Nathaniel Tucker Nathaniel Tucker

v1.1.5 AAE Patch Notes

| Rule Changes

  • Draw 2 Play 2: So now, Players draw 2 cards per turn and are allowed to play 2. These cards can be any type unlike how it was before.

    • One of the biggest problems with the game was that players would run out of cards and just be top decking for the rest of the game. This happened because a player would only draw one card but play up to 3. 

  • Disabled Condition Added: A bunch of cards have the disabled tag now. This Condition prevents cards from attacking, using any effects. This includes gaining benefits from base effects, unit effects, triggered effects or using abilities. Units can still be allocated to and from disabled cards. To Indicate a card is disabled I recommend turning it 90 degrees. 

  • Structures Can Be Placed Without Land: Structures can now be placed without a land underneath them. However, without one the card is disabled. Likewise if a land is destroyed under a structure then it will become disabled. 

  • Wastelands are disabled when entering play: This was a better way to describe what was already happening in game now that we have the new term.

  • Deck Building: Deck building is now an option in the game. Guidelines are now in the back of the book.


| Player Deck Changes


New Cards: 7 new cards were added to the Player deck!

  • Stone Golem - Hero - A towering colossus, carved from the very heart of the earth and bound by ancient magic. Though its form is as unyielding as a mountain, its purpose is clear. To rise in defense of those in need.

  • Priest of Purifying Light - Hero - A beacon against the creeping corruption, the Priest of Purifying Light walks the battlefield, unraveling the dark afflictions that bind the Old Gods’ creations

  • Giant Turtle - Land - A colossal wanderer of the seas, its vast shell serves as a drifting sanctuary. Generations have built their homes upon its back, carried safely across the waves by the gentle giant.

  • Graveyard - Land - A sacred ground where the departed find new purpose. Here, the fallen are not lost—they rise once more, standing beside their allies to fight again.

  • Embassy of the Grand Accord - Structure - A symbol of unity and hope, the Embassy of the Grand Accord stands as neutral ground where alliances are forged and old rivalries set aside. Within its halls, the future is shaped by those who dare to seek peace.

  • Witches Hut - Structure - Deep in the swamp, the Witch's Hut stands as a place of secret knowledge and forbidden magic. Here, the old ways are practiced, and those who seek her wisdom find their power transformed.

  • Devonation - Spell - A spell of ancient origins, Devonation reaches into the threads of fate, revealing glimpses of the future. Those who wield it gain insight into what is to come, bending destiny to their will. 


Gods:

  • God of abundance changed to devotion with a new effect: God of abundance was broken. I wanted the unit effect to be the main draw but instead it was the base effect. This was changed and now devotion helps make Unit effect be active much easier.

  • God of Destruction now has a base effect and a nerfed triggered effect

  • God of harvest changed to reflect card play rule change


Structures:

  • Trading post Changed: now a new Unit effect to help it gain units to synergize better with its base effect. The old ability was cool but became underwhelming with the new change and was outclassed by god of altruism.

  • Bridge changed again…. Now all effects apply to your allies' gods. I made a whole video about it go and watch it.

  • Mages tower nerfed to 3 units to prevent 1 turn wins.

  • Clarity fixes for a bunch of cards


Heroes:

  • Archer Reverted: the archer was reverted back to its old unit effect now with the bridge change. The ability was confusing and didn't really feel very good.

  • Cleric buff to 3 for protection effect from 1. They were too weak. Maybe too strong now but we will keep an eye on that.

  • Clarity fixes for a bunch of cards


Spells:

  • Spell Costs: Almost all spells have a cost now. This causes some detriment in exchange for the effect.

    • Spells were pretty brainless and were just played instantly. Now you really have to think about it before you play one.

    • This comes with a new art asset that is in the secondary effect slot.

  • Cognitive Enhancement change: the old version of this card was too powerful and always played right away. The new effect should be more balanced and comes at a cost the more you try to get from it.



| Old GodDeck Changes


New Cards: 6 new cards were added to the old god deck!

  • Maw of the Forgotten - Monster - A monster from the depths of the void devouring not just people but souls as well. A creature with power that rivals the World Ender

  • ShardBrute - Monster - A hulking creature capable of ramming through your defenses and hitting all the way to your back line.A massive creature with the ability to shatter your defenses and strike your entire back line.

