Archive for the ‘Project Updates’ Category

Solium Infernum Update 1.05

Thursday, January 21st, 2010

It took me a little longer than I wanted because of some crucial late additions to the fix list. Thanks to all those who sent in AI feedback and save games for bugs.

Update Instructions:

The 1.05 update is compatible with all save games from previous versions. It can be applied to any previous update version.

Multiplayer PBEM Note: It is recommended that all players update together. What is crucial is that the player submitted turns match the version that is used by the host to process the .trn files submitted by the players. It’s usually most convenient that the players submit their current turns and then the host processes all the turns and at this point everybody updates.

You apply it by overwriting the three files AIScripts.cxt, MainIFace.cxt and GameEngine.cxt it the Solium Infernum install directory which is usually Program Files\Cryptic Comet\Solium Infernum

You can use a .zip file here: Solium Infernum Update 1.05 ZIP

Or a self extracting .exe here: Solium Infernum Update 1.05 .Exe

Important: For the self extracting .exe, some windows systems will not let you copy directly to Program Files so you might need to first copy them to your desktop or another writable location and then manually copy the three files over.

Change Notes:

Fixed bug that occurred when Dire Dissipation was directed towards a place of power

Fixed bug where defeating the Champion of Pandemonium or defending your title granted your praetor an extra level up

Fixed bug where failed Infernal Negotiations ritual could still provide Prestige Bonus when diplomatic actions by other players resolved

Fixed bug where Pandemonium could be placed on top of a player’s stronghold in rare cases during map generation

Fixed bug where AI tried to put combat card on legion that had 0 in all three combat attributes

Fixed bug where Dangerous Bickering event did not cancel vendettas that were initiated in response to a diplomatic order that was already underway when the event was played.

Fixed bug where changing a human player to an AI player was not possible unless player had submitted turn already or player .trn file was deleted

Fixed bug where player changed to AI player still read as human player even though turn submission indicated that player was no AI and checked off

Fixed bug where legion could be given Black Ring promotion by event twice.

Fixed bug where AI goal to prepare for upcoming Vendetta could be removed from stack if certain conditions occurred resulting in AI losing track of the fact that a Vendetta was ongoing.

Fixed bug where Faust’s contract did not provide +1 to dip rank if located in ritual chamber slot

Fixed bug where transfer of relic to ritual slot was not marked as complete as soon as the phase for the order had ended but rather was waiting until all 6 phases had processed

Fixed bug where player could initiate diplomatic action and then the next turn petition to be a Blood Vassal. Blood Vassal petition requires that you have no ongoing diplomatic actions with any players

Fixed bug where double click of process turn button could create a stale turn process. Implemented one turn process safety lock

Fixed bug in AI Create Combat card permutations algorithm for determining best combos.

Orders to create Combat Cards that result in the attempt to assign them to legions or places of power that are no longer under your control now fail and the resources are returned to your vault.

Balance Changes

Starting legion strength is no longer tied directly to infernal rank. The strength of players starting legions is now dependent on the number of points assigned to Martial Prowess, Cunning, Intellect and Wickedness. There is still a small random element as well but the overall variance has been decreased.

Stronghold strength still is linked to infernal rank but the algorithm for allocating points to the stronghold has been changed to decrease the variability and to improve the lowest positions (Lord, Baron) in comparison to the others (Duke, Prince)

The Dimensional Gate ritual cannot be used to “gate” a legion into a target hex that contains a legion or place of power at the time of targeting. If a valid target legion should occupy the hex before the ritual is executed during the turn processing then a battle will take place.

AI Improvements

Rewrote and improved algorithm Decide Declare Vendetta Against Player to be more aggressive and to also create sub goals to increase chances of a successful Vendetta

Rewrote and improved algorithm for increasing core attributes associated with AI archetype

Improved AI ability to dynamically switch archetypes based on game state and current attributes

Changed AI goal weights so that more attention is given to increasing the power of legions already owned rather than buying new legions.

Improved AI path finding to station legions near opponent’s border when deciding on insults and demands. If legions are already stationed near the border, then improved the speed of the goal processing.

1.05 Beta v. TWO for Solium Infernum

Saturday, January 16th, 2010

I am posting the latest/final candidate version of the 1.05 Update beta here. If you are playing single player games and would like to give it a go that would be great and I would appreciate any feedback.

For multiplayer it is important to make sure all players update together. What is important is that the player submitted turns match the version that is used by the host to process the .trn files submitted by the players. It’s usually most convenient that the players submit their current turns and then the host processes all the turns and at this point everybody updates. I realize that many people are playing several games and I apologize for the hassle this will cause.

