v0.9.5: The Power Rising
Bugfixes
I'm trying to settle down to a slower release schedule. However, this patch is coming only a day after the previous one, to fix game-breaking bugs involving Poisonous Cloud (5) and some cards that create tokens.
New Cards
Rising Fire [44] ! +1 Fire. Attack all enemy creatures. 1 [Warlord 2] |
Rising Water [44] ! +1 Water. Opponent loses 1 water. [Antimage 2] |
Rising Air [46] ! +1 Air. Attack opponent. 2 [Evoker 1] |
Rising Earth [45] ! +1 Earth. Gain 3 life. [Cleric 1] |
Lava Spike is now [Evoker 1] for flavor reasons mainly.
Overclock has been renamed Rising Aether.
The Design of the New Rising Cards
I've written that earlier in the design of aethermancer, there were designs like the High Pyromancer that specialized more into one element, but led to balance issues (eg. F11 rises sharply in value.)
When the non-pentamancer idea was officially scrapped, I tried the same thing with auto-trigger 0s, and ran into the same balance issues.
But, I had an idea. What if it required active use of a 0 to get the element? Then, the balance issue would be solved! While passively charging up your Bolt Strike 2 a turn would be problematic, spending your turn to do so would not be - a lategame turn is worth far more than 2hp of reach, after all.
So it's simple, right? Overclock is worth 1 aether, and 1 aether is worth 2 basic, so print [46]: Gain 2 fire, right?
Not so fast! While it's true that the first basic is worth 1 credit, and the first aether is worth 2 credits, with each mana you gain, you also get interest on all previous mana. When you gain 2 of a basic, you get interest twice. As a result, going from 6 to 7 aether is worth 3.5 credits, and from 7 to 8 is worth 4.2 credits. Meanwhile, going from 9 to 11 basic is worth 4.4 credits, and from 10 to 12 is worth 5.1 credits.
The cost you pay to unlock overclock (compared to pass) is 2 life. However, with an effect more powerful than overclock, the life cost must be significantly higher, as the value of having that option isn't the value that option gives you compared to 0, but instead the value compared to your next best option. Besides, even if I lowered the starting life to compensate, this would lead to terrible gameplay, most notably Turn 1 Rising Water, Turn 2 Rising Water, Turn 3 Astral.
Instead, I've decided to weaken the effects of the rising cards. Each rising card gives 1 mana of its respective element, plus one effect on theme with its element.
Update (1 hour after the patch)
It's come to my attention X-bow is a 7/5. This is a typo. It was meant to be a 7/25. This will be fixed in the next patch.
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 Battles4 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
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