XL Build #:24.4761
M Build #: 24.4760
Fixes
- Corrected a problem with the queue system that led to it breaking completely (resulting in people being able to leave before they even completely joined, for instance).
- Fixed a bug where the challenge ‘Wait for Opponent’ cancel button was appearing at the wrong time.
- Fixed missing FX from Alliance Bunker attack.
- Hail of Bullets description has been updated.
- Partially corrected a problem with units with 2 range retaliating with a non-combat unit between them. This should happen much less frequently.
- Fixed the missing Jumptroops attack FX.
- Tall Boy Bomb no longer highlights the entire row.
- Fixed the animation on Napalm Bombs.
- Made ‘Reset’ a keyword on cards that it previously was not set for.
- Small fix of text in the tutorial.
- XL ONLY – Fixed the friends list to show online friends first.
Changes
- Swapped scrollbar in collection screen.
- Removed ‘play again’ from the screen after a challenge battle.
- Various gameboard improvements.
- Changed Go Online button size from Offline Mode.
- Changed maximum cards-in-hand size to 9 to reflect the recent starting hand changes.
Balance
Cost increased to 9 from 8.
Given the sheer all round power and flexibility of The Unstoppable, it came out slightly too early.
Move cost increased to 1 from 0.
In combination with range 2 and diagonal movement, free move as well was too much.
Health reduced to 2 from 3.
For a common unit, it was too powerful.
Damage dealt to Command Centers reduced to 1 from 2.
Direct damage to the enemy CC is more of a thematic ability for the Republic, and Sleep of the Dead is more than attractive enough as a card without seriously threatening the enemy Command Center. You can still use Awoken Ambushes to damage the enemy CC, but it is now less efficient than using them against enemy units.
You now draw another card after using it.
You now draw another card after using it.
You can now make use of these cards without reducing your chances of getting other more powerful cards in your hand, which should make them more tempting choices.
Now increases the Attack of target unit by 1.
After Admonishment was changed to draw a card after use, this needed improvement. It will now combine damaging a unit (to trigger On Injury effects) with increasing the power of that unit.
Attack reduced to 1 from 4.
New ability - On Death, deal 2 damage to first enemy unit in Row.
Since it only has 1 HP, it was too vulnerable to being killed by Command Cards - now even if it never fights an enemy, it can still damage enemy units. The base Attack was reduced due to the increased potential for combos with certain other Empire Command Cards.
No longer Fast.
At 3 MP it was too expensive, but at 2 MP with Fast it’s too powerful early game. This change should mean it’s still useful but not OP.
Health reduced to 4 from 5.
This formerly had a rather exception HP for a 3 cost card, and with recent improvement to Alliance early game it’s no longer so vital for them. 4 HP is still very good for an early unit.
Health increased to 2 from 1. Now gives +1 HP to allies instead of +2.
The +2 Health was a little extreme for a unit which also gives a Shield as an Assault, at this price. However, he has also been made a bit more sturdy to compensate.
Cost reduced to 6 from 7.
Cost reduced to 7 from 8.
Cost reduced to 5 from 7.
Health increased to 3 from 2.
These 2 range units had their costs reduced (or HP increased) to make them more useful and to give the Republic more mid-game power, which is where their strength should lie.
Range increased to 2 from 1. Gained Evasion. Annihilator replaced with ‘Destroys damaged units.’
This gives the Republic another mid-cost range 2 unit, and strengthens their theme of destroying damaged units. Evasion helps compensate for this loss of direct Annihilator power, and means the Badger can safely injure any enemy unit, so that if that unit attacks the Badger can then destroy it.
Can now retaliate.
The game has changed quite a bit since the Hover Platform dominated the early game enough to need a downside like this.
Their Overrun and Last Stand are removed, replaced with move forward 1 when allied Mechanical is played.
This gives the Republic a unit with decent HP and mobility to press forward in the early game.
Cost reduced to 5 from 7. Attack reduced to 2 from 3. Health reduced to 2 from 3.
Already a solid unit with a strong ability, and now they can contribute earlier in the game.
Cost reduced to 7 from 8. No longer has Advance Deploy.
It had a strong ability, but even with Advance Deploy it often took too long to get into the action, and left you without enough MP to fully take advantage of the Assault ability by playing other cards.
Cost increased to 7 from 6.
Ability changed to target Column - allies and enemies take 2 damage and are Disabled. Enemies suffer -1 Attack.
Dealing light damage over the entire board to one specific armor type, with a general damage buff for allies+reduction for the enemy was at the same time too broad and not focused enough. The new functionality combines two of the central Republic traits (disable and damage reduction).
Cost reduced to 5 from 7.
This card was very rarely used and prohibitively priced for something which has no effect on your board position.
Full Disintegrate
- Empire The Unstoppable
- Empire Type 4
- Empire 20cm Rocket Mortar
- Empire Sleep of the Dead
- Empire Close Rocket Launcher
- Republic Napalm Bombs
- Republic Canadian Highlanders
- Republic Sherman ‘Badger’
- Republic USMC Assault Recon
- Alliance Afrika Korps
- Alliance Sturmtiger
- Alliance Surgeon Major