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Unique among all opponents in the game is the new passive ability of Alps, which works like this: Each time any Alp receives damage, all Alps on the battlefield, with the exception of those stunned or rooted, shuffle to a different position within 2 tiles range of your men. Once a target receives damage like this, it wakes up and loses the ‘Sleeping’ status effect. It inflicts damage that scales inversely with the Resolve of the target (like attacks from shadows did), but can not be resisted entirely. The ‘Nightmare’ spell of Alps can only be cast on targets with the ‘Sleeping’ status effect.
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Finally, after 2 turns (or 1 with the ‘Resilient’ perk), characters wake up on their own again. The effect of the spell can also be resisted in the first place with a successful Resolve check. However, sleeping characters can be woken by adjacent allies, just like you can free adjacent allies from webs, and using the ‘Rally’ skill wakes up every ally within 4 tiles as well. Their ‘Sleep’ spell will inflict the ‘Sleeping’ status effect, which works similarly to ‘Stunned’ in that a sleeping character is unable to act. They get a unique passive ability as well as two familiar spells, each with two tiles range, and any combination of the two can be cast per turn. Instead, they attack themselves at medium range. What’s changed? Alps now work like this: They no longer spawn any shadows.
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Why do a makeover? The intention is to have Alps provide unique encounters and challenges with a puzzle-esque element that is solved differently each time, unlike with the first iteration of Alps, while also be fun and without the tedium that now plagues the second iteration of Alps.
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We’re back from vacation with a rework of everyone’s favorite opponent, the Alp.
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