[Battle Systems] Maladum

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[Battle Systems] Maladum

Post by Smoove_B »

For those that don't get the newsletter, here is the latest update:
We know you’ve all been waiting patiently for an announcement on the launch date. We’ve been talking about Maladum as our project for summer 2022 and you may have noticed that the summer is coming to an end. We have been working tirelessly on this game since last year, and we are proud to say that even at its current stage it’s the best thing we’ve done! We’ve taken all our experience from previous projects in terms of gameplay, terrain design, production and promotion, and have applied it to Maladum to create an awesome fantasy gaming experience that we can’t wait to send your way.

Frustratingly, it’s now clear that due to external circumstances beyond our control (and unrelated to the game), we’re not going to be able to launch the campaign in the summer. As much as I would love to give you a date to save up your pennies for, I can’t confirm anything just yet. We’re waiting for the stars to align and then we will announce the launch as soon as we can – hopefully in the autumn.

Nothing will change with regard to the game’s development – work will continue in the meantime, and our expected delivery date next year will remain the same. It’s only the Kickstarter launch that we’re pushing back, so we’ll just end up with a shorter period between KS and delivery :-).
What's coming in the KS:
We will launch two main pledges:

The Maladum: Dungeons of Enveron Kickstarter Edition will get you everything you need to play the game, expanded with more Adventurers, NPCs, and all manner of upgrades and accessories to enhance the experience. With a full gaming table inside the box it’ll be superb value off the blocks, but if we can unlock everything we have planned it will be similar to the Core Space First Born pledge in terms of content – an unmissable deal and the perfect way to get into a new dungeon crawler!

The Battle Systems Dungeon Terrain pledge is a fully modular, multi-level, game-agnostic dungeon terrain set, perfect for D&D and many other fantasy games. It replaces our original dungeon set from 2014 and has been overhauled from the ground up and improved in every way possible. It’s separate to our game but the pledge will be upgraded by stretch goals in the same way – we’ve got loads of extras that we want to throw in to make it a one-stop shop for Dungeon Masters!
I feel like Battle Systems has established themselves (for me) as a trustworthy creator/publisher and so I have no hesitation backing. Truth be told, as much as I like the Sci-fi theme, I'm way more interested in fantasy. This looks amazing.

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Re: [Battle Systems] Maladum

Post by Smoove_B »

Just to minimize the wall of text in a single post, what have they modified from lessons learned with Core Space:
Terrain Modularity. We have spent a lot of time with our new dungeon creating a variety of different builds, and we’ve even designed three brand new types of connecting clip. As such the terrain can be built in a huge number of configurations to ensure that it will fit your setting of choice.

New Clips. On the subject of terrain clips, we’ve now run our old mould so many times that it’s wearing out! The Maladum Kickstarter will fund fresh new tooling, and we’ve taken the time to further improve our existing clips too! Many people never even noticed our clips before, and the new designs have been minimised to be even less visible so they don’t intrude on the immersion at all!

Quest Modularity. It’s not just the terrain that can be configured to your liking. The quests in the starter set will be written for a single party (playable solo or co-op), but the new difficulty system and some tweaks to quest and party rules make it far easier to scale up all games for multiple parties, or for advanced players who want a challenge!

Character Design and Progression. We have around 15 pre-made characters in the works, and we’ll also be including character design rules like the ones in Core Space, but new and improved like everything else. There are also over 20 distinct character classes – some quite wide-ranging and some specialised. Eight of these are primarily magic users but some others have access to spells too. Maladum Class boards are bigger than their Core Space equivalents, so each character has an expanded Skill tree and new innate abilities as part of their class. Whether you want a rough equivalent to your favourite RPG character or you want to try something new and unique there will be a playstyle to suit you.
And:
NPC Variety. NPCs add an unparallelled level of immersion and character to your games and we’ve really focused on this. All unused Adventurers can turn up in your games as “denizens” – NPCs with one of more than 10 sets of AI rules to follow. Some will compete with you for loot, some will be openly hostile, some will need your help to find an item or escape, and some may offer you a lucrative side quest. All of them will provide a distraction from your primary objective, and shuffling some of these into the Event deck offers a different experience every time. There are also over 10 varieties of wandering beast which also have bespoke AI rules. Most of these are hostile, but they may prioritise targets differently or attack you (or your enemies!) in unusual ways that force you to change your tactics.