  • Abyssal Overseer - Monster - The Abyssal Overseer does not merely command the horde—it creates it. Those it captures are twisted beyond recognition, their minds shattered, their bodies reshaped to serve the endless will of the abyss.

  • Void Hollow - Wasteland - A scar upon reality, from its depths, the dead armies of the Old Gods are pulled back into the fray, rising once more to fight and unmake all of existence.

  • Husk - Wasteland - Once a titan of the seas, its massive husk now serves as the birthplace of chaos. From its decaying form, creatures of pure entropy emerge, twisted by the remnants of what it once was.

  • Dark Ultimatum - Curse - A curse from the Old Gods, the Dark Ultimatum forces an impossible choice. One must decide which dark future awaits them.


General:

  • Power Level Changed to Strength: Power level was confusing as it wasn't actually indicative of the cards power so it was changed to strength. It was also given a new icon to go along with this change as well as differentiate it from the player attack icon.

  • Card Draw Icons Added: the old god and wastelands now have card draw icons in the same spot attack order icons are for monsters. This freed up space for Base effects on Gods and wastelands for more interesting effects.

  • Old Gods Now Have Base Effects: All the old gods have been reworked along with 3 additional ones. They all have new effects for varied game play and challenge level

    • New Old gods are “Null, God of Nothing”, “Umbra, Goddess of Oblivion”, and “Goz’lenha, God Chaos”


Monsters:

  • Blightmite now has no base effect with new rule changes around structure cards.

  • Chaos worm was nerfed slightly due to being way too powerful. 


Wastelands:

  • Wasteland Card Count: All wastelands now have 2 copies in the deck rather than varying quantities. This should help make each game feel more unique.

  • Inferno and Volcanoes' positive defeated effects were removed. Inferno now has none while volcano has a negative one.

  • Barrens defeated effect was changed for clarity and better function. Now doesn't work with unit effects but works with all card types.


Curses:

  • Wrath reworked: This needed to be changed to work if it was drawn out of turn. The card now hangs around until it can work.

  • Terrify now doesn't kill cards.

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v1.1.4 AAE Patch Notes

| Player Mechanic Changes

  • Abilities: A new “effect” type has been added. Abilities are effects that come at a cost. Spending a resource like Units or Cards to gain powerful effects.

  • Defined Unit Effects: To go along with abilities Unit effects have been redefined to only encompass effects that would affect the players entire board state instead of a singular card. This should once and for all fix cards like bridge.


| Name Changes

This is pretty minor but in an attempt to distinguish cards from each other along with also making them all fit together in a unified story some of the cards have been renamed. This is just a first pass so potentially more changes in the future.

  • Elven Archer Elite → Calmhand Archer

  • Forgotten Order Paladin → Paladin of The Last Dawn

  • Cleric of Whitehand → Cleric of The Solstice

  • World-Studied Mage → World-Studied Wizard

  • Reluctant Dark-Arts Necromancer → Lone Dark-Arts Necromancer

  • Osgathian Fortress → Wastelock Fortress 


| Player Deck Changes

  • Calmhand Archer: Unit effect was changed to an Ability. This fixes interactions with bridge. Also makes the card more unique.

    • Remove 5 UNT from this card: You may attack 2 targets, but only take damage for the highest PL of the targets.

  • Cleric of The Solstice: Cleric felt weak and I wanted to give them a new effect. Now a unit effect focused on defense. Hopefully feels similar thematically but much more impactful.

    • Unit Effect: If this Hero has 6 or more UNT on it: your cards gain 1 unit before getting attacked by monster.

  • World-Studied Wizard: Unit effects are hard to keep up on the battlefield and the Wizard was much weaker then something like a Mountain. This new effect should play more into them being a hero and likely be much more effective.

    • Triggered Effect: Draw a card when defeating an OG Card of pl 5 or more.

  • Merchant of Osgatha: Completely reworked as they just felt like a weak version of the trading post that could attack. Now instead they work in conjunction with the trading post and have a pretty unique effect!

    • If the card "Trading Post" is in play you may move units to this card from Trading Post at any time regardless of game phase.

