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Changelog 20th April (1.36149)

General

  • PvP games now award 70 gold per victory.
  • More store improvements.
  • The Steam achievement should now be awarded correctly.
  • Fix for the back button when you click too fast on the front-end interface.

Unit Fixes

  • Fixed Air Support Officer being able to deploy to the second row.
  • Fixed Republic Emergency Repair not resetting full health units.

Balance Changes

  • Republic Hover Platform HP reduced to 1 from 2, Hover Platform does not retaliate when attacked.
  • Republic Rapid Hover Platform Now Slow rather than Fast, moves forward one tile whenever allied Mechanical deployed.
  • Republic 101st ‘Screaming Eagles’ Cost increased to 5 from 4, Attack and HP reduced to 2/2 from 3/3, new Assault ability moves all Organics in play (both enemy and ally) forward one tile.
  • Republic Sherman ‘Zippo’ Can now only target Organics, deals one damage. The above units basically served as better replacements for common units. The original thinking was that because you could have less of them in a deck and because they were faction specific (the Republic is intended to be better suited to rush decks) it might be acceptable, but with no downsides to using them they effectively became requirements. The changes above are intended to provide downsides to compensate for other advantages, or simply to make them a bit more interesting to play with or against.
  • Republic Combat Engineers Cost reduced to 5 from 6. Although Evasion is a powerful ability, because the Combat Engineers attack diagonally and vertically where most units cannot retaliate anyway, a cost reduction seemed reasonable, since taking advantage of their ability is not as easy as with forward attack units with Evasion.
  • Republic Airburst Howitzer Cost increased to 10 from 8. The ‘Hit all in Column’ ability on this unit was being undervalued - with a few buffs, combined with the inherent Range 3, it becomes extremely powerful. The cost increase should give opponents more options by the time one is played, but won’t really affect the potential damage dealing of the card - more changes may prove to be in order here.
  • Alliance Ace Tank Hunter Attack reduced to 2 from 3, HP reduced to 5 from 6. Ability changed so that the Ace Tank Hunter now gains +1 Attack every time any Mechanical (enemy or ally) is placed, but also suffers -1 Attack every time any Organic is placed. Range 2 with forward and diagonal attacking was bad enough, without extra attack buffs every time the enemy plays a Mechanical. Even with the Attack and HP reductions the Ace Tank Hunter is still very powerful, and with the right cards in your deck you can easily buff it further, but the enemy has some form of recourse and it also restricts your card plays a little as well.
  • Alliance Jagdtiger Attack reduced to 1 from 3, HP reduced to 5 from 6. Gains Anti-Mechanical (+2). This was similar to the Ace Tank Hunter in being too well rounded and therefore a good idea for almost any deck. With this change, Organic units should be able to provide a better counter.
  • Alliance Prototype Sonic Tank HP reduced to 3 from 4. Cost increased to 6 from 5. Range 2 Annihilator can be very difficult to deal with, especially on a unit with high HP - this should make it a little bit easier to handle, with the cost increase meaning the opponent should have more playable cards to counter with when it comes out.
  • Neutral Veterans Cost increased to 5 from 4.
  • Neutral Command Tank Cost increased to 5 from 4. These cards allow you to instantly add substantial HP and Attack to any unit, which can be particularly good on units with good abilities but low basic stats. While this isn’t a problem in itself, these cards were too cheap considering their flexibility and the generous amount of HP and Attack added.