Hello, Trailblazers of the Unknown,
in today’s update we analyze in more detail the construction mechanics of SHEOL. As you know from the rulebook and previews, in SHEOL characters must trace lightpaths or lighstream in order to move in the lands of the night. From a narrative point of view, lightpaths are areas free from the semi-gaseous tide that the scouts keep illuminated so that shadows do not approach. The purpose of the lightstream is to connect the areas close to the Citadel (the so-called twilight zone) to the small camps of exiles and survivors who live outside the lightring.
At the gameplay level, in SHEOL construction takes place using the character’s lantern. Each lantern has unique features such as pattern, number of paths built, overload factor (which we will explore more in the future) and character shield. In fact, some lanterns can protect characters from shadow attacks, changing the hit probability of shadows.
Construction takes place inside the pattern of a lantern. Paths must be randomly taken one at a time from the bag (“Which bag?” You might ask. Look at the bottom of the update ^ _ ^) and placed anywhere in the pattern.
Paths have 2 levels of brightness: they not only serve to allow the scouts to move and reach different lands, they can also be used as real barriers to block the shadows, depending on their shape. At the end of construction, paths not connected, or adjacent to enemies, must be flipped, and lose a level of brightness.
Appropriate use of paths is essential to protect the Citadel. When a shadow advancing towards the Citadel encounters a blocked path, it is repelled and the path is flipped, losing a level of brightness. On the other hand, if the path is facing in its direction, the shadow enters it and can be channeled towards a specific direction. In this sense, path such as intersections are very useful as a connection, but not to protect you from shadows. Curves, on the other hand, allow fewer connections, but are optimal for stemming the influx of shadows. There are also methods to repair the lightstream (through skills and accessories), strengthen them (through districts), or even detonate them to damage the shadows!
In addition, there is one last use of lightstreams which is very important: triplets. As you may have noticed, each path has a symbol on it. Designing Sheol, we wanted each component to have multiple uses the players could choose from. Aligning three identical symbols allows you to create a triplet and get some umbra; however, if you do this the three lightpaths are reversed, losing a level of brightness.
So it’s better to get umbra and have less brightness? Or quickly reach a land or create a barrier against shadows? Channeling a shadow, or locking it up? The choice between these opposite effects is what will determine the construction strategy during the game.
Daily goal: Construction Entropy
Today’s daily goal is a custom Sheol bag to store all the lightstream tiles and draw them during the costruction action!
Do you think all surprises are over? Well, we have still big things in our sleeves! Stay with us for the next updates.
Thank you so much, explorers of the night!
Preserve the Light!