    • Ability: Remove 2 UNT from this card: Move this card to another Player's Play space.

  • Mountain: Card draw is now on a unit effect for 3 units. They are maybe too powerful so this could potentially help fix that.

  • Trading Post: trading post now can't always allocate units from it to whatever card it wants. It now requires a cost to move them when it is the old gods turn.

    • UNT on this Card may be moved to any cards of your choice under a Player's control during any Player turn.

    • Ability: Remove 5 UNT from any number of cards: You may now move units from this card during OG turn.

  • Mage’s Tower: This card always had an ability more or less but now that abilities actually exist its been reworked to fit that. Plus get a bit of a buff because it was never really worth using.

    • Draw an additional Card at the start of your turn.

    • Ability: Discard a card from your hand: Gain 5 units on this structure.

  • NEW Gods: I wanted to add some more variety and allow there to be a god that represented each effect type. These gods are likely going to be better for more experienced players as they have much less unit generation to work with and are provided much more utility.

    • Imtris, Goddess of Abundance:

      • Your TE trigger twice.

      • Unit Effect: If this God has 10 or more UNT on it: Other UE Require half as many UNT. Round up.

    • Ulruin, God of Altruism:

      • Whenever any card is about to take damage, you may choose to have this card take damage instead.

  • Send Reinforcements: clarified wording to be better and no longer a modal card.

  • Magic missile: Now negative death effects do not trigger.

  • Cognitive enhancement: Reworded to allow it to be played any time.


| Old GodDeck Changes

  • Defeated Effect Color Change: Defeated effects were magenta for good and teal for bad. While this was mostly an aesthetic choice, most people associate red with Bad and blue or green with good. So the effects have been swapped.

  • Defeated effect Fixes: some death effects were messed up with the update. They have now been fixed.

  • Blight mite: now much more powerful as structures cant just be used to protect land.

    • Only attacks Land without structure. Otherwise attacks structure first. If the structure is on a land with only 1 UNT this card deals 5 damage instead.

  • Barrenes: death effect now has been clarified to specify this does not include base effects.

  • Chaos Worm: no longer says effect twice.

  • Chaos Keep: Buffed and reworded for clarity. All heroes must now attack.

| Rules

  • Card Draw: The “New” card draw rule we were trying was bad so that is no more. Just a single card draw

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v1.1.3 AAE Patch Notes

| Art

  • New Icons: Icons have been added to the body of cards as “keywords”. These icons should allow for more words on cards and in the long run help with quick identification.

  • Board updated: Board updated to reflect old god changes.


 | OLD GOD DECK REWORK

  • Added Negative Defeated Effects - A handful of old god cards have been given negative death effects. This should force the players to make more decisions and hopefully make for a more fun experience. 

    • Effected cards - Chaos Worm, Abyssal Horde, Shade, Forsaken Forest, Wasteland, Null Sanctum, Void Rift, Amplification Tower. 

  • Card Type Name Change - With the addition of the new icons it felt like the overlapping card types could lead to some confusion. They were changed to the following

    • Land ⇒ Wasteland

    • Structures ⇒ Ruins

    • Spells ⇒ Curses

  • Wasteland name change - to go along with the last change the wasteland card was changed to Barrens

  • Ravager (New Effect) - This Card mimics the attack order of the previous card. If there is no previous card it follows its own attack order.

    • This card needs more of an identity so this is an attempt at that.

  • Rewording For Clarity: 

    • Land cards now say additional cards to prevent confusion.


 | Player Deck Changes

  • Experimental card draw rule change: The player still feels like they have too few card draw. I would potentially like to experiment with allowing players to draw a card at the cost of playing one of there 3 cards. 

    • On a player's turn, they have 3 actions. With these actions, they may play a card or draw a card. 

      • A player may only play one of each type of card per turn with exception of spells.

      • Spells may be played at any time without an action.

  • Cognitive enhancement -  This card is still too powerful. It has been changed to one of each type of cards instead of 3 additional cards. I have a feeling this card will still change yet again but this is hopefully okay for now.

