/DemeoMods

New Rulesets and Rules that modify Demeo in major ways

Primary LanguageC#MIT LicenseMIT

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New Rulesets:

  • Demeo Revolutions
  • Demeo Revolutions (EASY)
  • Demeo Revolutions (HARD)
  • Demeo Revolutions (LEGENDARY)
  • Demeo Revolutions (PROGRESSIVE)

General Mod changes

  • If the mod host dies or is disconnected they can rejoin the game (and pick a character if they died). To continue the mod/ruleset just have everyone else leave the room and rejoin so the original mod host becomes the game host again. On their turn everyone else will gain 1 round of invulnerability to protect them from damage if/when enemies attack them and to make up for the lost turn!
  • Colorized text display of advanced stats when clicking/grabbing player pieces. In PROGRESSIVE ruleset this displays character levels, current perks, and what perks they get at the next level. Works when NOT hosting games also!

Demeo Revolutions Gameplay Changes

NOTE: Some things are adjusted up or down for EASY, HARD, LEGENDARY, and PROGRESSIVE rulesets

  • Some NEW maps and many NEW enemies
  • Some already known enemies now have NEW hidden abilities
  • Each enemy (even if the same type) can have different health AND attack damage
  • Each floor's enemy spawns will be a mix of ALL existing adventures with NO respawns
  • Each floor's map will be from a different adventure
  • No Lamps or Antitoxins as loot
  • Improved loot from chests, energy (mana), and potion stands
  • Pets and charmed creatures will always focus on Hunter's Marked targets
  • Number of chests/stands/fountains/traders per floor changed based on the adventure selected
  • Card energy (mana) gained from attacks and recycling cards varies depending on the ruleset
  • Healing Potion heals for 5, Water Bottle heals for 2, and Rejuvenation/Fountains heal for 8
  • Reviving a player by any means removes Stunned and Frozen effects so they get their turn
  • Lures and Barricades now Thorn enemies who hit them
  • Acid Spit (Giant Slime ability) now poisons targets
  • Sigataur Javelin now weakens an enemy when used by a player
  • Repeating Ballista arrows now hamstring (tangle) targets and poison enemies who hit them
  • The Behemoth now blinds and panics targets and poisons enemies who hit them
  • Healing Wards heal for 2 and poisons enemies who hit them
  • Verochka, Arly Owl, and placed torches now panic enemies who hit them
  • Scrying Beacons (Detect Enemies) now charms enemies who hit them
  • War Cry now also blinds enemies as well as panicking them
  • Howl of the Ancients now also confuses enemies as well as weakening them
  • Critical hits award 10 gold to that player or if on the last map will heal that player for 1 (if hurt)
  • Attacks and critical hits always have a 2% chance to heal players for 1 and 2 health respectively
  • Class turn order starts as Bard, Guardian, Warlock, Sorcerer, Barbarian, Hunter and then Assassin
  • Hunter's Mark, Invisibility Potions, and Adamant Potions only last 2 for rounds instead of 3
  • Strength, Swiftness, and Magic stats can be increased up to 5 times with potions instead of 3
  • Torches last 15 rounds and placed Torches have 4 health instead of 15
  • Arly Owl's health is now 8 and movement is now 5
  • Arly Owl's panic shot now also Nets enemies so they can't move unless they use an ability to do so
  • A NEW Energy Potion loot card DETAILS
  • Elven Queen, keyholders on the first 2 floors, and elemental type enemies have 1 counter-attack damage when hit by melee
  • Each floor's keyholder (including bosses) start with 1 innate damage resist
  • Players who obtain the key will gain 1 extra damage resist and 1 extra counter-damage to melee attacks while they hold it
  • All bosses will start with more health and are immune to Net
  • The Elven Queen has new self buffs and abilities to add more of a challenge
  • If playing Roots of Evil the players with javelins will be first in turn order on the LAST floor
  • A new Progressive ruleset included that allows characters to LEVEL-UP and gain new perks DETAILS

Demeo Revolutions Class Changes

NOTE: Start health/max is adjusted up or down for EASY, HARD, LEGENDARY, and PROGRESSIVE rulesets

Guardian:

