v12.0
- All values (HP, attack damage etc) have been readjusted. 5 used to be the smallest increment by which values increased or decreased, this has been changed to 10.
- This makes calculating damage during a game much easier, simplifies the physical side of the game (less 3D prints, less space taken up, less time fiddling with damage counters), and also makes the game fit in line with other games, such as Pokemon TCG, so players can utilise damage counters from either game if they wish.
- The Hero
- Brave Shield buffed from 15 damage negated → 30 damage.
- Brave Shield was effectively useless a lot of the time, as players would get more milage out of saving the actions spent on Brave Shield for retaliation/further defensive manoeuvres.
- Penumbra
- HP increased from 125 → 130 to accommodate the increment change.
- Apocalypse: Alpha
- Injection Bomb damage increased from 15 → 20 to accommodate the increment change.
- Imperium
- Barrier Construct damage negation increased from 15 → 20 to accommodate the increment change.
- Nucleosynthesis damage increases increased from 5 → 10 damage to accommodate the increment change.
- Amalgam
- Amalgam HP increased from 115 → 120 to accommodate the increment change.
- Berserk Gene reworked
- Sequence Slash will deal 40 damage on its next use, but it will deal 10 damage of recoil. 3 usage cost.
- This change accommodates the increment change, and adds an additional drawback to Amalgam buffing its damage output.
- Neurogenesis
- Neuroplasticity healing increased from 5 → 10 damage, but movement is no longer criteria for healing.
- It was not ideal to buff Neurogenesis’ healing output, but it needed to be to accommodate the increment change. To rebalance this, it only triggers on Conjures who didn’t take damage on the last turn, rather than that OR Conjures who didn’t move. Since Neurogenesis can’t heal itself, the healing will, more often than not, only apply to one Conjure since each player typically gravitates to one primary means of dealing damage, typically through one Conjure in particular.
- Imprisoned
- Shadow Force damage increased from 15 → 20 to accommodate for the increment change.
- Construct
- Fated Snare damage increased from 15 → 20, damage increase also increased from 5 → 10 damage to accommodate for the increment change.
- Sigil
- Terror Foci damage increased from 35 → 40 to accommodate the increment change.
- Spectre
- Dissipate damage reduced from 25 → 20 to accommodate the increment change.
- This is a rare example of a nerf in this circumstance, 30 damage is certainly too much given Spectre’s mobility.
- Nightmare
- Insomnia damage increased from 15 → 20 to accommodate the increment change.
- Insomnia healing reduced from 15 → 10 to accommodate the increment change.
- Liberty
- Event Horizon charging effect increased from 5 → 10.
- Light at The End has been nerfed:
- Damage reduced from 60 → 50
- Damage falloff increased from 5 per increment to 10
- Recoil increased from 15 → 20 damage
- Since Supernova has been buffed due to the increment change, it felt unfair to leave Light at The End as strong as it was. It is still a very strong attack, but simply now has greater drawbacks.