![]() Grave Robbery: Cost increased to 2 gold 1 mana.Īrctic Explorer: Base level changed to 1, but gains 3 levels during a Blizzard. Thief: Changed to a level 0 unit with Arrival: Steal a card. Temple of the Five Gods: Lightning damage bonus increased to 6.īattle Squirrel: Starts at level 0, gains 3 levels for bonus.īasher: Changed cost to 3, but stats were improved. Unit strength is now level 1 (still costs 3). Harpy: Ability changed to ARRIVAL: Reduce nearby enemy unit’s levels by 1. Cost increased to 2.įat Bard: Ability changed to ARRIVAL: Increase up to 3 random ally’s level by 1. Smithy: Changed to add a dwarven weapons to your hand when played. Jonviev: Ability is no longer ARRIVAL, only activates when played. Unit strength is now level 2 (still costs 3).ĭragon Knight: Proc changed to deal 5 fire damage to a random nearby enemy. Several cards were changed from incantation to burst speed, particularly ninja cards, aoe effects, and effects with a minimal chance of meaningful response.Ī few cards have had their mana and gold cost combination shifted slightly (within the same total cost).Ĭentaur: Ability changed to ARRIVAL: Heal nearby allies for 9. GUARDIANS: Bonus changed to 20% armor against melee damage.ĬLEAVE, EXPLOSIVE: Damage increased to 65%. WARRIORS: Bonus changed to 20% bonus damage against units. As such, many units will display a lower level than they did previously, but their power level has not been changed. This should make level a much more accurate representation of a unit’s direct combat prowess and approximate damage potential and durability. NOW, level has been changed to instead ONLY represent the unit’s attack and health stats, relative to other units of that class. The way levels represent unit power has been changed: previously, a unit’s level was a loose approximation of its overall effectiveness, including all of its special abilities in attributes, corresponding to its cost. Several campaign missions in the druid, viking, and pirate campaigns have been made substantially easier. Legendary cards now have a special graphic.Ĭampaigns are no longer unlocked sequentially: players will now start with access to 3 campaigns, with more unlocked via specific circumstances. Overall this will make relevant information more appropriately weighted for the overall playerbase: general information about the card’s relative combat effectiveness is printed directly on the card, and detailed stat information is available in the tooltip for power users to dig into at their own discretion.Įnemy threat display tiles (the red tiles on hover) are no longer disabled for enemies that have already moved. This update corresponds with a game mechanics update detailed below that changes how levels are calculated. Additionally the new layout allows us slightly more room for card text, with room to further tweak for more text room in the future, which was not possible on the previous compressed layout. The new card layout strongly emphasizes level and class by simply displaying the level number and class icon on the card, with additional information available in the card’s tooltip. ![]() The intent has always been that for most players, level is a sufficient explanation of a unit’s combat prowess, and both gameplay and UI reworks have been made to now achieve this goal. In our testing we found that attack and health values were drawing too much attention from casual players, confusing their decision making. Previously, the display of all unit stats, explicit class name, and level created a busy looking interface in which it was hard for the player to identify which information was most important. ![]() This option defaults to ON.Ĭard layouts for unit and structures cards have been slightly reworked. ![]() ![]() Added a new options toggle “Auto-Pass”, which will automatically click the pass button for the player if no actions are possible. ![]()
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