Here's the remainder of the 0.3 patch notes!. Phew! Check out Part 1 here!
Happy chicken chasing!
Tom "Wimbles" Wimbush - Lead Designer of Fable Fortune (Mediatonic)
Shapeshifter:
From the top.
“Crimson’s been really, really good for a while now. Her ability to reach out and kill any of her opponent’s units while also generating board advantage with units like the Blooded and Predatory Balverine has often made her hard to fight against. Not to mention not very fun.
I’m going to be doing a deep dive into Crimson’s changes over the weekend, but to provide a summary of the changes here: Feral and Rend no longer exist as mechanics. Anything that used to Rend now just does regular damage instead. Balverines have been redesigned to no longer double as removal spells and we’ve introduced and strengthened some of Crimson’s other themes to make it so that killing things isn’t her only option.
Keep your eyes peeled for a deep-diving post on her rework over the weekend, but feel free to take a look at her full list of changes below.”
Hero Power changes:
- Focused Rend (Evil): Redesigned to (2) “Deal 2 damage to your opponent, or 1 damage to an enemy unit."
- Ferocious Rend (Good): Redesigned to (2) “Deal 1 damage to an enemy and heal your Hero for 2."
Card changes:
- Ambush: Cost raised from 2 to 3. Now deals 4 damage to an enemy.
- Blooded Balverine: Redesigned to (3) 4/3 “After this destroys another unit, heal it for 2.”
- Blood Frenzy: Redesigned to (2) “Draw a card for each damaged enemy."
- Brown Bear: Redesigned to (5) 6/4 “Big Entrance: Stun an enemy unit.”
- Call of the Balverine: Redesigned to (3) “Transform all friendly units into 4/3 Blooded Balverines."
- Feral Squirrel: Now gains +1 Strength after you use your Hero Power or play a spell.
- Predatory Balverine: Redesigned to (5) 5/5 “After this destroys another unit, gain +2 Strength and heal it for 2.”
- Savage Charge: Cost raised from 7 to 8. The summoned Blooded Balverine is now 4/3 instead of 2/2.
- Snarling Lunge: Damage dealt has been reduced from 5 to 4. Heals your Hero for 3 instead of 4. No longer has a ‘Feral’ effect.
- Stunning Slash: Cost raised from 0 to 1.
- Surge of Fangs: Cost reduced from 7 to 5. Now deals a flat 4 damage to ALL units instead of just enemy units. No longer has a ‘Feral’ effect.
- Timber Guardian: Cost raised from 5 to 7. Strength increased from 4 to 7. Health increased from 5 to 6.
- Timber Guardian (Evil) Timber Cleaver: Redesigned to (7) 7/6 “Big Entrance: Stun an enemy unit and its adjacent units, then deal 1 damage to them.”
- Timber Guardian (Good) Timber Lurker: Redesigned to (7) 7/6 “Big Entrance: Remove all enemy units from Guard.”
- Track Prey Has been removed and replaced with Mistress of the Hunt - (5) “Summon three 1/1 Wolves.”
- White Balverine: Redesigned to (8) 5/8 “After this destroys another unit, summon a 4/3 Blooded Balverine.”
- White Hart: Redesigned to (4) 3/5 “Your Hero Power and damaging spells also heal your Hero for that much.”
Neutral Cards:
Welcome to the neutral planet.
“Well, well, well. Neutral cards. There are quite a lot of those. Especially now with a whole new batch of cards being thrown into the mix. In fact, what with these patch notes already being super long, I’m going to provide a TL;DR version of what’s changed here and then delve into these changes in more detail over the weekend.
Essentially, what we’ve tried to do with neutral cards is make sure that they all have a home. This is different from making them all competitive; not every card in a card pool of this size can fit into a top tier competitive deck. Instead we’ve tried to focus on ensuring that each card will appeal to a certain type of player, or that each card will fit into a particular deck. We’ve done this by making some cards more universally useful while making others more powerful in niche strategies. Some cards we’ve just tried to make more fun, or silly, or cool to play with and against.
Keep your eyes peeled for more on the design of neutral cards over the weekend, but scroll down to see what’s changed.”
New cards:
- Blade Scavenger: (5) 6/4 “After a friendly Hollow Man dies, give a unit in your or your ally's hand +1 Strength.”
- Demon Door: (6) 0/8 “Big Entrance: Add a spell to your hand per point of Good, or a unit per point of Evil.”
