v1.2.0: Regeneration


This patch is coming much earlier than forecast, because I've decided to introduce regeneration in its own update, and add the other mechanics in subsequent patches, instead of doing it all at once.

Deck Builder Improvement

Clicking anywhere will cycle the 'Replacing' card, allowing you to more conveniently make single-card replacements to your deck.

New Player Counter: Regeneration

A new counter can now be placed on players. Each regeneration counter increases life at start of turn.

This patch will focus just on positive regeneration, but you'll see negative regeneration and poisonous damage in the coming patches.

New Cards

Replacing Ritual of the Healer and its Greater version, is the new ranked spell, Vitality. Like its predecessors, it will be Neutral, (though some consideration was given to putting it in Restorer)

Vitality, Rank 1

! Heal yourself. +1 Regeneration.

1

Rank123456789
Regeneration112233456
Power13+13+34+1+0+1+

As always, playtesting causes the balance of the units to change:

Rank12345678
Regeneration11223456
Power13+24+1+0+0+2+

Ritual of the Pyramid [Neutral 45 46]

! Pay 5 6 aether to gain a charge.

Start of Turn: +1 Regeneration / charge (triggers immediately)

Regeneration is a hard mechanic to evaluate. I've spent 7 hours playtesting the new cards to make sure the balance is right.

Data Outliers

According to the data, these cards might be too strong or too weak. Depending on how strong the data is, as well as my personal opinion on the cards, some will and some will not get balance changes this patch. (Some might just be data outliers.)

Non-cores:

Rising Earth, Rank 4: Severely over-performing

Burst Lightning, Rank 8: Somewhat over-performing.

Glaive Throw, Rank 1: Somewhat under-performing.

Blasting Air, Rank 1: Somewhat under-performing.

Triosurge, Rank 6: Somewhat under-performing.

Cores:

Fence, Free: Over-performing.

Ritual of the X-mancer: Somewhat under-performing. (In testing, these cards become much stronger when either player is using the new regeneration cards.)

Basics:

Elder (W4): Severely over-performing.

Healer (E1): Under-performing.

Water Elemental (W10): Somewhat over-performing.

Balance Changes

Skeleton Army (Neutral 3): Text box: "Summon 9 1/6s" -> "Summon X 1/6s", Power: N/A -> 9

Elder (W4): Now has "! Lose 1 life." (How many times has this card been nerfed?)

Elder, Free: [39] -> [40]

Rising Earth, Rank 4: Power 1+ -> 5

Rising Troll, Rank 5 has been replaced by Rising Earth, Rank 5, with 1+ power.

Healer (E1): hp 6 -> 8, but no longer gains 2 life when played.

Get Aethermancer

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