v1.7.8: The definitive v1.7 edition, for real this time
It took me a while to get this few changes. The game seems to be in an incredibly balanced state already.
Originally I planned an overloading mechanic v1.8. While it seems like it would probably improve gameplay slightly, it adds a ton of complexity, and I don't think the trade-off is worth it.
I'm making this patch to address three major issues, which to my knowledge, seem to be the last balance issues remaining in the game.
Firstly, we have the length of games. The length of games is 1 or 2 turns longer than intended. This might seem like a small distinction, but it has a number of undesirable effects:
- Firstly, aggro and burn strategies are not very viable, especially in high level play. This is a shame, because burn combos (e5, elemental evocation, a6), life pins, and counterpressure situations aren't being seen often nowdays. These situations make the most interesting situations, and the life dimension of the game means the game isn't one purely about mana efficiency.
- Secondly, a lot of midrange units (W7, E8) have been sidelined. When you start a game, look at the cards you're dealt. In each basic element, there are some carries, with cost 9+/10+. The intention is that you're not supposed to go for all of them, in most cases. If you do, you will die. The intention is for you to pick and choose some houses to cash out at lower levels, and some houses to carry your lategames. With the high starting life total, all too often it's been correct to go for carries in every house. This lowers the amount of strategic decision making the game.
- Thirdly, it's led to prevalence of runes. With this high a starting life total, it's almost always correct to run 1 or 2 runes. I would like runes to feel less mandatory.
As such, all cores have been reduced by -2 starting life.
Specialization: Agility
I like it when people find combos in my game, but it's bad when these combos are too game-warping.
This core is capable of doing 10 haste damage on turn 1 with skeleton army, which can instant win against some hands, or a 23 damage burst with Queen Carnassa.
As such, this core now only grants nontoken creatures haste. In compensation, it starts with +1 life.
The Base Set
The strongest base set card before the patch was unquestionably basic meditate. It allows you to play stall game plans no other card does, and since you can accumulate basics twice as fast as your opponent and therefore cycle elementals faster than they can cycle tornadoes, many stall games were decided by who has basic meditate. Because [AI] does not know how to play around sweepers and thus when to pause and use basic meditate, it was "balanced" in the stats. However, both in [AI+] bot testing and in human play, basic meditate was clearly overperforming. As such, its life adjustment has been lowered from +4 to +3.
On the other hand, flame wave was underperforming in [AI+] testing. It's unclear exactly what the casual relationship is (there are several possibilities I can think of), but the stats are significant enough it's very unlikely to be a fluke. As such, its life adjustment has been raised from +1 to +2.
(There were a number of other tests I ran, but those all resulted in no changes.)
Also, the AI has been improved to play slightly better and run approximately 10% faster.
Get Aethermancer
Aethermancer
| Status | In development |
| Author | MasN3 |
| Genre | Card Game |
| Tags | Deck Building, Multiplayer, Turn-based |
| Languages | English |
More posts
- A bit of a balance problem2 days ago
- v1.7.7: The Definitive v1.7 Edition4 days ago
- v1.7.6: Turn it up to 11!7 days ago
- v1.7.5: HELP I'M TRAPPED8 days ago
- v1.7.4: Stability9 days ago
- v1.7.3: Fusion12 days ago
- v1.7.2: Another look at Haste14 days ago
- v1.7.1: The Beastmaster18 days ago
- v1.7.0: Champions of Aether20 days ago
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