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Patch Notes - UPDATE 2

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0% found this document useful (0 votes)
47 views

Patch Notes - UPDATE 2

Uploaded by

chrispasith
Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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CHANGELOG - UPDATE 2

General-
More grammar fixes and clarifications.

Apöstexx
//Made Inverting just slightly easier by combining Alchemize and Anima.
-Removed the invert text on the Sacrifice trait. Every effect that obliterates
allies already inverts them- artifact from a previous version where a few more ACTs
obliterated allies.
-Ritual is now cleared even if the attack grazes
-Cauldron's Alchemize and Anima now combined into one act.
--Lowered their range slightly as well.
-Corruptor now specifies that the weakness is given before Inverting

ROT Corps
//ROT Corps needed some nerfs to their abilities. I went a little ham on them in
the wrong areas. Nothing huge, just some range nerfs and a rework of Bloodgames to
require more setup on the Conscrypt.
-Renamed Corridor of Death. It felt weird with Oldboy having two different ACTs
that both ended with the word death :P
-Added min range to 99MG Custom so recoil matters
-+1 HP to Hellkite. It's a support tyrant, it can be tanky as a treat.
-Bloodgames Conscrypt spawn with 0 frag. Clarified that it can activate the turn it
arrives, but can no longer body-block on their spawn.
-Reduced Bloodletter down to range 3 to require riskier Frag recovery.
--Also restores a frag to only one ACT.
-Changed Rushdown Execution to differentiate it from Deathgrip a bit.

Pruzcz
//Pruzcz needed more token diversity. They're supposed to come off as a close-
ranged faction with no clear "main unit" that needs to be targeted down to kill
their strategy- thus why they have no tyrant and their necromancer is weak without
support.
-Changed out some songs in their soundtrack. Needed more edgy vocaloid.
-Tension no longer ignores armor, and is considered curse damage.
-Scorn's Maim now gains Spiral when damaged to put it in line with it's other ACTs.
-Scorn's Sour Mercy now applies 2 tokens, but applies 3 if the unit is damaged.
--Also changed Grave Punishment alongside it to allow you to choose what Sour Mercy
adds.
-Spectator's Snuff can now inflict vulnerable or weak.
-Removed Gravemind's Tension trigger.
-Gravemind's Mindraze deals 1 tension and 1 vulnerable insead of 2 tension. This
should boost everyone's damage a bit, instead of relying just on the Spectator or
Necro for vulnerable generation.
-Great Fear: Certainty has a lowered trigger now. Was 7, now 5.
-Venomous Spite is reworked. It was originally built with the original Tension in
mind, which was an effect that caused 1 curse damage whenever you took damage, thus
1 damage and 1 damage again could snowball into potentially 6 damage with only 2
tension and 2 vulnerable. At the faction's current state, this ACT needed a buff.
Reduced it's range to compensate.

Black-Carpet
//Some slight tweaks!
-Symbiotes as a malice upgrade now makes Nest Growth's grow ability give more
vitality.
--Only one change. They're at a pretty good spot i think :3 I considered changing
Decay into a negative token, but that would require a long list of reworks that
only affects factions that actually have negative token clear. If it ends up being
an issue ill come back and modify it, but as it stands I think being almost
unclearable works for just how much Decay you need to stack up for some of these
abilities.

Lilystone
//Lilystone needed some reworks for clarity of direction. On launch, even I was
kinda confused on what I was doing with them, but after some condideration they're
more in-line with a trickster faction, meant for confusing and putting the opponent
into tough spots. Also, with their wide host of -damage and +damage abilities, some
unbalance was bound to pop up.
-Drowned Armor gains their old malice upgrade Drag Down as a new action, losing
Curse of Years.
--Their third malice upgrade now spawns adverse terrain to keep up the adverse
terrain gen.
-Also buffed Drowned Armor's Spear Formation slightly. Step with an ally now.
//Usable Drowned Armor??? It's more likely than you think.
-Dragoon now drops a soulless Drowned Armor
-Dragoon is now Df 3+.
-Forge Alchemist's channel now does an extra effect if you use Hellbender to source
it from a hollow.
-Anvil Familiar is changed from hollow speed into hollow damage. Eat!
-Harlequin's Taunt down to step 3. No more running back across the board :P
-Remembered to add the tyrant trait to the Armiger Beast = =;;
--Im so sorry. Ive had multiple people ask me about this gjkdfhnjfg
---Back in my day, we didn't even know if every thrall was supposed to be taken in
two >:V Tom forgor the thrall trait and we just had to assume! Kids these
days... /j
-Deathknell Wail now only makes submerged units untargetable. Comboing Deathknell
with Challenge gave you a tyrant that took -1 damage from sources of damage + a
range in which your units could never be targeted except with exceptional
positioning.
--Of course, if you put the phylactery on your Dragoon while you use Challenge, you
still have submerge, so the tactic still exists in a diet form.
-Labyrinth now gives +1 Df instead of letting you step 1.
--The step 1 is now worked into Coat of Arms
//I'm not adjusting Df on many units I don't think. Lilystone is already at a bit
of a disadvantage, being a house that only brings 5 units to the board instead of
6. If your Lilystone Opponent puts their phylactery in the Armiger, deal with a 4+
df tyrant. Kill the forge-alchemists that are giving it speed. Focus that thang
down, it's just gonna keep swooping anyway! This may be changed if it turns out to
be too harsh to deal with.
-Lord's Grace now clears negative tokens instead of providing speed.
--This is to prevent potential speed farming on the Armiger beast now that it's a
bit buffed by the Labyrinth changes.

Permia
//Hopefully these changes make Permia a bit more in-line with their intended
trench-warfare playstyle.
-Reworked Heterostatic dogpile
--Now deals +1 damage per Dogpiler instead of a new instance of 1 damage.
--Now deals 1 fire damage to each Dogpiler instead of killing them outright.
-Changed middle malice upgrade to reflect changes to Heterostatic Dogpile. No more
despoiling tiles, but makes it a more effective range to dogpile into from.
-Reduced 54-Q's range down to 2 (5 is a despoiled tile)
-Dirty Bomb reworked. No longer a despoiling upgrade, it gives slow now.
-Made The Tower's effect of boosting range more clear.
-Adjusted Earthrend. Optional to deal damage at long-range, instead getting the
choice to pull 2. It's supposed to be a stale-mate breaker with the Earthrend, not
exactly an artillery piece.
-Earthrend's LOS ignoring nature is reduced to make it hit less if you don't have
it.
-Y800 Whisper is now max range 3 (range 6 with The Tower)
-Removed IMAGO PROTOCOL's armor. It's supposed to represent a sudden playstyle
shift into aggression, as well as a bit of "health recovery" in a weird way, so
it's a little less defensive as a result.

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