  • 9 max health. You are immune to Weaken and non-boss Fire damage
  • Normal start cards plus Charge and War Cry
  • Replenish Armor regains 4 armor instead of 5
  • War Cry and Whirlwind area coverage changed from 3x3 to 5x5
  • Whirlwind doesn't harm allies but it will still knock them back
  • A NEW reusable non-damaging Pull card which costs 0 Action Points (works on enemies and allies)
  • Critical hits regain all Action Points, 1 Armor, Pull, and gain Berserk (+1 Damage and +3 Movement for the turn)
  • Enemies that melee you will be counter-attacked for 1 damage

Barbarian:

  • 8 max health. You are immune to Petrify and Slime damage
  • Starting critical damage increased to 9
  • Normal start cards plus The Leviathan and Barbaric Chainwhip
  • The Leviathan now Tangles enemies that it chains
  • Barbaric Chainwhip damage increased to 3
  • Grapple costs 0 Action Points
  • Grapple and Launching a Lamp can now be used in the same turn
  • A NEW non-damaging Net card that roots an enemy in place and can be reused every 3 rounds
  • Critical hits regain Grapple, reduce Net cooldown by 1, and gain 1 Magic Armor if not last action
  • Critical hits on the LAST action gain 6 Vargas, 2 Magic Armor, and a Spawn Random Lamp card
  • Having a Mark of Varga card puts you closer to the front in turn order

Hunter:

  • 8 max health. You and Verochka are immune to being Frozen and non-boss Ice damage
  • Melee damage reduced to 2 (Ranged damage is always 1 higher)
  • Starting critical RANGED damage increased to 8
  • Starting movement increased to 5
  • Arrow costs 0 Action Points
  • Normal start cards plus Call Companion and Lure
  • Beast Whisperer summoned Rats are now poisonous
  • The second Arrow card is replaced by a NEW reusable single target Fire Arrow attack that can't miss
  • Critical hits replenish Arrow if not last action
  • Critical hits on LAST action gain a Bone, a Freeze Arrow, and gain 6 rounds of Fire Immunity
  • Having a Hunter's Mark card puts you closer to the front in turn order

Assassin:

  • 8 max health. You are immune to being Tangled and Netted
  • Starting critical damage increased to 8
  • Starting movement increased to 5
  • Sneak costs 0 Action Points
  • Normal start cards plus Cursed Dagger and Flash Bomb
  • Flash Bomb area coverage changed from 3x3 to 5x5
  • A NEW ranged Poison attack card that can't miss, can backstab, and is reusable every 3 rounds
  • Poison Bomb, Flash Bomb, and the NEW ranged Poison attack do not break Sneak
  • All attacks have 50% chance to heal you for 1 (if hurt)
  • Critical hits ALWAYS heal you for 1 and have 50% chance to heal you for 2 (if hurt)
  • Sneaking now adds damage to normal melee and ranged Poison attacks
  • Critical hits regain 1 Action Point if not last action and reduce ranged Poison attack cooldown by 1
  • Critical hits on LAST action gain Invisibility that lasts until the end of the NEXT round

Bard:

  • 8 max health. You are immune to Poison and being Blinded
  • Starting melee damage reduced to 2
  • Can now backstab (and so can his damaging songs)
  • Courage Shanty costs 0 Action Points and has 33% chance to heal/revive the target for 1 (if hurt/downed)
  • Recovery and Resilience songs area coverage changed from 3x3 to 7x7
  • Normal start cards plus Shattering Voice and Piercing Voice
  • A NEW single-target blinding Flashbomb card that doesn'r miss and is reusable every 3 rounds
  • Critical hits heal you for 1 (if hurt) and reduce Flashbomb cooldown by 1
  • Critical hits replenish Courage Shanty and give Courageous self-buff or upgrade
  • Critical hits on LAST action also gain Panic Powder plus both Deflection and +3 Movement for 2 rounds

Warlock:

  • 7 max health. You and Cána are immune to being Corrupted and Corruption damage
  • Starting melee damage reduced to 1
  • Cána starts with 1 point of innate damage resistance (can NOT be increased)
  • If Cána goes under half life she gains Frenzy (+1 damage until life goes over half)
  • Normal start cards plus Implode, Deflect, and a replenishable Feral Charge that costs 0 Action Points
  • Astral Barrier area coverage changed from 3x3 to 7x7
  • Enemies that hit you or Cána will become Astral Marked for 1 turn
  • All your damaging attacks on Astral Marked targets heal you for 1 (if hurt)
  • Critical hits replenish Feral Charge if not last action
  • Critical hits on LAST action gain +3 Magic Bonus damage until the end of the NEXT round
  • Having an Astral Barrier card puts you closer to the front in turn order