- Depraved Cultist: (3) 1/3 “Safeguard: Summon a 2/1 Undead Chopper.”
- Diseased Balverine: (6) 6/3 “Last Laugh: Deal 3 damage to your opponent.”
- Dread Champion: (9) 8/9 “Big Entrance: Add a copy of all other friendly Hollow Men to your hand.”
- Flagellant: (4) 2/5 “After this unit takes damage, it gains +2 Strength.”
- Frightblade Stalker: (6) 4/3 “Big Entrance: Destroy a unit with 7 or more Strength.”
- Heartless Lancer: (3) 2/4 “After a friendly Hollow Man dies, set this unit's Strength to 4.”
- Hobblett: (1) 1/1 “Rush.”
- Hobbe Stiltwalker: (4) 3/3 “Big Entrance: All players draw 2 cards.”
- Hobbe Warlock: (3) 4/3 “Big Entrance: Return a friendly Hobbe to your hand. It costs 2 less.”
- Logan: (8) 5/5 “Big Entrance: Conjure a Royal Decree.”
- Royal Decree: Martial Law: (1) “Set the Gold cost of units in your hand to 3 this turn.”
- Royal Decree: Military Service: (3) “Summon 3 Royal Cadets.”
- Royal Decree: Field Surgeons: (2) “Restore 10 Health to your Hero.”
- Nymph Warden: (3) 2/2 “Big Entrance: Set the Gold cost, Strength and Health of a unit in your hand to 4.”
- Offensive Gnome: (2) 2/2 “Big Entrance: Remove all enemy units from Guard.”
- Reanimating Wisp: (5) 3/3 “Last Laugh: Summon a 2/2 Reanimating Wisp.”
- Redcap Shaman: (4) 3/5 “After your opponent takes damage, give a unit in your or your ally's hand +1 Strength.”
- Reformed Criminal: (2) 4/4 “While this unit is undamaged, it has -4 Strength.”
- Rich Auntie: (4) 2/3 “Last Laugh: Reduce the cost of a card in your and your ally’s hand by 1.”
- Rosewight Barkskin: (7) 7/7 “Your other Redcaps, Rosewights, Nymphs and Pucks have +2/+2.”
- Rosewight Stalker: (6) 4/5 “Big Entrance: Destroy an enemy unit with 2 or less Strength.”
- Royal Cadet: (2) 2/2 “Big Entrance: Give another unit Guard.”
- Royal Armourer: (6) 4/5 “Safeguard: Give another friendly unit +2 Health.”
- Royal Tactician: (5) 5/3 “Safeguard: Give your other units +1/+1.”
- Royal Commander: (4) 3/4 “Safeguard: Add a 2/2 Royal Cadet to your hand.”
- Shining Knight: (5) 5/5 “Your Morality units cost (1) Gold less.”
- Spire Commandant: (9) 8/8 “Last Laugh: Deal 1 damage to ALL units for each spell in your hand.”
- The Dog: (6) 6/3 “Morality (3): Transform this unit.”
- The Dog (Evil) Bad Dog: (6) 6/3 “Rush. Big Entrance: Can attack twice this turn.”
- The Dog (Good) Good Dog: (6) 6/3 “Big Entrance: Conjure a Quest Reward.”
- Wise Spellweaver: (8) 5/6 “Safeguard: Draw a card.”
Card changes:
- Abbot of Avo: Strength increased from 3 to 4. Health decreased from 8 to 6.
- Apprentice Inventor: All players now draw a card, at the end of your turn.
- Apprentice Will User: Health decreased from 4 to 3.
- Arena Commentator: Cost reduced from 6 to 4. Strength and Health decreased from 4 to 3.
- Auroran Conjurer: Redesigned to (3) 2/2 “Big Entrance: Conjure a Hobbe, Hollowman or Bandit.”
- Bank Clerk (Evil) Inside Trader: Redesigned to (2) 2/2 “Last Laugh: Reduce the cost of cards in your hand by 1.”
- Bank Clerk (Good) Philanthropist: Redesigned to (2) 2/2 “Big Entrance: Give all units in your hand +1/+1.”
- Banshee: Redesigned to (4) 0/8 “At the start of your turn, destroy ALL units.”
- Battle Medic: Redesigned to (3) 1/4 “At the end of your turn, heal a damaged friendly character for 3.”
