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.
Get Aethermancer
Aethermancer
Status | In development |
Author | MasN3 |
Genre | Card Game |
Tags | Deck Building, Multiplayer, Turn-based |
Languages | English |
More posts
- v1.5.4: Codexes1 day ago
- v1.5.2: A new queue6 days ago
- v1.5.1: Not Called Lifesteal7 days ago
- v1.5.0: The Art of Runecraft19 days ago
- v1.4.5: Maintainance Update22 days ago
- v1.4.4: Managen v1325 days ago
- v1.4.3: Integrated Server29 days ago
- v1.4.2: The Casting Update35 days ago
- v1.4.1: Your Math Party40 days ago
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