If you run across any problems then please email me with a save game if you don’t mind. If you have AI or balance suggestions feel free to post them in the forum. I do read them.

A simple .zip file is here: Solium Infernum Update 1.05BetaTWO ZIP

You apply it by overwriting the three files AIScripts.cxt, MainIFace.cxt and GameEngine.cxt it the Solium Infernum install directory which is usually Program Files\Cryptic Comet\Solium Infernum

1.05 Beta Multiplayer Change

Friday, January 15th, 2010

A change made to the 1.05 update beta has meant that all players in a multiplayer game should update to 1.05 in order to avoid any compatibility problems. The compatibility issue has to do with “Standing Rituals” such as Demonic Premonitions as well as transfering a relic to a ritual slot. It’s important that submitted turns be done with the same version as the one the host is using. So I recommend that all players update and then create their turns and the host updates and creates his turn and then processes all the players submitted turns. Conversely the host can wait for all turns to come in and then process them. Following this he can update to 1.05 and sending out the new Main.sav notify all players that they should update as well.

I plan to place a beta version 2 of the 1.05 update on this blog tomorrow. I’m looking for any adventurous groups who would be willing to test out their PBeM games with the version 2 update. I promise that if they have any problems, I will be available quickly to fix their games and get them going. I’m not expecting anything mind you but in this business you never know what can be crawling around waiting for a squish. 🙂

Thanks

Vic

Solium Infernum Beta Update 1.05

Monday, January 11th, 2010

I have a beta ready of update 1.05. If you have purchased the full game of Solium Infernum and are interested in trying it out you can download it here:

A simple .zip file is here: Solium Infernum Update 1.05Beta ZIP

You apply it by overwriting the three files AIScripts.cxt, MainIFace.cxt and GameEngine.cxt it the Solium Infernum install directory which is usually Program Files\Cryptic Comet\Solium Infernum

It is compatible with all your old save games and can be used in multiplayer as well. However I am really looking for players to test it out in single player. I have made some modest changes to the AI in hopes of improving the Vendetta decision making as well as some other problem areas. Here is a change log of the improvements:

General Bug Fixes

Fixed bug that occurred when Dire Dissipation was directed towards a place of power

Fixed bug where defeating the Champion of Pandemonium or defending your title granted your praetor an extra level up

Fixed bug where failed Infernal Negotiations ritual could still provide Prestige Bonus when diplomatic actions by other players resolved

Fixed bug where Pandemonium could be placed on top of a player’s stronghold in rare cases during map generation

Fixed bug where AI tried to put combat card on legion that had 0 in all three combat attributes

Fixed bug where Dangerous Bickering event did not cancel vendettas that were initiated in response to a diplomatic order that was already underway when the event was played.

Fixed bug where changing a human player to an AI player was not possible unless player had submitted turn already or player .trn file was deleted

Fixed bug where player changed to AI player still read as human player even though turn submission indicated that player was no AI and checked off

Fixed bug where legion could be given Black Ring promotion by event and then given the black ring again if event was acquired after a reshuffle of event cards.

Fixed bug where AI goal to prepare for upcoming Vendetta could be removed from stack if certain conditions occurred resulting in AI losing track of the fact that a Vendetta was ongoing.

Balance Changes

Starting legion strength is no longer tied directly to infernal rank. The strength of players starting legions is now dependent on the number of points initially assigned to Martial Prowess, Cunning, Intellect and Wickedness. There is still a small random element as well but the overall variance has been decreased.

Stronghold strength still is linked to infernal rank but the algorithm for allocating points to the stronghold has been changed to decrease the variability and to improve the lowest positions (Lord, Baron) in comparison to the others (Duke, Prince)

The Dimensional Gate ritual cannot be used to “gate” a legion into a target hex that contains a legion or place of power at the time of targeting. If a valid target legion should occupy the hex before the ritual is executed during the turn processing then a battle will take place.

AI Improvements

Rewrote and improved algorithm Decide Declare Vendetta Against Player to be more aggressive and to also create sub goals to increase chances of a successful Vendetta

Rewrote and improved algorithm for increasing core attributes associated with AI archetype

Improved AI ability to dynamically switch archetypes based on game state and current attributes

Changed AI goal weights so that more attention is given to increasing the power of legions already owned rather than buying new legions.

