v10.0
- The Hero
- Removed Soldier’s Might, added ‘The Way of The Sword’ Lifeline Protocol.
- Passive ability that gives The Hero an additional tile of movement per turn for free, and allows The Hero to ignore damage reduction effects.
- The primary drawback to The Hero is its extremely low area of effect on Dream Blade. In late game scenarios, this effectively made it impossible for The Hero to ever win, as it loses in a lot of scenarios to any Conjure with larger area attacks (5x5, not even 7x7), or Conjures with movement abilities. The Hero would become too easy to eliminate, thus it’s Lifeline has been reworked to prevent that.
- Apocalypse: Alpha
- Data_Corruption is now called ‘Assimilation’, and has been reworked
- Assimilation is an attack that deals 10 damage to all enemies in a 7x7 area, and heals Apocalypse: Alpha for 5 damage per enemy hit. 5 use cost.
- Apocalypse: Alpha suffers similar issues to Sigil in the late game, it is too frail and is too easy to circumvent. Assimilation sounds extremely powerful on paper, but shouldn’t be too much in practice. It aims to let Apocalypse: Alpha survive just long enough to function.
- Imperium
- Annihilation is now called ‘Nucleosynthesis’, and has been reworked
- Nucleosynthesis is an attack that hits all enemies in a 5x5 area for 30 damage, and deals 5 additional damage per enemy.
- This change isn’t necessarily for balance purposes, it is more to add variety to gameplay. Since there are other Conjures with similar attacks, you may always end up choosing the same Conjure. Since Imperium now has an attack effect no other Conjure has in their Lifeline’s, there may be a specific use case in which you would attempt to get Imperium as your Lifeline user over other Conjures.
- Amalgam
- Unrelenting Rage has been reworked, and is now called ‘Will of The Monarch’
- Will of The Monarch now gives Amalgam move a tile for free next turn, and will deal double damage. 4 usage cost.
- It’s become evident that Amalgam is not able to keep up in the late game. Its low damage output leaves it vulnerable to opponents, making it easy pickings. Its new Lifeline should help to force the respect out of opponents, making Amalgam much more threatening.
- Impervious
- Gravitational Collapse reworked
- Gravitational Collapse now deals 20 damage to all enemies in proximity, and, instead of pulling enemies closer, heals Impervious for 5 damage.
- Impervious did not benefit from enemies being pulled closer to it, thus it has been reworked to increase it survivability in the end game.
- Destiny
- Unstable Reality has been reworked
- It is now a passive ability that reduces the cost of Chronal Rift to 2.
- Unstable Reality was middling at best, so I have opted to give Destiny the ability to use Chronal Rift twice on the same turn. This massively buffs Destiny in both offence AND defence.
- Construct
- Fated Snare has been reworked
- Fated Snare is now a 7x7 area attack that deals 30 base damage to all enemies in proximity, dealing 50 damage if Construct was attacked prior to use.
- Fated Snare was still unfortunately useless, as the cost of getting into the optimal position to use it was too great to bother using over other attacks.
- Beckon no longer deals damage, and is once again a normal ability
- Since Fated Snare is now much easier to use and has high damage output, there was no need to keep Beckon as an attack.
- Sigil
- Terror Beam is now called ‘Terror Foci’. Its area has also been decreased to 9x9.
- Terror Foci simply had too much range. It required no skill or effort to hit enemies for large damage, thus it has been nerfed to require more positional consideration before use.
- Terror Foci cost increased from 3 → 4
- Terror Foci was far to easy to use in terms of its raw damage output, so it has been made harder to use. It’s easy to outplay in the later stages of the game however, so I will be keeping a close eye on Sigil.
- Terror Incarnate has been reworked
- Terror Incarnate now hits all enemies for 20 damage in a 7x7 area, healing Sigil for 15 health.
- The previous iteration didn’t really add anything to Sigil’s kit, as Sigil still suffered from the same problems related to frailty and easy positional counterplay in the late game. Even though Sigil is fantastic earlier on, it has less going for it the more the game develops, thus it can become deadweight. This Lifeline rework gives it a fighting chance in late game scenarios, if it makes it that far.
- Spectre
- Void Field is now called ‘Voidwalker’
- Voidwalker sounds much more slick and fits Spectre better than Void Field.
- Lingering Darkness is now called ‘Stalking Shadows’, and has been reworked
- It is now a passive ability that doubles the movement costs of enemies whenever they attack Spectre.
- Stalking Shadows was too strong before, as Spectre is already hard to deal with as it is. Spectre’s mobility is incredibly difficult to cope with in the late game, as it can continually run in and out of to attack and retreat on the same turn, constantly staying out of range of opposing attacks. This rework aims to force Spectre to be a bit more aggressive and potentially overcommit, exposing it to enemy damage.
- ‘The Mare’ concept and artwork is finalised, it is now called ‘Nightmare’
- Terminal Suspense has been reworked
- It is now a passive ability that deals 10 damage to any enemy on the board that did not move on the last turn. This also heals Nightmare for 10 damage.
- Terminal Suspense’s infinite range was too much for opposition, as it could almost guarantee Nightmare a win in any exchange, unless the opposition was Destiny.
- Liberty
- Hypernova is now called ‘Starstorm’ and has been reworked.
- Starstorm is now a 50 damage attack that deals 5 less damage per range increment, and deals 15 damage of recoil to Liberty.
- Hypernova was extremely powerful and oppressive, to the point where the only counterplay was to run and force a stalemate. Even then, Liberty could eventually get enough hits off to win, thus, it has been nerfed.