Unfortunately, at this time, we are performing unplanned technical maintenance on our servers. We will keep you updated on this situation. Thank you for your patience, and we apologize for the inconvenience!
In the meantine, here are the patch notes for the upcoming patch (not quite right now, but planned for this week):
Card and Module changes:
Module: Nergal’s Gift
Change: Cost, Mechanics
Before: 9 Energy, Choose a pacified unit and deal its HP randomly split among all enemy characters
Now: 12 Energy, Choose a pacified unit and deal DMG equal to its HP randomly split among all enemy characters. The damage is capped by your max SUPPLY
Module: Visions of Glory
Change: Cost
Before: 7 Energy
Now: 9 Energy
Module: Draw Essense
Change: Mechanics
Before: If there are two or more pacified units on board, you gain 1 PSYCHIC CHARGE at the start of your turn
Now: If there are two or more pacified units on board, you gain PSYCHIC CHARGE equal to their number at the start of your turn
Module: Ethereal Enlightment
Change: Mechanics
Before: You gain 1 PSYCHIC CHARGE at the end of your turn. You start with 15 less HP
Now: You gain 1 PSYCHIC CHARGE at the end of your turn if there are units with 0 ATK on the field. You start with 10 HP less
Module: Trance Projector
Change: Cost
Before: 8 Energy
Now: 9 Energy
Module: Efficiency
Change: Cost
Before: 6 Energy
Now: 9 Energy
Module: Propaganda War
Change: Cost
Before: 7 Energy
Now: 11 Energy
Module: Traitor in the Ranks
Change: Cost
Before: 6 Energy
Now: 8 Energy
Module: Spike Growths
Change: Cost
Before: 7 Energy
Now: 9 Energy
Module: Taunt the Enemy
Change: Mechanics
Before: Force selected enemy unit to attack random character
Now: Force target enemy unit to immediately attack random character
Module: Raiding Parties
Change: Mechanics
Before: Every time you deal damage to a MASSIVE unit, gain an upgrade card. You start with -5 HP
Now: Every time you deal damage to a MASSIVE unit, gain an upgrade card.
Module: Thick of Battle
Change: Mechanics
Before: Your Commander has +1 ATK when attacking units. You start with -5 HP
Now: Your Commander has +1 ATK when attacking units. You start with -10 HP
Module: Duplicate
Change: Cost
Before: 8 Energy
Now: 12 Energy
Module: Auto-Repair Protocols
Change: Mechanics
Before: If there are only CYBORG units on the board, they RESTORE 1 HP at the end of your turn
Now: If there are only CYBORG units on the board, they RESTORE 2 HP at the end of your turn
Module: Damage Control Protocols
Change: Mechanics
Before: If you target a textless or nullified unit with a Tactic, restores 2 HP to that unit
Now: If you target a textless or nullified unit with a Tactic, it gains +1/+1
Module: Overclock Targeting Servos
Change: Cost
Before: 6 Energy
Now: 8 Energy
Module: Disruptor Cannon
Change: Cost
Before: 5 Energy
Now: 8 Energy
Module: Deflector
Change: Cost
Before: 5 Energy
Now: 8 Energy
Module: Blast Shields
Change: Cost
Before: 5 Energy
Now: 8 Energy
Module: Reconstitution
Change: Cost
Before: 5 Energy
Now: 8 Energy
Card: Baseline Artificer
Change: Mechanics, Type
Before: IMPACT: Gain 2 ENERGY every time a unit is RESTORED, Support
Now: IMPACT: Gain 3 ENERGY every time a unit is RESTORED, no type
Module: Viromorphic Spores
Change: Cost
Before: 8 Energy
Now: 12 Energy
Module: Active Genome
Change: Cost
Before: 9 Energy
Now: 10 Energy
Module: Spontaneous Replication
Change: Cost
Before: 6 Energy
Now: 8 Energy
Module: Plague Nexus
Change: Cost
Before: 5 Energy
Now: 6 Energy
Module: Combined Arms
Change: Mechanics
Before: DEPLOY 1/1 Guardsman with text "+1 FIREPOWER"
Now: DEPLOY 1/1 Guardsman with an effect "+1 FIREPOWER till the end of turn"
Module: Mad Minute
Change: Cost
Before: 8 Energy
Now: 12 Energy
Module: Drop Pods
Change: Mechanics
Before: Whenever a friendly unit attacks shuffle a 1/2/1 Marine into your deck with text: "ACTIVATE: Draw a card"
Now: Whenever a friendly unit attacks if your FIREPOWER is 1 or more shuffle a 1/2/2 Marine into your deck with text: "ACTIVATE: Draw a card"
Card: Marine
Change: HP
Before: 1 HP
Now: 2 HP
Module: Tactical Flexibility
Change: Healing exploit fixed
Card: Energized Fractal
Change: Mechanics
Before: ACTIVATE: Gain 1 HP for every 3 Energy you have
Now: ACTIVATE: Gain 1 HP for every 4 Energy you have
Card: Vraxxian Packmaster
Change: Type, no type
Card: Conclave Stalker
Change: Type, Aberration
Card: Rend
Change: Text: Replaces your left Module with "Deal 2 DMG". Next time: add 1 damage
