One of the levels I'm currently building in the hold I'm working on is focused on different player roles. I made a spreadsheet of all of the mechanics I could find that are affected by player role, and I thought it might be helpful to share for other architects and general discussion. This is still a work in progress and doesn't cover absolutely every player role yet. A lot of them seem to behave identically (Aumtlich/Evil Eye/Roach/Roach Queen, Clone/Decoy/Temporal Projection, 39th Slayer/Slayer), so I've skipped a few that don't appear to have any distinguishing characteristics. I'll probably add these in later when I get a chance to test them fully.
I've included all of the traits I could think to test that showed different behavior depending on role. Rows marked with (*) indicate the behavior after stepping on a power token. I've probably missed some, so please let me know if there are others that should be added!
OpenOffice spreadsheet attached. Also on Google Sheets here for convenient viewing:
https://docs.google.com/spreadsheets/d/1fq6n1sxdHtpCpYXxg-2wn7U6fLKHS-D4w871gpwPj_A/edit?usp=sharing
Some things I found particularly interesting:
- Puff treats other puffs as a solid barrier. All other roles can walk into them and either die or kill the puff.
- Goblins can hide in shallow water after touching a power token. Roach types can wade in it, but don't gain stealth.
- Without a power token, Halph can wade in shallow water, but Young Halph can't (and dies if pushed in). I guess he got taller!
- Soldier and Stalwart can always use soldier horns to call for reinforcements. Guards and other enemy types can't until the touch a power token. Using a squad horn has the same requirements as using a clone potion.
- Slayer, Soldier, and Guard lose their ability to wield their weapon in shallow water after activating a power token (though they gain the ability to be stealthy). I hope this isn't actually a bug, because I was planning to use it in a puzzle...
Behaviors that seem like they might be bugs:
- Decoy can use tunnels without power token, but Mimic can't.
- Unlike real puff, player role Puff doesn't die instantly on a hot tile, like Construct does on oremites. You still have to wait a full turn on one to die.
- Goblin treats potions as obstacles (before touching a power token). Player role Goblin King can walk over them. This is the only non-cosmetic difference I could find between these two roles.
- Some player role Seep oddities:
-- Doesn't die if pushed outside a wall. This is probably a good thing, since it gives a reasonable transition point between seep and non-seep roles, as nothing else can traverse walls.
-- Player role Seep can drop thin ice if pushed over it after using a power token, as if they're a ground-based entity. Monster seep cannot. Interestingly, the same doesn't hold true for pressure plates; neither player role Seep nor monster seep can press them, as if the seep is a flying type.
-- If pushed into shallow water, player role Seep dies, even after having touched a power token. All other roles can traverse shallow water safely after a power token is activated.