terms. The descriptions all have a period, except for the entry for "PHYS" and the entry for "Stance".

~On the topic of periods now that I'm looking at it: 

  • All units have upgrade boxes under their statblocks. Sometimes the upgrade descriptions have a period, sometimes they don't. I could list which don't if it would be helpful, but I'd just give them all a pass and put on a period for each to make sure (or pull the periods out if that's the format you'd prefer).
  • Also on the topic of periods, each faction lists a "Playstyle," usually a one phrase description. The Playstyle description for Deadsouls (pg 44) and Igorri (pg 56) are missing periods, whereas the rest have periods. 
  • Nitpicking at this point but the list of "Other Mechanics" for each faction is missing periods for the entry on Strength, Weak, Vulnerable, and Speed where they come up. Igorri is also missing a period where it says "All tokens" under their "Other Mechanics" section, though it may be intentional seeing that that is just a two word phrase.
  • Some abilities are missing periods as well across the units, may or may not be intentional depending on intended format. 
  • The description of the "Range" tag on page 16 is missing a period.
  • Haunts, page 24, the "Invigorating Spirits" box is missing a period on the subtitle.

Not a typo, just a question: The Warhead unit has an ability, Charge, that lets it MOVE as far as possible and pass through units to damage them. I'm just not sure how "as far as possible" works--if it can't end in a free space before it's movement is used up, can it not use the ability? Or does it just keep moving until it finds a free space, ignoring its speed?

I'll stop there, this post is getting long. Hope this helps. Maybe if I can do a deeper read or spot more typos while playing, I'll bring them up. Once again, very cool game; I'm looking forward to playing more when I get the chance.

Is there any way to get the updated PDF done with separated pages instead of the full spread? it's much harder to get printed and spiral-bound this way.

Here's a rules question, how does armor effect attacks like the Carnifex's chainsaw? If I roll a 6 for the effect does the armor trigger separately on the 4+ and 6+ "1 damage again" meaning the attack would deal 0? or, is the damage totaled first for a total of 3 reduced to 2? Similarly, are strength tokens applied on each "1 damage again"?

(+1)

I have a couple of questions about some specific units.

If spending a token is not optional, then in which order of priority do you have to spend your tokens with units that "may use some tokens as others", like Warlord's Fueled by rage, or Painwheel's Hellwheel?

If the Igorri's stitch is killed by an effect that makes you leave something other than a corpse, like the banshee's freeze soul, does the second corpse also turn into that something?

Can the Slow tokens generated by the Slime's Percolate ability be distributed to any number of adjacent units, or do they all have to be given to a single unit?

I have two questions revolvong around armor and vitality. First what order do you apply the effects and if armor is first, if Armor reduces damage to 0 do you still remove vitality token because you didn't tale take damage.

Armor is applied first and vitality isn't removed (no damage was taken therefore no damage was reduced)

Hello, really enjoying reading this and excited to propose to some friend !! I have a question about the rules for ranged attacks: it's not really clear if, when checking for valid tagets, you have to consider only the spaces that are in range but only ortogonal and diagonal in relation to the attacking unit or any space is ok for as long as is in range ( example on a range 2-3 for as long is no closer than 2 and no farther than 3 any taregt is ok).

hope I was clear, anyway keep up the good work

Range is any square in range, doesn't need to be orthogonal or diagonal

Thank you for the help ! :)

(sorry to add this so soon)

How does Blood Rage interact with damage that can't slay a unit? Does "can't slay a unit" functionally mean "if this damage would reduce the unit's HP to zero, instead reduce it to 1", or something else?

(+1)

Blood Rage specifically states that the unit's HP is zero. If the damage can't slay then it does nothing if Blood Rage is active.

(4 edits)

Lemme rephrase: since Blood Rage triggers on going to zero, and the unit is specifically not slain, can abilities like Plague reduce a unit with Blood Rage from 1HP to 0HP? My intuition is that they cannot, but if you were to ask me why I couldn't give you a great answer.

(but yeah these abilities obviously can't slay a unit that has reached zero hp, activated Blood Rage, and is now at zero hp but not slain yet, and apologize for not making my question clearer)

(2 edits) (+1)

Ah. I have the opposite intuition. But "slain" is defined as reaching 0HP(pg.13),  not by actually removing(killing) a unit, so it seems like you are right. Still seems tricky on what the intention was.