v11.0
- Neurogenesis
- Psychospace has been renamed to ‘Null Wave’ for worldbuilding/lore purposes.
- Psychosynthesis is now called ‘Psychospace’.
- Imprisoned
- All Consuming Shadow has been reworked
- All Consuming Shadow is now a passive ability that deals 10 damage to any enemy that attacks Imprisoned, and prevents them from moving next turn.
- Since Imprisoned is incredibly easy to outplay in the late game by virtue of its poor area and low damage output, its Lifeline aims to fix this by allowing it to close the gaps it otherwise wouldn’t be able to do.
- Impervious
- Gravitational Collapse is now called ‘Core Collapse’, and has been reworked.
- Core Collapse is an attack that pulls all enemies on the board 1 tile closer to Impervious, and deals 50 damage to them if they are in a 5x5 area. 5 use cost.
- Further playtesting has shown that Impervious is incredibly oppressive, and giving it a passive healing ability adds to that. Thus, its new Lifeline encourages more offensive play against it, rather than defensive. It is still incredibly powerful, but should hopefully prevent Impervious being an unkillable wall.
- Destiny
- Unstable Reality is now called ‘Continuity Error’ for worldbuilding/lore purposes, and has been tweaked
- Continuity Error is identical to Chronal Rift, but is now its own attack, rather than simply reducing Chronal Rift’s cost. This is because the established rules around Lifelines (ignoring damage reduction, being uninterruptable etc) do not apply to Destiny’s Chronal Rift. 2 usage cost.
- Sigil
- Dream Channel is now called ‘Channelise’, and has been reworked
- Channelise is an ability that allows any incoming attack towards an ally to be redirected into Sigil. In return, Terror Foci will deal 60 damage on its next use. This can be used outside of your turn, but the cost (3 actions) carries over.
- Dream Channel did not have a lot of incentive to use, so I have added more utility for the ability. It can assist teammates, and now has an easier use case for the increased damage, being active until Terror Foci’s next use, rather than until the next turn.
- Spectre
- Stalking Shadows is now called ‘Cyber-Shade’ for lore/worldbuilding purposes, and has been reworked.
- Cyber-Shade is now a passive ability that allows Spectre to move diagonally, but takes 10 damage per tile moved as such.
- Since Spectre was so good in pervious versions due to its insane mobility, taking it away permanently has left it in a difficult position in terms of late game scenarios. This Lifeline Protocol aims to mitigate that by giving it back some of the mobility it lost, albeit with a massive drawback to prevent it literally running away with games.
- Nightmare
- Terminal Suspense is now called ‘Roaming Shadows’, and the area has been reduced from infinite, to 7x7.
- Due to Roaming Shadows’ area, it promoted a mindless, passive playstyle in which Nightmare could continually run away without a drawback. Reducing the area forces players to have to get closer in order for it to activate.
- Liberty
- Starstorm is now called ‘Light at The End’ for lore/worldbuilding purposes, and damage has been increased from 50 to 60.
- Light at The End needed just a little bit more offensive output to make up for how passive Liberty can be throughout the game. This may get reverted in case it is too much, but this should hopefully help Liberty’s potency in the late game.