v8.0
- Sigil’s ‘Dream Channel’ reworked
- Dream channel now takes 25 health from Sigil on use, but buffs Terror Beam to 50 damage on the next turn.
- Halving health was flawed, as it meant Sigil’s health could become a decimal, which is not intended.
- Liberty:
- Health increased from 120 → 135
- Liberty needs a little bit more bulk to really operate as a defensive Conjure, Liberty was unable to stay on the front line protecting its allies.
- Removed ‘Dispersion’, added ‘Event Horizon’
- Removed ‘Daybreak’, added ‘Supernova’
- Dispersion was far too oppressive by nature, and nullified a lot of stronger attacks that are necessary to keeping the game tempo healthy. If one player is able to shut down strong attacks without any effort, they are effectively guaranteed the win.
- Daybreak was effectively useless due to the sheer amount of actions it would take to charge. This charging period would leave allies too vulnerable to enemy attacks from all angles, since all enemies would seek close down the hanging allies and/or Liberty itself. 60 damage is very tempting, but it would mean trading off multiple turns and potentially heavy damage on your team.
- Event Horizon is a passive ability that accumulates 5 damage of charge every time a Conjure on Liberty’s side takes damage.
- Supernova is an attack that deals 10 damage to a target in a 7x7 area. If Event Horizon has charge when Supernova is used, the charge is added to Supernova. On use, the charge is reset to 0.
- Added ‘Lifeline Protocols’ for all Conjures:
- In the previous iteration, I ran into an issue in which players could easily gang up on and remove a player without much issue and, the second one player had one remaining Conjure, it was effectively impossible for them to win the game. Of course, that does make sense, but it felt somewhat unfair for a player to technically be ‘in’ the game, but have to effectively wait until someone finished them off. Lifeline Protocols give players with one Conjure an opportunity to come back against the run of play, and force opponents to be much more careful and selective about their approach in combat. Lifeline Protocols are super abilities that have extremely potent effects. Each Conjure has a unique Lifeline Protocol.
- Lifeline’s cannot be interrupted, redirected, or negated in any way, and only become usable once a player only has one Conjure remaining.
- The Hero
- Added ‘Soldier’s Might’
- Identical to Dream Blade, but has a 5x5 area.
- Penumbra
- Added ‘Blood Moon Eclipse’
- 40 damage attack with no additional effects, 5x5 area, 3 usage cost.
- Apocalypse: Alpha
- Added ‘Data_Corruption’
- Passive ability that deals 10 damage to all enemies in a 7x7 area at the end of your turn.
- Imperium
- Added ‘Annihilation’
- 40 damage attack with no additional effects, 5x5 area, 3 usage cost.
- Amalgam
- Added ‘Unrelenting Rage’
- Passive that buffs Sequence Slash to 35 damage, and allows Amalgam to move an additional tile per turn for free.
- Neurogenesis
- Added ‘Psychosynthesis’
- Ability that allows Neurogenesis to use any other attack in this slot every turn, excluding Lifelines.
- Imprisoned
- Added ‘All Consuming Shadow’
- 25 damage attack that hits all enemies in a 7x7 area, 4 usage cost.
- Impervious
- Added ‘Gravitational Collapse’
- Passive ability that damages all enemies on the board for 15 damage, and pulls them 1 tile closer to Impervious.
- Belief
- Added ‘Divine Judgement’
- Attack that deals 10 damage to all enemies on the board, and doubles their movement costs next turn, 4 usage cost.
- Destiny
- Added ‘Unstable Reality’
- Identical to Chronal Rift, but has a 5x5 area.
- Construct
- Added ‘Inescapable Fate’
- Attack that deals 35 damage to all enemies in a 7x7 area, 3 usage cost.
- Sigil
- Added ‘Terror Incarnate’
- Identical to Terror Beam, but deals 50 base damage, 3 usage cost.
- Spectre
- Added ‘Lingering Darkness’
- Identical to Dissipate, but deals 30 damage, 3 usage cost.
- The Mare
- Added ‘Terminal Suspense’
- Identical to Stun Lock, but has infinite area, 4 usage cost.
- Liberty
- Added ‘Hypernova’
- Attack that deals 70 damage, dealing 25 less damage per increase in area increment, starting from 3x3. Infinite area, 4 usage cost.