AI’s now place more value on the Prestige Per Turn rates to project a runaway leader to try and anticipate long term leaders as well (> X turns from now)

2010 Road Map

Tuesday, January 5th, 2010

A new year dawns and I’m still in business. It is hard to imagine that it has been five years since I ripped up my Darklands-style adventure game and went to work on what would be Armageddon Empires. I was reminded of this because I have just finished R. E. Howard’s Solomon Kane and realized that it was exactly the type of world that I was trying to create although I had imagined it some hundreds of years earlier perhaps (during the 6th or 7th Crusade). There is a French produced movie which might make it to the USA sometime this year. I can’t comment on how good it will be and my standards are notoriously low but it looks promising. And the production company looks to be Davis Films so it has to be good 🙂 It also stars Max Von Sydow and the guy who was in Kenneth Branaugh’s Shakespeare films like Henry V….I can’t remember his name…bald guy, striking. But that is enough to grab my ticket money.

Solium Infernum Plans
So I have been chipping away at bug fixing and after recharging my batteries I have also set about systematically looking at the AI and rewriting/redesigning certain parts that seem to be under performing or in some cases simply not performing. I’d like to thank everyone who has sent in save games or posted on the CC forums. I may not respond to everything but I do look at it and use it all for bug hunting and AI improvement. I am presently working on the 1.05 Update and it will have the usual bug fixes as well as some AI improvements. Please do not expect miracles though. My goal has been to steadily increase the AI’s quality by working off of examples where it has not performed well and then try and correct that…..hopefully so that the game is challenging and enjoyable.

Solium Infernum Manual
I’m planning on getting a round of corrections into the manual and adding a clickable table of contents

Free Mini Expansion Pack
I would like to do at least one. It’s in the planning stages at this point. I’m gathering data on balancing changes and trying to decide on what would be the most interesting areas to enhance. I’ll release more info on this as it develops. I have some paradigm shifting ideas that I need to test out before I announce anything significant.

Project Rogue Expedition
I am designing a strategy adventure game. My core design goals are to foster a fun sense of exploration and push your luck decision making.

Cryptic Comet Souvenir Shop

I hope to add to the souvenirs available in the shop….a mouse pad for Solium Infernum and mugs for both AE and SI soon.

1.02 Solium Infernum Update Available

Sunday, November 29th, 2009

****PLEASE READ THIS FIRST*******

This update (1.02) is compatible with all previous saves

MULTI PLAYER GAMES (PBEM) IMPORTANT – IMPORTANT

THE HOST MUST UPDATE. PLAYERS SHOULD UPDATE as well but the game can function if only the host updates.

Note: You may need to unzip/extract the files to a place like you desk top and then copy then to the install location Program Files\Cryptic Comet\Solium Infernum

RECOMMENDED PROCESS

All players send their turns into the host. The host UPDATES and THEN processes the turn. The host sends the Main.sav file to the players. The players update their versions and then load the Main.sav files sent by the host.

The version number is visible in the bottom left of the Main Menu screen. It should read 1.02 after update

The update is a self extracting .exe that will overwrite three files in the default location Program Files\Cryptic Comet\Solium Infernum

Make sure the the default target destination of the extractor is the correct location. You may need to select this manually.

You can grab the update here Solium Infernum Update 1.02

Here is a simple .zip file if you are having Windows Security Issues Solium Infernum Update ZIP 1.02

I want to thank all the people who sent in save games. It was a huge help in tracking many of these down.

Update Notes:

Fixed bug where Infernal Dissipation artifact power would cause script error when used on Place of Power

Fixed bug where Panic artifact power was enhancing and not decreasing the target’s combat attributes

Fixed bug where Favorite of the Conclave event was being ignored by AI players

Fixed bug where Intel Failure event was not preventing prestige from being visible during some player info dialogue boxes

Fixed bug where dissolution of Conclave after all players were eliminated or excommunicated was not happening

Fixed bug where Mountain Walk legion could gain control of mountain hex

Fixed capture Pandemonium warning not clearing after acknowledgement

Fixed master of bazaar warning in Bazaar not clearing after acknowledgement

Fixed bug where Praetor could not be removed from some Places of Power

Fixed bug where Cancel Conclave decrees was not affecting some decrees.

Fixed bug where Grand Tournament of Pandemonium could get multiple copies of entrant from same player

Fixed bug where relic in ritual slot could cause script error if check was made for “continuous ritual”

Fixed bug where AI would cycle endlessly between Goal_BuildForceForUnclaimedPoPCapture and Goal_CaptureUnclaimedPoP because the algorithm to select assaulting legions was different

Fixed bug where legion flying to attack PoP and being forced to retreat without valid retreat hex could be removed from the board but not the game

Fixed bug where when legion was destroyed by Destruction ritual, a view legion button was generated for the message in the turn log. Clicking on button caused script error.

