Build #: 3.613
Fixes
- Possible fixes for card positioning. May correct Mac hanging.
- Fixed scrollbar issues with Deck editing.
- Corsair Bombing Run wasn’t causing -1 Attack debuff correctly.
Balance
- Neutral Bombardiers Cost increased to 7 from 6. Now that there are other options for clearing buffs from enemy units (like Seeds of Doubt or Piercing Rounds), Bombardiers do more in comparison with those cards - not only clearing any buffs the unit has, but also removing it from the board, thus stopping any Domination damage it would have done.
- Alliance Command Half-track Cost reduced to 3 from 4.
- Alliance Force Coordinator Assault ability changed to move a target ally forward one tile rather than two. Can now target Forward+Vertical rather than only Vertical.
- Alliance Desert Fox Cost increase to 6 from 5. Range reduced to 1 from 2. New Assault ability: move target ally forward two tiles. The Force Coordinator was simply too good for a Bronze card with the double move Assault ability - that ability has now been moved to the Gold Desert Fox, with the Force Coordinator ability reduced to only one tile. However, the Force Coordinator can now move units in front of it forward, making it a bit more flexible and useful once it’s on the board. To maintain a difference between them, the Command Half-track has been made cheaper.
- Alliance Parachute Brigade No longer retaliates. Gained Advance Deploy. With Annihilator and Forward+Diagonal range, the Parachute Brigade served as an excellent all-round combat unit, with solid 3HP and only costing 5MP. These changes means they remain a great offensive unit which can quickly get into the action and is tough enough to take a bit of damage, but they can’t be left entirely unsupported against multiple enemies now since they won’t defend themselves.
- Republic Bombing Run Damage reduction increased to -2 from -1. As a Silver Republic Command card, it needed a little more punch to affect targeted units after the Disable wore off.
- Republic Fortress Gunship Ability changed, instead of ignoring and destroying Shields, it now destroys damaged units, or deals one damage if a unit has full health or higher (like what the Corsair Bomb does with Mechanicals). The ability to ignore shields was a bit too specific for a Silver card, while destroying damaged units is always a useful ability.
- Republic M2 Howitzer Cost reduced to 4 from 6, move cost reduced to 1 from 2.
- Republic M3 Howitzer Attack reduction increased to -2 from -1, move cost reduced to 1 from 2. These two were too expensive (to place and to manoeuvre) for units which only cause debuffs. They are now more mobile and also more varied, with the M2 being cheaper and the M3 being more powerful.
- Alliance Release Heavy Reserves Damage done to your own CC reduced to 4 from 6.
- Neutral Mad Scientist Damage done to your own CC reduced to 2 from 3.
- Neutral All or Nothing! Damage done to your own CC reduced to 6 from 10. These cards which cause damage to your own CC on use were rarely worth the damage - they should be a bit more interesting now.