Sorcerer:

  • 7 max health. You are immune to Stun and non-boss Electricity damage
  • Starting melee damage reduced to 1
  • Starting Magic Bonus set to 1
  • Maximum Magic Bonus is set to 6
  • Zap and Lightning Bolt cost 0 Action Points
  • Normal start cards plus Vortex and Banish
  • Overcharge is replaced by a NEW reusable arcing Thunderbolt attack card
  • Any electrical attacks you use won't damage or stun other players or non-charmed allies
  • Critical hits replenish Zap (NOT Lightning Bolt)
  • Critical hits on LAST action gain Water Bottle and become Overcharged
  • Critical hits while Overcharged gain Water Bottle

About the new Progressive ruleset

You will NOT start with most of the normal Demeo Revolutions abilities and perks. Instead, you will gain them as you LEVEL UP by filling the card mana meter (you will still also gain cards). You start with 1 less health than standard and only 1 knockdown (extra life) instead of 3. Gaining a level heals the party for 2 (if hurt) and will revive downed party members. Discarding cards will only give 20% of the amount indicated (to avoid exploiting levels). If you die and return to pick another character you will start at level 1 again. Party members can see their current levels indicated by a new permanent crossed-arrow buff over their heads. Enemy difficulty increases on each new floor.

Level 1 - Critical hits on your FINAL action function as in normal Demeo Revolutions except the Guardian only gains 1 Action Point instead of 2 (until level 3)

Level 2 - Gain (or replace) 1 permanent replenishable ability. Pull, Stealth, Arrow, Zap, Lightning Bolt, Courage Shanty, Feral Charge, and Grapple now cost 0 Action Points

Level 3 - Gain 1 max health and critical hits also earn you 20 gold OR heal you for 1 if you're on the last floor

Level 4 - Gain 1 knockdown and critical hits restore your 0 Action Cost replenishables and/or Action Points (depending on class)

Level 5 - Gain 1 bonus & max bonus to a stat (Strength or Magic depending on class)

Level 6 - Gain 2 health

Level 7 - Gain 2 bonus & max bonus to Swiftness

Level 8 - Gain 1 knockdown and a new permanent powerful ability that can only be used once every 7 turns

Level 9 - Gain 1 health regeneration each turn (unless Downed, Poisoned or Petrified)

Level 10 - Gain 2 bonus & max bonus to stat (Strength or Magic depending on class) AND 1 extra Action Point per turn

About the Extra Energy buff given by the Energy Potion

When the Energy Potion card is used it will give each character 2 extra maximum health and a NEW ability that they can use 3 times total that will not cost any action points when used. There is no turn limit to the buff. The character using the Energy Potion will not get the ability until their NEXT turn. The buff counter will update at the start of your turn to let you know how many more charges are left. If you use all 3 charges then at the end of that turn you will lose the extra 2 maximum health and gain a Thorns debuff for 2 rounds. Energy Potion card buffs DO NOT stack!

Guardian:

  • Leap - Jumps a moderate distance. Landing causes 5 damage to each enemy within a 3x3 area.

Barbarian:

  • Vortex Storm - Drops 3 meteors over a large area that cause small vortexes that do 5 damage to each thing hit. This includes allies but not yourself. Does NOT hit lamps.

Hunter:

  • Spectral Strike - Charges your bow with a magical AoE that hits a 5x5 area 3 damage each. Can NOT hit allies!

Assassin:

  • Firebolt - Launches a 3x3 firebolt at range for 5 damage to enemies. Does NOT break sneak. DOES hit allies and lamps!

Bard:

  • Blink - Teleports to and attacks an enemy for 9 damage. This move also Weakens and Confuses the target.

Warlock:

  • Weakening Shout - Weakens, pushes, and hits enemies for 2 damage each in a straight line.

Sorcerer:

  • Rift Beam - Hits everything in a straight line for 5 damage. This includes friendlies.

For video tutorials and gameplay go to My YouTube or for live streams go to My Twitch!