Fixed bug where Oath of Retribution would not trigger if Champion was in second slot of the single combat (defending)

Fixed error in algorithm for generating starting legions for players

Fixed bug where training Praetor with Bone Breaker could fail if manuscripts were placed in a wrong order (all other training manuscripts were not affected)

Fixed bug where banished AI player could try to reconstitute its personal guard

Change to PBEM Game Naming

You may now only use letters and numbers to name a PBEM game. Spaces between words or at the end of the name are not allowed. NOTE: This is only for starting NEW GAMES. Previously started games are NOT affected.


AI Fixes

Fixed design error where Turtle type strategies could be generated for all opponents since they represent 25% of the AI Archetypes

Allowed turtle Archetypes to bully weak neighbors and not just runaway leaders

Decreased the threshold for detecting potential runaway leader

Increased stochastic element for AI decision making on Vendetta when projected win rate is close to 50% for some AI sub personalities. in the Aggressive Wrath, Deceit, and Wickedness Archetype categories

I’ve Got the Powers

Monday, August 3rd, 2009

Sometimes when the frequency count of traffic on a network trickles to a crawl that’s as good an indication and warning as a huge burst of activity on an old logistics channel. Something big may be brewing beneath the surface because units are on the move and and a strict emcon has been set. In my case although my data bursts via this blog have been steadily ebbing in frequency, I have been making hellacious progress on Solium Infernum. I’m on the move and have gained a sense of energy and a motivation to push forward to the finish line.

I’ve been making several passes on the game manual which is just about ready to go off to my sister Katie to be turned into another well presented pdf like she did with the Armageddon Empires manual. It’s still rough but being smoothed out. I just finished the current version of the Avatar Powers Matrix/Chart. I’m posting a snapshot here but remember this is a rough version done in word. The real one will look much nicer. I’m also posting a long list of the current rituals in the game that are listed in the appendix and are referenced in the powers matrix.

PowerMatrixRough

Appendix: Rituals

Wrath Level 6: Infernal Juggernaut
This ritual provides a selected Legion with tremendous combat bonuses but a cost. At the end of 4 turns the legion is exhausted and its movement rate is reduced to 0 and all organic attributes are reduced to 0 in each category where it had any strength. This lasts for 4 turns.

Deceit Level 1: Combat Deception
Select an enemy legion and decrease one of its attributes for a set number of turns if it fails the ritual challenge. The strength of the ritual increases with each additional level in this power.

Deceit Level 2: Strategic Confusion
Select any single player’s legions and disrupt their command and control. One legion is targeted at the base level (2) and an additional legion is targeted for each power level above it. Legions which fail the ritual challenge are unable to move for the remainder of the turn.

Deceit Level 3: Pilfer, Coerce and Bribe
Select any player’s praetor, artifact, relic or legion. If the target fails the ritual challenge it becomes the property of the player casting the ritual. Artifacts can be targeted at level 3, praetors at level 4, relics at level 5 and legions at level 6.

Deceit Level 3: Lies and Rumors
Select a legion you control and place a duplicate dummy icon on a hex that you control. An additional dummy icon is gained for each level above level 3 in this power. The ritual can last for multiple turns but the tribute cost must be paid each turn.

Deceit Level 4: Secret Manipulation
Select an enemy legion and take control of its movement for a single turn if it fails the ritual challenge and has not already moved in a previous phase.

Deceit Level 4: Looting the Vaults
Select any player and conduct a challenge versus his prophecy power. If successful you steal some of his tribute cards currently in his tribute pool. The number of cards depends on the level obtained in this power.

Deceit Level 5: Strategic Deception
All friendly legions are hidden from view unless adjacent to a legion of another player. The ritual can last for multiple turns but the tribute cost must be paid each turn.

Deceit Level 6: Fiendish Bureaucracy
The player may claim ownership/assign ownership of any border hex on the board. Vendetta or Blood Feud does not have to exist between the previous and new owners. The hex must be bordered by another player other than the owner and may not contain a Place of Power or a legion.

Prophecy Level 1: Dark Augury
The player can use this ritual to acquire information about his opponents. Basic Stats can be revealed at level 1. Players’ vaults can be viewed at level 2. Player’s ritual chambers can be observed at level 3. Perks can be revealed at level 4 and secret objectives at level 5.