Branching Campaigns. Maladum will have twice the number of quests/scenarios as Core Space does. The central storyline will be approximately the same length, but there will be alternative routes through that story depending on your successes and failures throughout. You will also be able to unlock side quests which can influence the main narrative. All of this gives the players a lot more agency to drive the story forward. In the campaign phases we will also be adding opportunities to pick up further side quests (or distractions) from other patrons at the inn.

Interactive Terrain. We did this in Core Space First Born and we’ve done the same again here. Almost all terrain can be interacted with in game to make your dungeon even more immersive. In addition there are 3D traps that you physically place on the table, and a new Hidden Locations mechanic to find secret passageways and hidden chambers inside the walls themselves!
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Re: [Battle Systems] Maladum

Post by hepcat »

The only thing I’m wary of is that core space’s characters are…well….limited. I like the game as a tactical miniatures game, but the difference between characters is nominal at best. It’s a few skills you can use maybe once per game. A dungeon crawler needs more than that when it comes to character customization.
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Re: [Battle Systems] Maladum

Post by Blackhawk »

I love me some Core Space, and I love me some terrain, but delays are good for me at this point - I'm skeptical I'll actually be able to afford it, but the later, the better the chance.
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Re: [Battle Systems] Maladum

Post by hentzau »

It’ll be an insta-back for me.

Even though I’m up to my eyeballs in Pulp Alley and haven’t touched Core Space since sometime in 2020, I’ll still get this and try and get it to the table.
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Re: [Battle Systems] Maladum

Post by baelthazar »

hepcat wrote: Tue Aug 09, 2022 6:25 pm The only thing I’m wary of is that core space’s characters are…well….limited. I like the game as a tactical miniatures game, but the difference between characters is nominal at best. It’s a few skills you can use maybe once per game. A dungeon crawler needs more than that when it comes to character customization.
I am finding a few more differences in the First Born characters (robot, vs. bear alien, vs. person). But most of the differences come from equipment. I agree, a crawler is either going to need very distinct equipment or more distinct skills.
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Re: [Battle Systems] Maladum

Post by Smoove_B »

hentzau wrote: Tue Aug 09, 2022 11:19 pm It’ll be an insta-back for me.
Yes, me too. I am confident (hopeful?) that the game system is continuing to improve. Just as First Born is a refined version of the OG Core Space, I'm genuinely hoping they are taking lessons learned and building that into Maladum.
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Re: [Battle Systems] Maladum

Post by Smoove_B »

If there's a company I still trust, it's Battle Systems. I know it's long, but if you're interested in seeing a play through of Maladum ahead of the pending KS launch (I think next month?), here you go:

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Re: [Battle Systems] Maladum

Post by hepcat »

I'm probably going to stick with Dungeon Universalis for my miniature dungeon crawling fix. Core Space, while fun, doesn't really have a lot to distinguish the individual characters from each other. Yes, they have skill trees, but those skills are normally "once per game" things. It doesn't have enough RPG behind it to make it a great dungeon crawler, in my humble opinion.
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Re: [Battle Systems] Maladum

Post by Smoove_B »

After going overboard with First Born, I likely won't be doing the same for Maladum. However, I am quite interested in all the scenery bits as I can cannibalize them into other tabletop gaming. At least, that's what I keep telling myself. :)
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Re: [Battle Systems] Maladum

Post by hepcat »

That would actually be a good idea. Or maybe just buy the scenery separately? I know they usually do that.

In hindsight, it might be worth buying for the miniatures so I can repurpose for DU. Depending on the MSRP, of course.
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Re: [Battle Systems] Maladum

Post by Smoove_B »

I would expect the best deals to happen during the KS (for scenery and bits), so that's why for me this is still a no-brainer to support. It's generic enough *and* there's a 2'x2' gaming mat included. The minis are just a bonus. :)
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Re: [Battle Systems] Maladum

Post by hepcat »

As a side note, I'd play Core Space more if they had an app that would handle the equipment tokens for me. Something that you could just refer to when you opened a crate or whatever, and it told you which piece of equipment you found based on what expansions you own for the game. As it is, I get frustrated with having to create that damn token bag/adding tokens to crates every game. It's friggin' tedious.
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Re: [Battle Systems] Maladum

Post by Smoove_B »

Set for 3/15/22


In case you hadn’t heard already, Maladum is our new fantasy miniatures game, developed from the popular Core Space mechanics. Despite the shared DNA of the two games, Maladum has been reworked from the ground up to immerse you in the magical fantasy setting and streamline the rules. The core set is packed with value and comes with beautifully detailed miniatures, our award-winning terrain, a neoprene game mat, cleverly designed character boards, an RPG style experience system and over 20 branching adventures to play through solo or with friends. If that’s not enough, the modular terrain and miniatures are perfect for games like D&D, Pathfinder, Warhammer Fantasy Roleplay or Mordheim.

