14.1280
Fixes
- Fixed a problem where, if you didn't have enough gems to reroll, the UI would not show that - so it looked like you rerolled but got the same cards over and over again.
- Empire Onagadori flies along the Row as intended.
- Grandmaster players should now be able to match to all other Grandmasters.
Balance Changes
- Empire Type 96 AA Carrier Health increased to 2 from 1.
- Empire Shredder Tank Health increased to 2 from 1. These were too weak for their cost and abilities.
- Empire Flame Tank Anti-Organic bonus reduced to +1 from +2. This was too strong compared to some similar units from other factions.
- Empire The Unstoppable Health reduced to 5 from 6, move cost increased to 2 from 1 (becomes Slow).
- Empire Plunge Mine Tank Health reduced to 3 from 4.
- Empire Yokai Cost increased to 4 from 3. Intimidate strength reduced to -1 from -2. Given their speed and mobility, these units were too strong. They keep their mobility, but have become a little weaker in some other ways to even things out.
- Empire Concealed Launcher Range reduced to 2 from 3.
- Empire Jungle Guard HP reduced to 2 from 3. For mid-game units which already have good survivability thanks to Shields, the long range of the Concealed Launcher or high HP of the Jungle Guard meant they could be excessively difficult to handle.
- Empire Doomsayer HP gain on ability usage reduced to +1 from +2. For a cheap early card that combos well with a lot of other Empire unit abilities, gaining 2 HP every time she used her ability was too strong.
- Empire Emperor’s Gaze HP reduced to 3 from 4. Can no longer target the enemy CC. Firstly it was too difficult to kill, and the ability to target the CC made it far too flexible, being able to control a Row and directly attack enemy HP.
- Empire Pyre Tank Cost increased to 6 from 5. Attack reduced to 1 from 3. On death, now destroys all units in Row, friendly or enemy. The Last Stand special ability was underwhelming for a Gold - these changes make the Last Stand ability the core part of the unit, and will change the battlefield situation when it comes out.
- Alliance Tall Boy Bomb Allies in Row are pushed back 2 tiles rather than 1.
- Alliance Royal Hussars Cost increased to 7 from 6. Now ignores Shields when destroying damaged units.
- Republic Fortress Gunship Cost increased to 7 from 6. Does not ignore Shields to destroy damaged units.
- Neutral Tunnel Mine Cost increased to 7 from 6. These unit killing Command Cards have been made more expensive or had their downside enhanced to further encourage careful thought about their use in both the 3D game and decks.
- Republic Bombing Run Cost increased to 6 from 5. The disabling of enemies and -2 Attack reduction in a 2x2 area was too strong at 5MP.
Full Disintegrate List:
- Empire Flame Tank
- Empire The Unstoppable
- Empire Plunge Mine Tank
- Empire Yokai
- Empire Emperor’s Gaze
- Empire Pyre Tank
- Empire Concealed Tank
- Empire Doomsayer
- Alliance Tall Boy Bomb
- Alliance Royal Hussars
- Republic Fortress Gunship
- Republic Bombing Run
- Neutral Tunnel Mine