Prophecy Level 2: Demonic Premonitions
All friendly legions get a loyalty bonus equal to the player’s level in this power. Challenge rolls against enemy deception rituals also get a bonus equal to the player’s level in this power. The ritual can last for multiple turns but the tribute cost must be paid each turn.

Prophecy Level 3: Infernal Negotiations
The player gets a bonus in bidding on legions, praetors, artifacts and relics if there is a competing bid from another player on the same item. The bonus increases with each additional level in this power. The player also gets a bonus of +2 to rank when taking diplomatic actions. The ritual can last for multiple turns but the tribute cost must be paid each turn.

Prophecy Level 4: Infernal Eye
The player can view combat tactic cards on enemy legions. If an enemy is performing a “strategic deception” ritual then instead of being undetected a challenge is secretly conducted. The level that the player has obtained in this power is added to the player’s challenge roll to determine if the enemy legions are spotted. The ritual can last for multiple turns but the tribute cost must be paid each turn.

Prophecy Level 5: Forbidden Lore
Prestige generated each turn from Places of Power is doubled. The ritual can last for multiple turns but the tribute cost must be paid each turn.

Prophecy Level 6: Unholy Revelation
The player can discard a secret objective card or attempt to force another player to do so.

Destruction Level 1: Infernal Affliction
Target an enemy legion belonging to a player with which you are in Vendetta or Blood Feud and if the legion fails the ritual challenge then damage its hit points. The hit points can be restored just as if they were combat damage. The amount of damage is random and depends on the level obtained in this power.

Destruction Level 2: Corruption of Essence
Target a player with which you are in Vendetta or Blood Feud and destroy some of his tribute cards not assigned to rituals or other activities. The maximum number of tribute cards destroyed depends on the level obtained in this power. Additionally a random ritual slot is blocked from hosting ritual until the end of the turn. If a ritual was already being performed in the slot then it is canceled. One additional random ritual slot is effected for every two levels of power above this one.

Destruction Level 3: Pain and Punishment
Target an enemy legion belonging to a player with which you are in Vendetta or Blood Feud, if the target fails the ritual challenge then destroy all of its combat tactic cards, and send any artifacts/praetors back to the player’s vault.

Destruction Level 4: Banish
Target an enemy praetor belonging to a player with which you are in Vendetta or Blood Feud and if the target fails the ritual challenge then remove him from the game.

Destruction Level 5: Planar Lock
Target a player with which you are in Vendetta or Blood Feud and if the target fails the ritual challenge then decrease the number of order slots available by two. If level 6 is obtained in this power then the total is 4. The ritual can last for multiple turns but the tribute cost must be paid each turn.

Destruction Level 6: Dire Dissipation
Target an enemy legion belonging to a player with which you are in Vendetta or Blood Feud and if the target fails the ritual challenge then damage its hit points and attributes. The damage is permanent and cannot be restored.

Diabolism Level 5: Demand of Supplication
You demand that your minions present only the choicest tribute for your pleasure. No tribute may be demanded for the turn following the ritual’s performance.

Diabolism Level 6: Burnt Offerings
Performing this ritual lets you convert tribute into prestige. If the ritual is successful, 10 prestige points are generated. It can only be performed once per turn.

When The Tip Of The Spear Breaks

Sunday, May 10th, 2009

Sometimes success can be your undoing. Even when the thrust of the plan is carried out to perfection and the objective is accomplished, a single unattended detail can be ruinous. That’s the case here:

BrokenTipThumb

I have been testing out and refining the AI goals that deal with pursuing and defending against Vendettas. In the case above, I had gambled prestige that I could capture a single place of power from another player within a given set of turns. Since my AI opponent had been involved in some ugly disputes with his neighbor to his North , I decided to try out a blitzkrieg operation to send two legions deep into enemy territory to see how the AI would react. The AI was both unlucky and a little imprudent. He didn’t have a lot of tribute cards left so my demand of 4 tribute cards was the equivalent of “outrageous” to his silicon sensibilities. He was doing his best to maintain his holdings to the north and in close proximity to his stronghold. The AI’s appraise territory according to a value system that includes the range to their stronghold, the presence of a choke point, the connectivity it has with places of power it owns, etc.

