General
- Fix for odd behavior on passive boosting/debuffing units like Heavy Recon Panhard.
- Potential fix for missing sound bug.
- Fixed an exploit.
Unit Fixes
- Fixed Sherman ‘Zippo’ not retaliating.
- Fixed Airburst Howitzer range being reduced to 2 (was meant to stay at 3).
Balance Changes
- Alliance Airborne General Cost increased to 7 from 5. Although he is immobile, the fact he can target forward, diagonal and vertical (along with the fact you don’t have any particular reason to want to move him forward in most cases) meant that he was too cheap for the price. His usefulness doesn’t decrease later in the game, and 3HP means it’s not easy to counter an Airborne General with direct damage cards.
- Alliance MG42 Section Counter-attack reduced to +1 from +2. For a 1 cost card, the +2 Counter-attack made it threatening to more units than was reasonable. 2 damage is very respectable early game, and should preserve the value of the unit while allowing tougher units later in the game to attack it directly without taking excessive damage.
- Alliance Assault Team Cost reduced to 3 from 4. The Advance Deploy ability was being overvalued on this card, considering they only have 1 HP.
- Republic Marksman Advanced Deploy ability removed, can now attack Forward+Diagonal instead of just Forward. Despite being Fast, the Marksman was difficult to effectively harass anything with when it needed to be in front of whatever it was attacking. Becoming able to attack diagonally should allow it to control a bit more of the board and force Forward attacking enemies to at least move before being able to attack on their turn.
- Republic Raiding Platform Cost reduced to 4 from 5. Range reduced to 1 from 2. Can now attack Diagonal+Backwards instead of just Diagonal. The card draw ability was being undervalued, especially while there are so few other cards in the game which let you draw cards. To compensate for this the range was reduced, but that alone would have been too much of a nerf, so the cost went down and the sometimes useful backwards attacking ability was added.
- Republic Howitzer Barrage Now deals damage to enemies and allies in Row, and also reduces attack of enemies by 1 for one turn. Damaging only enemies in a Row was too powerful for 4MP, but just making it damage allies as well would have made it a slightly cheaper and less effective version of the Neutral Row Bomber. The reduction in enemy attack for a turn should encourage it to be used to soften up enemies before your units attack them, rather than just being direct damage.
- Neutral Bumblebee Cost reduced to 6 from 8. Range reduced to 2 from 3. Now hits first enemy in Row after target, instead of hitting all in target Column. This had inadvertently become too similar to the Republic Airburst Howitzer, so this change turns it into a more mid-battle unit with an attack type not seen on too many other units allowing it to strike deep into enemy positions if they only have one unit in their frontline.