v1.1.1 - 1 life for 1 mana for p1
Can you tell I'm running out of title ideas?
UI: Turn Counter added, Life Total font is now bigger
Base Set Update
The Base Set is incredibly balanced right now, there's not many changes to be made.
The p2 winrate is a bit high right now, and I'm collecting a new data set (Tricky vs Tricky AI) which suggests that coin was in fact balanced at pay 1 hp to use. As such, it has been reverted to that.
The base set, according to both datasets, seems to be perfectly balanced!
Still, E3 is getting a reword;
Rejuvenate (E3)
! Heal yourself.
3+
This is here for convenience reasons rather than balance reasons. Technically it is a slight buff as it now works with A1 and F12, but this almost never comes up.
In addition, A9 is getting a balance change. While I fully believe that A9 is perfectly balanced, winrate-wise, I believe it is too polarized. There are situations where if you play A9, you lose on the spot to F9, and furthermore, you might have W4 with A9 the only way to spend your air mana.
On the other hand, there are games where a player for some reason cannot remove A9 and it takes over the game.
As such, its hp is being increased from 11 to 15, and it now has "Also attacks itself."
Aether Balance Update
It's much harder to use stats to balance aether cards, firstly because of much worse samples (32 out of 48 basic cards used per game, 8 out of 120 aether cards used per game),
and second because of sampling bias, namely basic cards are random regardless of skill level, while I (and visionary in the past) have skewed aether stats. Even now, there is still bias, as the strong bots use mono decks and the weak bots use multi decks, which changes the proportion of neutrals. As such, a lot of the neutral cards are significantly overperforming in the stats.
Despite all these factors, there's enough data to make some balance changes. (My own experience counts too, though the annoying thing is that the aether cards I have experience with have me skewing the stats. My new dataset is clean, but currently too small to be of any statistical significance for the aether cards.)
Magic Hydra: hp 15 -> 14
Ritual of the Healer, Greater: now also has "+1 life"
Flame Wave, Rank 1: attack 3 -> 4, life loss 0 -> 3
Inferno Tower: hp 41 -> 44
Ritual of the Apprentice: [50] -> [51]
Bot Update
I've collected data from the new dataset for a few days and are making the following changes:
Coin: 1hp cost -> 0hp cost (rip update name)
To keep the total starting hp the same (too high starting hp leads to overly meditate-meditate-big creature gameplay), the starting life total for all cores has been reduced by 1.
W9: hp: 20 -> 19
E11: hp: 23 -> 24
F12: now has "! Cannot be targeted by spells until your next turn."
Dev Comment: This is more about the interaction with A10 than it is about F12. This solution is not ideal because it has slight memory issues, but all the other solutions I've considered were worse. Candidates included "End of turn: Your spells have x1.5 damage until the end of your next turn." "! Even if killed immediately, the x1.5 will apply to at least one spell.", reduced statline and Haste, "Cannot be targeted by Tornado", "takes only 24 damage from Tornado", "! Hide this in a 0/3 Dragon Ward". At the end, this option was chosen as the least of the evils.
Bishop (3): hp: 11 -> 10
Young Witch (3): hp: 11 -> 10
Finally, Weakenado (7) is being removed because it's too "off color-pie" compared to the rest of the antimage suite.
The average game length for tricky vs tricky is 26.2 turns. This seems like a good number.
Human Update
I gave the new units a bit of a spin myself. I felt that W11 felt on the weak side, W12 felt on the strong side. and A9 felt on the weak side. The new stats somewhat support this (>2 sigma, which is statistically significant if not accounting for cherry-picking bias. Sample size 1.1k per basic unit.)
Because I want to make this patch the best I can, I will make the following changes, and then run stats on the changed units for a few hundred games to see how the stats look then.
A9: hp 15->16
W11: hp 17->18
W12: attack 4->3
A few hundred games later, I'm seeing good stats for all three of these cards, so the changes will stay. That's all for this 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 Battles3 days ago
- v1.1.6: Deluxe Deluxe Edition?7 days ago
- v1.1.5: Deluxe Edition10 days ago
- v1.1.4: Spell 'Damage' does what now?12 days ago
- v1.1.3: More Ranked Spells13 days ago
- v1.1.2: The Class Update16 days ago
- Bot Update18 days ago
- v1.1.0: Circling Back Around24 days ago
- v1.0.9: Cleaning Things Up27 days ago
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