Custom Clan Design Guide - Monster-Train-2-Modding-Group/Trainworks-Reloaded GitHub Wiki

Spreadsheet: https://docs.google.com/spreadsheets/d/1PHh5L-3OneUMisIFg6r6GqqdVDUm5Bbee2mAurClEiE/edit?gid=151860036#gid=151860036

Summary

  • 41 draftable cards in a clan
  • 2 champion units, with 1 starter card each
  • 9 banner units (6 uncommon, 3 rare)
    • Banner units must be of uncommon or rare rarity only
    • Clan banner units are also added to a Card pool specific for Clan banners. (Units<clan_name>Banner)
  • 2 spell cards for Spike and Tome. These are usually rares, but need not be (Unnamed Tome / Pyreborne Brainspike are uncommon)
  • Should have a few consume cards. For the gremlin event with consume cards. A card pool "Class<clan_name>Potions" is specified for that event.
  • New clans have 3-6 cards as equipment
  • New clans have 2-3 room cards

You can choose to include more cards. For instance Umbra in MT1 had more cards, and Lazarus League also have more cards. In the case of Umbra there were the morsel cards, which weren't draftable card, You got them from playing various umbra cards. In Lazarus League's case there are several units that come grafted with equipment. These equipment are also not draftable, thus increases the card count for the two clans.

Design notes

Decks for clans generally focus on 3-4ish main ideas, generally have a few status effects and/or keywords associated with them.

Examples

  • Banished: Movement (Shift and Flight), Valor, Enchant Main Status: Valor, Damage Shield, Melee Weakness
  • Pyreborne: Greed (Dragons Hoard), Pyregel / Offense, Abilities / Whelps. Main Status: Avarice, Pyregel
  • Luna Coven: Magic Power (Conduit/Mageblade), Moon Phase, Spells and Spell Manipulation Main Status: Conduit, Mageblade
  • Underlegion: Funguy!, Rally, Debuffs and Propagation Main Status: Troop, Regen, Decay, Sap
  • Lazarus League: Equipment and Grafts, Reanimate and Unstable, Mixing Main Status: Reanimate, Lifesteal, Unstable

Artwork

[WIP] (sizes don't need to be exact if it is bigger it'll resize, though do keep to the suggested size to minimize load times)

  • Clan icons: images sized small 48x48, 92x92, 128x128, and a silhouette image (~72x72)
  • Champion icon: 320x256
  • Champion Portrait: 240x270
  • Clan banner image: 420x420 ( not confirmed)
  • Custom Status effect icons: They are sized 50x50 and two needs to be provided one black and white image for tooltips another with white and transparent background for the icon (convert the black to transparent and invert the image)
  • Custom Trigger icons: They are also sized 50x50 and can include color
  • Card art images: (Unfortunately these are static until we reverse engineer the shader for animated art). These are ideally 972x1176
  • Character image (or animation): static image any size (say upto 400x400). For animated characters must be a Spine animation exported with Spine Pro 4.2.20, included with a silhouette image must have an Idle, HitReact, and Attack animation at the very least.
  • Artifacts: static image sized 256x256 along with a hud icon sized 96x96
  • Equipment: Icon sized 128x128
  • Rooms: Icon sized 112x112
  • Upgrades: Icon sized upto 200x200?
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