This Kickstarter is two projects in one! Launching at the same time is our fantastic new modular Dungeon Terrain set which lets you create immersive, multi-level dungeons. Containing over 300 components, this set includes treacherous rope bridges, searchable treasure chests, weapon racks, cases full of mysterious books and everything you need to create unforgettable encounters.
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Re: [Battle Systems] Maladum

Post by Blackhawk »

I was just coming in here to post this. Crossing my fingers on the prices.
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Re: [Battle Systems] Maladum

Post by YellowKing »

I really wanted to like Core Space, but I think the sci-fi theme got in the way. Try as I might, I just can't seem to get into any sci-fi setting. There are some exceptions in my collections - I quite like Space Cadets: Away Missions (probably because it has a 1950s B-Movie feel), and I enjoyed Warp's Edge and Under Falling Skies.

So I'm really hoping pairing my favorite genre with the Core Space mechanics is the right combo.
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Re: [Battle Systems] Maladum

Post by baelthazar »

I love Core Space. My main problem with it is how long it takes to tear down and set up. I also love high-concept sci-fi Space Opera with pew pew weapons, smugglers, ancient aliens, and evil AIs. So, it ticks a lot of boxes, particularly since it is a sandbox with a good, if fiddly, automated opponent.

That said, I am not sure I need to go all in for Maladum. I absolutely WANT to, but I also have an entire book shelf full of Core Space. If feels like it would be more of the same, just with a fantasy flavor. It doesn't help that Chip Theory will also be launching their Elder Scrolls game in March - and I am WAY more into the work of Elder Scrolls than I am in a generic fantasy realm.
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Re: [Battle Systems] Maladum

Post by Blackhawk »

Getting closer. Fingers crossed - will the money I've been putting back be enough? Will I have to settle for terrain-sans-game? Or will the terrain be at enough of a discount to really justify backing it to begin with?

C'mon, Battle Systems, don't let me down!
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Re: [Battle Systems] Maladum

Post by Smoove_B »

Tomorrow is the day. I think I read somewhere that there's a $99 core pledge and all kinds of add-on terrain options. I'm confident there will be something for everyone! :)

EDIT:

Game play preview was posted yesterday

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Re: [Battle Systems] Maladum

Post by hepcat »

Man, they should really make it compatible with Core Space.
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Re: [Battle Systems] Maladum

Post by Blackhawk »

Funded in 17 minutes.
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Re: [Battle Systems] Maladum

Post by Smoove_B »

Definitely curious to see what they have in store for stretch goals.
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Re: [Battle Systems] Maladum

Post by hepcat »

I may back for the terrain so I can use it with Dungeon Universalis.
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Re: [Battle Systems] Maladum

Post by Smoove_B »

Yeah that extra terrain pack seems like it's ideal for any number of skirmish games or tabletop fantasy stuff. Just based on the First Borne KS, I'm expecting this KS to really take off.
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Re: [Battle Systems] Maladum

Post by Blackhawk »

The terrain pack is going to make Rangers of the Shadow deep that much more convenient.
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Re: [Battle Systems] Maladum

Post by Smoove_B »

I think it could also work great with Forbidden Psalm...
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Re: [Battle Systems] Maladum

Post by baelthazar »

Smoove_B wrote: Wed Mar 15, 2023 12:08 pm I think it could also work great with Forbidden Psalm...
Or Frostgrave... or Five Leagues from the Borderlands.
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Re: [Battle Systems] Maladum

Post by Blackhawk »

Or the Dungeons and the Dragons, as long as nobody invokes Fred Flintstone.
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Re: [Battle Systems] Maladum

Post by hepcat »

So we're talking low brow stuff for uber nerds?
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Re: [Battle Systems] Maladum

Post by YellowKing »

I'm going base, as I don't have any need for the extra terrain stuff. It's super cool, but I just don't do any gaming that could utilize it.
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Re: [Battle Systems] Maladum

Post by hepcat »

You invite smoove, bh and I over and you would. :whistle:
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Re: [Battle Systems] Maladum

Post by Zarathud »

No, I insist you send out the invitation hepcat. For purely selfish reasons of attending.

