v0.8.5 patch notes
Improved AI Pruning
Visionary AI now only looks deeper into the 5 most promising lines. Testing indicates the best line tends to be within these lines. 4-ply AI is not quite practical yet. For now, enjoy the speed improvement!
Game Rules Change
When I first created Aethermancer, I thought that a turn in the early game is worth about 1 aether, since that's how much an overclock gives, and overclock is a decent play on turn 1. With improved AI analysis, it turns out that p1 tends to have a much better turn 1 play than overclock, and as a result, is significantly advantaged. Due to this, from now on, p2 will start each game with an extra mana, chosen at random among fire, water, or air.
Features:
- Some misc AI improvements, and some game engine optimizations. The bots should be noticeably faster, given that they simulate thousands of moves.
- A lot of code has been refactored under the hood. You probably can't see it, but it'll make it easier for me to deliver new features to you, such as:
- Mana is now shown in brackets when there's an elemental using them. This makes it easier to not accidentally spend mana your elementals are using.
- For convenience, cards with an "Attacks all enemies" effect now have an ! displayed next to their attack.
General Card Changes:
- Did you know that over 10% of the game's runtime was checking if your opponent had Trig (12) and therefore your mana should get burned? Now, Trig has a less zealous timing. Check it out: "After opponent's start: Burn their aether. Cap other mana at 8."
- Inferno Tower (5) now resets its attack before attacking any player. This distinction becomes relevant this patch.
- Fix the templating of Blind Prophet (6) to no longer mention production phases.
Card Balance:
- Craftsman (3) hp 10 -> 9. While craftsman was balanced in Mech which was on the weak side of classes, it's proven a bit higher power level in neutral than I liked, and I would like a bit more incentive for players to play other cards, particularly class cards.
- X-bow (6) hp 35 -> 28. I have no idea how this one flew under the radar for this long.
- Emrakul (11) 13/13 -> 12/12. The power level of this card was a bit higher than I liked, especially in comparison to other cards of similarly high cost.
- Advance [46] Pawn token hp 8->10. The pawns were dying too quickly to get value, which was especially painful given that this 0 also costs an aether to use. We'll see how it pans out with a significant stat increase.
- Summon Lemure [46] token 3/4 -> 2/8. This 0 was meant to give demon access to an easy creature to sacrifice for their spells. Problem: the unit had too low hp to survive to the point where you would sacrifice it.
- Trig (12) attack 13 -> 5!. When Trig was first printed, very high cost cards were not understood well, and thus I erred far on the safe side to make sure to not accidentally print an oppressively strong card. Now that I understand the play patterns and counterplay to very expensive cards better, I feel more confident in bringing his power level up to the rest of the pack.
- Call to spirits looks weird compared to turret. It has been reworked:
Opponent plays a creature: 2 damage to it, and 1 damage to you.
[Cultist 2]
New Units:
Magic Hydra (6)
Start of Turn: Modify me with +1 attack.
0!/22
Bolas (9)
! My blocker attacks the opponent. Destroy it.
6/18
[Illusion 6]
I took part in a debate the other day about who would win: Nicol Bolas from MtG, or the Queen from chess. It ended up in an agreement that the Queen would win in a 1v1, but Bolas would win if both sides had an army around. Let's see how this changes that.
On the horizon
Prepare for a new class: the evoker! The evoker specializes in direct face damage, though some of its cards with also catch creatures in the crossfire.
Some cards from illusionist and paladin will be moved to evoker, but to compensate, the level requirement for cards in these classes will be reduced, making them more splashable!
The evoker will be ready when it's ready. I'm not releasing a class like this without adequate playtesting.
Also, there is a good chance the rule regarding Reaver (7) will be changed in the future. This is considered "low priority", especially because there might be future designs that would cause me to revert such a decision, and I REALLY do not like making a decision, changing the code, reverting it, and changing the code again.
Get Aethermancer
Aethermancer
Status | In development |
Author | MasN3 |
Genre | Card Game |
Tags | Deck Building, Multiplayer, Turn-based |
Languages | English |
More posts
- v1.1.7: Chess Battles3 days ago
- v1.1.6: Deluxe Deluxe Edition?8 days ago
- v1.1.5: Deluxe Edition11 days ago
- v1.1.4: Spell 'Damage' does what now?13 days ago
- v1.1.3: More Ranked Spells14 days ago
- v1.1.2: The Class Update16 days ago
- Bot Update18 days ago
- v1.1.1 - 1 life for 1 mana for p119 days ago
- v1.1.0: Circling Back Around24 days ago
- v1.0.9: Cleaning Things Up27 days ago
Leave a comment
Log in with itch.io to leave a comment.