10-22-2015, 03:58 PM
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10-22-2015, 04:09 PM
(10-22-2015, 03:58 PM)Jumpingfist Wrote:(10-22-2015, 03:38 PM)gkmetty Wrote: Illusionist Thanks JF, I was not looking for a magic kingdom. I was looking for one of the new kingdoms that was not fully developed. This is a test run. I hope I can provide feed back that will be helpful. With that being said if UM would prefer I choose a different kingdom I will certainly do so.
10-22-2015, 04:12 PM
W/Sat it is, then.
Netstrider: Druid VBM: Sacred Order HH: Demon Princes Canticar: Illusionist Jhereg: Lizard Men JF: Ancient Ones Acererak: Tyrant Remaining options for Ry Vor, LD, Frost Lord, and the two possible mystery players: Zone 2: Cimmerians or Necromancer Zone 3: Dwarves or Warlock Zone 4: Sorcerer or Amazon Zone 7: Gnomes or Halflings Dispersed: Underworld or Pirate
10-22-2015, 09:08 PM
Can I get in? I want to be the Pirate.
The Necromancer wasn't played in the first game so I will take that and much prefer the Wed-Saturday schedule. That gives both Mike and I a better chance to make adjustments between turns.
(10-22-2015, 04:09 PM)gkmetty Wrote:Its true the Illusionist is still lagging development-wise but yesterday I was able to do most of the documentation for about 15 new spells, some of which are maybe just for the Illusionist, or at least at earlier levels, like Mirror Image, Project Group Image, Conceal Emissary. The new Eagle Familiar and Dire Wolf Familiar will go earlier to the Druid. The Pirates, Atlantians, and perhaps a couple magic kingdoms will get Summon Kraken. Gnomes get Summon Rock Golems early, Sacred Order for Destroy Undead. Crack the Sky is a new high level spell, Liche is a very high level convert to P7 Wraith-like spell (credit Mike), Storm at Sea modified.(10-22-2015, 03:58 PM)Jumpingfist Wrote:(10-22-2015, 03:38 PM)gkmetty Wrote: Illusionist After fleshing out the descriptions, I need to assign and adjust spell levels for all kingdoms. Thought I would get to that today but you know what they say about life and plans. I'd like somebody to take the Nomads and the Amazons, if those choices for their zones have not yet been made. We didn't get much feedback on those in the alpha and they have some of the most interesting special abilities and both have hidden capitals. And of course we have the Halflings in the Runnimede area with the Halfling Trading Company, the Black Dragons now in Amberland so lots of possiibilites to go (like every region) with Flight having more advantages and now close to the one source for the Phoenix. I could go on. Main thing, this is preliminary to the "official" beta and as Mike said, is to primarily get feedback on the new interface as well as the feeling of kingdoms, but these will be developed during the course of this test and into the beta.
10-22-2015, 10:54 PM
I will take whatever kingdom is left over after everyone picks.
My vote is for Wed/Sat turns. The Frost Lord,
Centurion in the Military War College
Pioneer of Alamaze
10-22-2015, 11:00 PM
(This post was last modified: 10-23-2015, 12:22 AM by Lord Diamond.)
Twice per week for me as well.
I will take which ever of the new kingdoms is left. They are all outstanding. Would rather not take the Amazons or Pirates since I have played them before, but it isn't a big deal. Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
10-22-2015, 11:20 PM
I'd also be happy to sign-up and would take either the nomads or amazons per Rick's request. I have a special place in my heart for the Nomads as they were the first kingdom I ever played.
10-22-2015, 11:21 PM
I'll take the Nomads or Amazons if you still need additional players.
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