- Blood Augur: Strength decreased from 3 to 2.
- Bloodstone Blackguard: Redesigned to (5) 5/4 “Big Entrance: Give adjacent units +1 Strength per point of Good, or +1 Health per point of Evil.”
- Bowerstone Guard: Cost reduced from 4 to 3. Strength decreased from 4 to 3. Health decreased from 4 to 3.
- Bowerstone Sheriff: Health decreased from 7 to 6.
- Clockwork Beetle: Redesigned to (1) 1/1 “Deflect.”
- Colin Mk 2: Cost reduced from 6 to 5.
- Corrupted Spellblade: Redesigned to (4) 5/3 “Big Entrance: Destroy a friendly Hollow Man, then resummon it.”
- Crowd’s Favourite: Now gains +1/+1 for each other friendly unit, instead of only +1 Strength. Health decreased from 6 to 5.
- Cullis Master: Cost reduced from 3 to 2. Strength decreased from 4 to 2.
- Cursed Warrior: Cost increased from 4 to 5.
- Earth Troll: Redesigned to (8) 7/7 “Big Entrance: If you control a unit with 7 or more Strength, deal 3 damage.”
- Elite Grenadier Strength increased from 2 to 3.
- Experimental Repeater: Redesigned to (4) 0/7 “At the end of your turn, deal 1 damage to this unit and gain +2 Strength.”
- Friendly Crone: Health decreased from 4 to 3.
- Furious Librarian: Redesigned to (2) 1/1 “After you draw a card, gain +1/+1.”
- Hardened Colonel: Cost raised from 5 to 6. Strength increased from 5 to 6. Health increased from 4 to 5.
- Hardened Colonel (Good) Merciful Colonel: Redesigned to (6) 6/5 “Big Entrance: Gain +2/+2 and Guard.”
- Hardened Colonel (Evil) Merciless Colonel: Redesigned to (6) 6/5 “Big Entrance: Give adjacent units +2/+2.”
- Hobbe Bomber: Redesigned to (1) 1/2 “After you play a Hobbe, deal 1 damage to your opponent.”
- Hobbe Bull Rider: Redesigned to (3) 2/3 “Big Entrance: Reduce the cost of Hobbes in your hand by 1.”
- Hobbe Clobber: Health increased from 2 to 3.
- Hobbe Firebreather: Redesigned to (5) 5/4 “After you play a Hobbe, deal 1 damage to 2 enemy units.”
- Hero of Oakvale: Strength increased from 6 to 8. Health increased from 6 to 8.
- Hero of Oakvale (Evil) Paragon of Evil: Strength increased from 6 to 8. Health increased from 6 to 8.
- Hero of Oakvale (Good) Paragon of Virtue: Redesigned to (10) 8/8 “Other friendly units have +2/+2. Enemy units have -2/-2.”
- Inept Bowman: Strength decreased from 3 to 2. Health increased from 1 to 2.
- Lord of Bower Lake: Strength decreased from 6 to 4. Health increased from 5 to 6.
- Lord of Bower Lake (Good) Lord of Oakfield: Redesigned to (5) 4/6 “Your other Morality units have +2/+2.”
- Lord of Bower Lake (Evil) Lord of Wraithmarsh: Redesigned to (5) 4/6 “After you play a Morality card, draw a card.”
- Magehunter: Health decreased from 4 to 3.
- Malignant Wisp: Strength increased from 4 to 5.
- Necrotic Enforcer: Redesigned to (1) 2/1 “Last Laugh: Give a friendly Hollow Man +2 Strength.”
- Nostro: Redesigned to (5) 2/6 “After you play a unit, destroy it, then resummon it.”
- Outlaw Chief: Cost reduced from 6 to 5. Strength decreased from 6 to 4.
- Pie Seller: Strength decreased from 5 to 4. Health decreased from 6 to 4.
- Prison Jailer: Strength increased from 6 to 8.
- Prison Jailer (Good) Prison Warden: Redesigned to (7) 8/5 “Big Entrance: Silence an enemy unit, then set its Strength to 1.”
- Prison Jailer (Evil) Prison Executioner: Redesigned to (7) 8/5 “Big Entrance: Choose an enemy unit. It will be destroyed at the end of your opponent’s turn.”
- Redcap Chieftain: Strength increased from 4 to 5. Health decreased from 4 to 3.
