Version 1.30
It's been awhile, because this - as I always say - the biggest GWT patch yet. This is a massive overhaul of several systems in Gem Wizards Tactics. Actually, there *were* a lot of other changes that aren't listed here, some of which we reversed or partially reversed after testing them out. Overall, this is definitely the best version of Gem Wizards Tactics ever.
Gameplay in general now will be a bit more quick and to the point. Knowing when you'll have the AP to use your abilities just got WAY easier, because movement calculations are way simpler (all tile types cost 1 to move to, except river which costs 2). All abilities also cost 1 AP now. In general this should just "smooth out" the experience.
Probably the biggest change is the addition of the OMNI-MOB, a sort-of-new-faction of AI-only monsters. They're recolored versions of units like the Royal Guard, the Spudling, and several others, hand-picked to be "good as AI-controlled units". They also now are greatly simplified - no longer do they have all the same abilities as the player even though they could never know how to use Bulldoze or Chill Step properly - and have more specific amounts of health than before that helps me set up the challenge in a more fluid way.
Campaign Mode now has a BEAUTIFUL new background image created by @SmokedKun on Twitter - check it out:

This also comes with a slew of changes to how Campaign Mode works. I think it's a lot clearer now what the objective is and how you win and lose missions.
But honestly, the biggest and most important thing, if you ask me, is about a dozen of these small specific unit changes that really just make the game better overall, balance wise, dynamics wise, etc.
Anyways, ENJOY!
GAMEPLAY
- Map sizes reduced across the board.
- New map type, Ambush!, which has an objective to defeat all enemies and you start in the middle.
- You no longer face the player factions in battle. There is now just one AI faction called the Omni-Mob, who have adjusted health.
- Changed how treasure chests are spawned slightly.
- Abilities now cost 1AP across the board. Should make it easier to know when you'll have the AP to cast things.
- Almost all player units have a max AP of 3, with wizards having 4, and Omni-Mob units having 2.
- Forest no longer costs extra movement to move into. This also allows us to get rid of ".5" movement costs from the game.
- Mounted movement type removed entirely.
- Gems no longer heal your units.
- No units have less than 0 defense.
SPECIFIC UNIT BALANCE
- Bikers now have 5 hp on the bike, and get 5 when off the bike (was 10/6).
- Biker Burn Rubber range decreased from 3 to 2
- Reaper pull range decreased from 4 to 3
- Roll Guards HP 10->15
- Roll Guards Defense 4->2
- Andromeda Storm GP cost 4->5
- Andromeda Storm damage 5->6
- Gelf Reckless Charge GP Cost 1->0
- Gelf Reckless Charge no longer deals 2 damage per mountain Gelf hits; instead he just always takes 2 damage from using the ability.
- Andromeda Summon Seedling can now be cast on occupied tiles to bounce the unit 2 tiles in that direction.
- Gelf and Knights have a new passive: Cavalry Charge. They do not deal out or get counter-attacks.
CAMPAIGN MODE
- A small chance to get Ambushed as you attempt to start a mission.
- You now start each campaign with 100 Gold.
- All campaign difficulties will eventually reach Rank 20 if you dilly dally too much.
- You can now see unit max HP in the UI tooltips on the Faction Select screen.
VISUAL
- New minimap painting for campaign mode!
- Ice cubes no longer have a "bottom", allowing you to see the tile underneath
