Early Access Soul Scarred Update (v0.32) Notes
Good afternoon and Happy Holidays everyone,
PLEASE READ: This week’s update sees a big change to the core mechanics of the game to make players feel more empowered early in the game and to encourage the use of all 3 Heroes in battle each turn.
As always, check out the notes below, play the game and let us know your thoughts on Discord. We’d love to know what y’all think!
Big Changes
- Soul Scarred
- The first non-trivial (zero-cost) card played each turn now costs -1 Willpower.
- The cost of affected cards is shown in green.
- Soul Scarred balance changes
- Many enemies now have increased health to compensate for the increased power of the player’s party
- Slightly increased enemy numbers.
- Power defence
- Powers now have a variable Defend value (shown on the lower-left of the card).
- Many powers now only grant 1 Defence, but some will grant 3.
Card Changes
- ‘Versatile’ (Assassin) – Reduced cost to 1 (from 2).
- ‘Calming Presence’ (Warlord) – Updated effect to ‘Each other friendly Hero draws 1 extra card at the end of your turn.’
Balance Changes
- Elven Necromancer – Summons now start with +2 health.
- Updated event choice priorities so you will get food more often when you need it.
- Reduced move speed penalty to 20%.
Significant Bugs
- Fixed ‘Demonic Pact’ dealing 3 damage each turn (it should deal 2) (it was benefiting from its own attack bonus!).
- Fixed damage calculations from ‘Static Discharge’ and ‘Evocation’.
- Fixed hang when you have a choice to draw from more cards than are currently in your deck.