Devlog 5: making the campaign kills earned
Same day as the first playtest, later in the evening. The tester's five matches were replayed from their seeds, and the reasons for the one-shots are now confirmed. There were three, and they stacked.
- Health was on the old scale. When Quick Match moved to 160 health, the campaign kept its own numbers: 100 for the player, 65 to 100 for enemies.
- Every campaign fight used a hand-built level with a trap over each spawn: an overhang ready to fall, a dam lake, a gravel silo. Whoever fired first sprang the other side's trap. A rockfall or burial there did 145 to 250 damage, and drowning did more.
- The campaign deck had no defence. There was no Point Defence and no Energy Shield, and a flooded unit drowned before it could move.
The fix changes data, plus one small rule:
- Player health 170. Enemies 130 to 170 in Act I, 150 to 200 in Act II and 200 in Act III. The boss has 320.
- The campaign starting deck now includes Point Defence and Energy Shield.
- A flooded unit gets one turn of air to climb out. A flood held over it for longer still kills.
- Campaign fights use generated terrain for now. The hand-built levels come back once they have safe spawns.
Then it was measured, with 66 seeded matches before and after:
| Player kills on turn one, from full health | 52 of 66 before, 1 of 66 after |
|---|---|
| Enemy kills on turn one | 22 of 66 before, 1 of 66 after |
| Turns to win, typical | 1 before, 3 to 6 after (Quick Match: 3 to 7) |
The two remaining opening kills are a unit knocked off a cliff and a deep burial on a very large map. Both are the terrain doing it, which is the game working, but they are on the list to look at. A prepared flood still kills, as it should.
Still open: with only the starting deck, the Act III armies win most fights. Real runs collect cards along the way, so the next measurement uses reward decks.
The new tester build carries the fix, and a reworked card hand: cards are grouped by role (Mass, Energy, Trajectory, Defence), with a shot guide and plain warnings when a shot can't fire yet. Testers who played the earlier build should start a new campaign run.