I don’t want to discuss the particulars of how the AI’s decide some things as that can lead to a sense of having the curtain pulled away to reveal the unimpressive little guy pulling the levers feeling, but the Concede to Demand decision can really be a tough one. In this case the AI was presented with its own Kobayashi Maru scenario. Either choice was going to doom him to some very nasty consequences. This highlights one of the toughest programming problems I’ve had to approach during the development of SI…. namely getting the AI to “hope for the best.” In this case it chose to keep fighting the Devil it knew to the North and resigned itself to hoping the one to the east was just bluffing or not as dangerous.

In retrospect it was probably the best choice even if it was for the wrong reason. When the AI ran simulations to see how dangerous the opponent to the east was it didn’t quite get the consequences right because my legions were pulled away from the border a bit and they both had very unusual movement rates. One legion actually had a 4 movement point rate which is really almost unheard of in Hell. The unusual movement bonus came from the fact that my Avatar had an expensive perk “Fiendish Energy” that boosted all legions under my control by +1 movement points. Not taking this into account the AI came to the conclusion that there was a strong Bluff element going on and refused the demand. Although here is the rub. Even if it had thought that the enemy might be serious about grabbing some land, I’m not sure that the right decision would be to concede the 4 tribute cards. With an ongoing already “blooded” conflict with his neighbor to the North those 4 tribute cards might do a lot of good…like buying another legion in the bazaar. So ironically enough getting the AI to choose the lesser of two evils is really a challenge in this game. It’s an AI conundrum that I run into a lot. Adding a small stochastic element helps simulate a “human” approach to some extent but it’s not a complete solution. You have to have constructed the probability matrix correctly in the first place.

This all leads to the final little irony of the blitzkrieg gambit that I had unleashed. The AI refused my demand and I naturally made a bolt for the Place of Power which was fortuitously a lower level one that I could overwhelm with a little support. My two highly mobile and motivated legions crashed across the border and stormed the parapets (actually just one did the other was adjacent lending support) and promptly found themselves trapped in a pocket of their own making. You see the Vendetta was satisfied and the Infernal Conclave awarded me my prestige stake and a small bonus plus I got to keep the Place of Power but I had miscalculated a bit.

The Protocols about the transfer of land holdings in Hell are a little archaic and conservative. You have to occupy a Canton at the end of the turn and it must be adjacent to own of your own in order for the Infernal Conclave to award you possession. You can daisy chain them together with multiple legion placements. But I had overshot my own border by a Canton too far and despite the fact that the conquered Place of Power functioned as a new anchor for determining borders, I was trapped.

You can see that in the screen shot above. Neither legion could fly so they were both stuck there until I managed to enter a Vendetta with my beleaguered AI neighbor again…and my other neighbors would look with glee upon my borders the next turn. The hard part of course is getting the AI’s to recognize a broken tip….but that’s another story.

Capricious Wrath

Wednesday, April 8th, 2009

It should be noted that The Orb of Oblivion that I revealed last time is capable of not only destroying an enemy legion that it engages but also a place of power…… as in poof! zip! Sorry. And It’s Gone! It’s the only catastrophic thing that can remove a place of power from the game. In case you were wondering, Pandemonium can be removed as well. The Conclave just retires to a secluded location and the “win by force” option is removed from the game. But to get back on track, there are some fun events that you can play that have nice catastrophic results. One of them is called Capricious Wrath and it targets legions…who gets targeted depends on the particular event and the cost to play it.

Capricious Wrath Ruins Somebody's Day

Capricious Wrath
Cost: None
Play this event to destroy a random player’s (including your own) legion on the board. The target legion is chosen randomly but cannot be a personal guard.

Capricious Wrath Targeted
Cost: Tribute Cards
Play this event to destroy a targeted opponent’s legion on the board. The particular legion that is destroyed is chosen randomly but cannot be a personal guard.

Pure Corbomite

Monday, March 30th, 2009

One of my favorite Star Trek episodes is episode #10 “The Corbomite Maneuver.” Every strategy game needs something like it. I didn’t quite manage to perfectly incorporate the “Bluff” aspect but I did get some of the flavor. It comes in the form of one of my favorite Evil Artifacts that I created for Solium Infernum…. The Orb of Oblivion.

Orb Of Oblivion

The Orb Of Oblivion

Oblivion: If the legion possessing this artifact is destroyed in battle then the enemy has a 80% minus 5% per enemy level chance of being destroyed as well.

What better way to ensure power than to enforce a peaceable nature over potential peers of that power. I have discovered the existence of three spheres, one of which projects an aura of sublimity over nearby subjects. I lack the present capacity to translate the functions of the others, but undoubtedly they must be of similar power and origin.

–From the diary of Bishop Bezel