I have a lot of Warlock tiles and Mantic, so this doesn’t hit enough plastic for me. I’ll give in at the next fantasy LootCrate or Monster Fight Club. So far, holding steady.
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Re: [Battle Systems] Maladum

Post by hentzau »

Went in at the combined pledge level. As much as I love Pulp Alley these days I’m not sure it will ever hit the table. Although I could use the terrain for PA…
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Re: [Battle Systems] Maladum

Post by hepcat »

Zarathud wrote: Wed Mar 15, 2023 9:21 pm No, I insist you send out the invitation hepcat. For purely selfish reasons of attending.
We'll put you at a table near the kitchen where you can play first edition Thunderstone all day.
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[Battle Systems] Maladum

Post by Zarathud »

At least there would be food. And I consider Thunderstone a legacy game where I can rip up the cards during play.
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Re: [Battle Systems] Maladum

Post by hepcat »

Back this so we can play. I’ll even bring over my chili.
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Re: [Battle Systems] Maladum

Post by baelthazar »

I'm beginning to have a crisis of faith here. In discussing Chronicles of Drunagor with Hep, I got thinking about dungeon crawlers and Maladum. While Core Space is easily one of my top 5 games and I love the sci-fi aspect, I got to thinking "What, exactly, does Maladum bring to the table?" Looking at the HUGE amount of space and number of boxes I have dedicated to Core Space, I pondered even more, "Why would I take Maladum off the shelf instead of Core Space?"

And... I'm not sure the answer. Sure, the magic system, new conditions, emphasis on melee, and the wandering monsters are all different (sort of Core Space does have wandering monsters) but is this a case of FOMO and wanting more plastic toys? Honestly, the terrain is a big draw, because it can be used elsewhere (Five Leagues from the Borderlands, for example). But you can get terrain piecemeal and cheaper.

I'm considering ditching my pledge and using that to get Chronicles of Drunagor, which certainly looks like a totally different system. Considering this also hit right with Elder Scrolls, I am having an even harder time.
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Re: [Battle Systems] Maladum

Post by hepcat »

I'm kind of in the same boat. I backed Maladum a few days ago, but I'm also of the mind that this is still fundamentally Core Space...and I don't play that enough to justify more.

As for CoD, there's a tabletop simulator version on steam. I'm not sure how extensive it is. But going back to something Smoove said a while ago about the convenience of online tabletop games vs. their real life counterparts, maybe even that is enough to avoid buying another big box game. Not trying to take a sale away from a good company, but I am running out of space myself. So I can only imagine what others are going through. :)
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Re: [Battle Systems] Maladum

Post by Blackhawk »

baelthazar wrote: Tue Apr 04, 2023 9:23 am "What, exactly, does Maladum bring to the table?"
For me, the answer is the components. I've got at least a half a dozen different games that I can use the terrain with. I look at the terrain they use, and my thoughts go straight to Rangers of the Shadow Deep, Pathfinder, Savage Worlds, even Pulp Alley. To me, that versatility increases the value of the product considerably.

As for your second question: "Why would I take Maladum off the shelf instead of Core Space?" ...that one's actually fairly simple for me. If I'm in the mood for fantasy, I am very much not in the mood for sci-fi, and vice-versa. If I'm in the mood for a fantasy dungeon crawl, Core Space holds zero appeal. I do, however, recognize that such perspectives aren't common, and most people don't have the same motivations that I do.
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Re: [Battle Systems] Maladum

Post by baelthazar »

Blackhawk wrote: Tue Apr 04, 2023 12:40 pm
baelthazar wrote: Tue Apr 04, 2023 9:23 am "What, exactly, does Maladum bring to the table?"
For me, the answer is the components. I've got at least a half a dozen different games that I can use the terrain with. I look at the terrain they use, and my thoughts go straight to Rangers of the Shadow Deep, Pathfinder, Savage Worlds, even Pulp Alley. To me, that versatility increases the value of the product considerably.

As for your second question: "Why would I take Maladum off the shelf instead of Core Space?" ...that one's actually fairly simple for me. If I'm in the mood for fantasy, I am very much not in the mood for sci-fi, and vice-versa. If I'm in the mood for a fantasy dungeon crawl, Core Space holds zero appeal. I do, however, recognize that such perspectives aren't common, and most people don't have the same motivations that I do.
You aren't wrong in both of these. The terrain is a huge part of the draw (which is partially why I want to keep it or at least back the terrain portion). But I looked at the rules and... they are almost exactly the same. I mean there are important nuances but they are relatively subtle. Even some of the models are similar (that Ascendant is a fantasy version of the Insane God). I am not trying to knock it, more talk myself out of getting something that may not fit my needs.
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