v0.9.7: Meditate and Firmly Resist Cult Influence
Bugfix
Fixed bug where players can survive after being reduced to 0 from a Dying Flame trigger.
Statistics Update and Base Set Change
Here are my stats:
F +017 -027 -010 +032 +036 +025 -007 -025 +005 -017 -008 -009 W -099 -028 +004 +063 -003 +011 +024 +026 -003 +013 +008 -019 A +001 -001 +006 -002 +010 -001 -021 -027 +030 +037 -005 -024 E +021 -051 +029 -024 -050 +009 -023 +014 +093 +051 -030 -022 Games / Basic: 291.33333333333337 Std Dev: 0.03112723936949048 Expected: 0.029293746257419012 Meditate : -3.39σ Stone Rain: +3.18σ Elder : +2.16σ Earth Elem: +1.75σ Ritual : -1.74σ Hermit : -1.71σ Tornado : +1.28σ Berserker : +1.21σ
As you can see, Meditate is underperforming to a statistically significant level. (Stone Rain is also overperforming, but part of its overperformance is due to the underperformance of meditate due to the cross-ban.)
I have a suspicion why. Meditate's utility lies not only in lining up your plays for future turns, but also a way to avoid over-commiting into a board wipe. However, in aethermancer, players usually already have a way to do so - their 0 power allows them to get some benefit without outright wasting their turn as one would have to do in original spectromancer. As such, the utility of Meditate is diminished. Even without such a zero, players can build decks in ways that give them something to do, such as Weakness (2) or Blood Prophecy (3). I have no intention to remove this feature, as that would make games vs Antimage more annoying than they are already. And besides, even visionary AI, which uses Wild Magic (which benefits from meditate most, and sometimes just passes straight up to play around a sweeper) has Meditate performing at -1.24 sigma. As a result, I'm comfortable with buffing Meditate. It now gains 1 life in addition to all of its other effects.
Class Removal: Cultist
While the Cultist cards have been very fun, the play pattern against it is to play around the exact cards which it does have as opposed to playing around the capabilities it has as a class.
In particular, Monument to Rage can do a 10+ damage burst when the right conditions are met, an effect squarely in Chronomancer's color pie. As a result, Cultist is being removed. In addition, there are a lot of fun cultist cards, and making them neutral should mean more opportunities to mix and match.
Call to Spirits: [45] -> [44]
Zealot: hp 26 -> 25
Monument to Rage: Moved to Chronomancer.
Blood Prophecy: life loss 2->3. In addition, unplayable with Wild Magic.
Blind Prophet: hp 18->17
Reaver and Greater Bargul: Removed from the game (these had design issues)
Forbidden Rook
I wanted to see where the vanilla cards would line up before balancing them, but a lot of the power of the vanilla hasties was a big hasty creature showing up out of nowhere and whacking you in the face. Thus, it makes more sense to see how it feels as something you can account for and balance from there.
Forbidden Rook [45]
! Spend all aether to summon a X/17+X with haste and 99 max health.
Target lane to summon into. Only casts if no ally there.
0+
(Note that this is the first spell in the game to have an attack value and not directly attack something.)
All of the chargers have been removed from the game. Having one of these and having it be as a surprise feels like it infringes on evoker's slice of the color pie.
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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