v1.5.3: Runemaking


This patch features more runes, and therefore more ways to combine them.

Wild Magic [32] is now a [-7] rune. The rune version of wild magic only allows 1 aether->basic conversion, but as normal for a rune it can be stacked. The Wild Magic rune does not currently work with channel.

Elite Codex: [34] -> [-13]

Reactive Field: [38] -> [-9]

Balance

Kozilek (10) has been overperforming. It's been adjusted from 12/25 to 12/22.

Approach of the Second Sun has been overperforming. It's been adjusted from [46] to [45].

Channel's power level is a bit higher than I like. It's been adjusted from [45] to [44].

Rising Water at high tiers have been continuing to underperform. Rank 7's power has been increased from 6 to 0+, and Rank 8 has been removed from the game.

As mostly an aesthetic thing, Turn, Rank 5 now causes the target creature to strike you. The life adjustment has been changed from -5 to 0.

Fixing Broken Cards

A previous patch has broken a few cards, since now mana is paid before a card is resolved. The broken cards have been adjusted as follows.

Tank (Banisher 8): 6/27 -> 8/19. Effect changed from "! Damage all enemy creatures equal to your aether." to "I strike all enemy creatures."

Priestess of Storms (Evoker 8, 1+!/7): Effect changed from "! I attack immediately." to "! Modify me with +8 attack." and now has Haste.

Seraph, Lord of Judgement (Restorer 9): 5/25 -> 5/20 "! Damage enemy creatures and heal ally creatures 1 per aether." changed to a flat 9.

New Cards

Astral Codex Ten [Abjurer 27]

You will have (W12) and 10 water mana on your first turn. When you play (W12), your opponent produces mana as usual for their next turn only.

Dev comment: This card was inspired by an enemy in the campaign of Spectromancer, but the W12 was simply too oppressively without slowing down the effect by 1 turn. Fun fact: there's a 1/4608 chance to roll an "astral codex ten" start without actually running the astral codex ten.

True Conviction [Chronomancer 43]

! Spend 11 aether to activate.

Creatures you control have lifelink and attack an additional time each turn.

Dev Comment: I wondered how much this effect would be worth. I did think it would be too good at 6, but my bots claim its worth 11, and wow, my opinion is that 11 is a lot.

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