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
Rank | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
Regeneration | 1 | 1 | 2 | 2 | 3 | 3 | 4 | 5 | 6 |
Power | 1 | 3+ | 1 | 3+ | 3 | 4+ | 1+ | 0+ | 1+ |
As always, playtesting causes the balance of the units to change:
Rank | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
Regeneration | 1 | 1 | 2 | 2 | 3 | 4 | 5 | 6 |
Power | 1 | 3+ | 2 | 4+ | 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
Aethermancer
Status | In development |
Author | MasN3 |
Genre | Card Game |
Tags | Deck Building, Multiplayer, Turn-based |
Languages | English |
More posts
- v1.3.7: The Fixed Point3 days ago
- v1.3.6: Emergency Patch5 days ago
- v1.3.5: Doubleplusgood7 days ago
- v1.3.4: Animation Speed29 days ago
- v1.3.3: Class Icons31 days ago
- v1.3.2: Core Removal32 days ago
- v1.3.1: Spectromancer4IQ36 days ago
- v1.3.0: The Infrastructure38 days ago
- v1.2.9: Reminder Text39 days ago
Leave a comment
Log in with itch.io to leave a comment.