- Redcap Lobber: Cost reduced from 2 to 1. Health decreased from 2 to 1. Now deals 1 damage to your opponent twice instead of 1 damage to your opponent and a random enemy unit.
- Redcap Skullchuck: Strength increased from 3 to 4. The damage now occurs at the end of your turn instead of at the start.
- Redcap Stabber: Strength increased from 2 to 3.
- Restless Spirit (Evil) Vengeful Spirit: Redesigned to (4) 4/3 “Big Entrance: Add a random unit to your hand.”
- Restless Spirit (Good) Playful Spirit: Now adds one random spell to your hand rather than two random spells to each player’s hand.
- Rookridge Butcher: Redesigned to (4) 4/4 “If you control another Bandit, give all Bandits in your hand +1/+1.”
- Rookie Cardshark: Cost reduced from 3 to 2.
- Rotlung Slaver: Redesigned to (7) 4/4 “Last Laugh: Summon two 2/1 Undead Choppers.”
- Sea Witch: Redesigned to (8) 8/5 “Big Entrance: Enemy units gain “Can’t Guard”.”
- Shadow Warrior: Strength increased from 4 to 5. Health increased from 4 to 5.
- Shroud: Redesigned to (6) 5/3 “Big Entrance: Deal 1 damage to an enemy unit. If you control no other units, destroy it instead.”
- Snowspire Summoner: Redesigned to (6) 7/5 “Big Entrance: Deal 1 damage for each point of Morality you have.”
- Stampeding Fans: Redesigned to (7) 6/4 “Big Entrance: Conjure a transforming Morality unit.”
- Tattooist: Health decreased from 3 to 2.
- The Guildmaster: Redesigned to (3) 1/5 “Other friendly units with no abilities have +2/+2.”
- The Nightcrawler: Redesigned to (9) 4/4 “At the end of EACH turn, fill your board with 1/1 Shadows.”
- Treasure Hunter: Strength increased from 7 to 9. Health increased from 5 to 6.
- Treasure Hunter (Good) Demon Hunter: Redesigned to (8) 9/6 “At the end of your turn, the enemy unit with the highest Strength gets -3 Strength.”
- Treasure Hunter (Evil) Bounty Hunter : Redesigned to (8) 9/6 “Big Entrance: Deal 3 damage to an enemy unit. If it dies, you gain 3 Gold this turn.”
- Twinblade: Strength decreased from 7 to 5. Health decreased from 7 to 5.
- Undead Footman: +1 Strength is now only gained after a friendly Hollow Man dies, instead of any unit.
- Voice of Avo: Cost increased from 5 to 6.
- Wardog: Strength increased from 5 to 6. Health decreased from 8 to 7.
- Wasp Queen: Strength increased from 2 to 3. Health decreased from 4 to 3.
- Westcliff Recruiter: Strength increased from 1 to 3.
- Wraithmarsh Slicer: Redesigned to (5) 5/5 “Big Entrance: Deal 1 damage to all damaged units.”
- Yellowbelly Hobbe: Redesigned to (5) 0/7 “After you play a Hobbe, return this unit to your hand.”
Trophy Cards
Fighting fair.
“We’ve increased the power level of Trophy cards to help give the player who goes second a helping hand. Chicken Vengeant and The Boot can now pick off weaker units all by themselves, and Point Stick and Jar of Leeches can help to pump up tougher units and help keep them on the board for longer. Tofu Trader is now a great option for anyone who needs consistent self-healing or an early blocker to help extend the game.“
- Chicken Vengeant: Strength increased from 1 to 2.
- Jar of Leeches: Now heals a character for 5 instead of 3.
- Pointy Stick: Now gives a unit +1/+2 instead of +1/+1.
- The Boot: Now deals 2 damage instead of 1.
- Tofu Trader: Redesigned to (0) 0/3 “At the end of your turn, heal your Hero for 2.”
Known Issues:
- Card tooltips will sometimes persist once a unit has been removed from the board.
- Minimising will cause the game audio to be muted and behave strangely when maximised again.
- Parts of various progress bar assets may appear missing from some screens.
- Remaining on one screen for too long can cause you to receive an error after exiting that screen.
- The attack animation for enemy units sometimes appears to play incorrectly.
- The Gold values of cards remains visible briefly after you switch to another page
- Transforming Morality units sometimes do not trigger their on-play effects while Nostro is on the board.
- Units that randomly give units Guard can target units who are already in Guard and therefore have no effect.