  • Rewording For Clarity: 

    • Tundra and Desert reworded - these cards sounded like a negative thing if read incorrectly. Now says additional

    • Goddess of humanity - Same sort of deal now says additional to prevent any confusion

  • Fixing cards:

    • Fortress was mislabeled and should be a unit effect not a triggered effect. This is now fixed. 

| Screentop.gg

  • The game is now available on screentop.gg

    • This is nice because the service is free allowing for greater accessibility. 

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v1.1.2 AAE Patch Notes

 | Player Deck Changes

  • Bridge: Bridge was still broken as per always. It was just too powerful and still broken as it in theory would trigger itself giving way too many units.

    • The unit effect was removed and will be put on a new card in the future.

    • The main effect was moved to a Unit effect again to keep it balanced.

  • Desperate mage’s shield: This was worded poorly a hero could tank infinite attacks on a turn. It was changed to allow a card to block a single instance of damage.

  • Goddess of harvest: She felt a bit weak when the cards weren't in her favor. So now she can additionally play more lands at the expense of other cards. This may be an over correction but I’ll keep an eye on it.

  • Lands:

    • Tundra: This got weaker with less structures. So it now gives 1 more unit.

    • Swamp: Passive unit regen was removed. It is already strong enough without it.

  • Unit Effect: changed unit effects to not all be 5 units. Some were clearly more powerful than the others. This was especially a problem because most of these were made before units were added on card placement. This should hopefully make it a bit more balanced. 

  • Paladin: Paladin now has more unit gen and cannot attack. This gives them more of an identity and basically makes the first tank in the game. I may consider giving them a taunt as well but I want to see how it goes first.

  • Village: Its base effect was kinda confusing, especially because it already had base unit gen. There could have been issues with knowing what triggered first. The new effect now doubles the land unit gen it is placed on.

  • Clarity fixed: A few other cards were changed to make sure they could be easily understood and prevent confusion.

    • Gain units when attacking now says before attacking

    • Teleport now says moves units and Up to 3 cards


 | Old God Deck Changes

  • Defeated Effects: All Death effects were looked at and revised to suit each card. Priority, Powerlevel, and overall strength were taken into account when considering new Defeated effects. 

    • For context the philosophy here was making defeated effects for higher priority cards weaker (and vice versa) to help make lower priority cards more appealing to defeat first.

    • Rewards are now geared more towards both allies rather than the one that defeated them. Hopefully this should help players catch up if they are behind and not let one dominate the board while the other sits idly by.

    • The new effects are also geared towards things that are unrelated to the cards base effect. Some times it felt like you would instantly gain back what you had lost. This should help prevent that.

  • NEW CARD - Bightmite: A weak little guy with only a power level of 1 but it attacks lands directly which is something we didn't have before. Hopefully this should help with making the old god more of a threat.

  • Monsters:

    • Abyssal Horde: This card was getting too confusing, and to make work was going to need a lot of text. For now I removed the effect that allows minions to attack the same target, and in the future will likely be giving that to a new card.

    • Nether muck and Voidstalker: Strongest and weakest attack priority were swapped on this card. It just seemed to make more sense.

    • Shade: Shade has a new Base effect that destroys the card that defeats it. They should be much scarier now.

  • Structures:

    • Abyssal Domain and Chaos Gate: Neither of these were meant to kill cards so that is now added.

    • Null sanctum: For some reason this had the base effect of World enders defeated effect. This was changed back to what it should be.

  • Spells:

    • Nefarious Swap: this card kinda became bad after old god cards with powerful effects were given weaker power levels. New effect swaps a player's hand instead.

    • Wrath: Now also apply to minions

  • Card Draw Clarity: Old Gods lands now say “in draw phase” for card draw, as I could see some players getting confused about it instantly taking effect. 


 | Rules Clarity

  • Notes on minion and main deck discards for the old god.

  • Notes on Monster and minion order of attack. Cards attack in order of which they were drawn.

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v1.1.1 AAE Patch Notes - hotfix

 | OLD GOD DECK CARD QUANTITY

  • Changed the quantities of each card in the Old God deck. Currently the old god is very underpowered. Hopefully this should help fix some things. If not, consider it a test.

  • Strongest icon removed from world ender - This just made it more confusing than helpful

  • All Cards checked for minion interaction - lots of cards said monster when they also should include minions. These cards were fixed


 | Player BALANCING

  • God of destruction nerf - Changed Minion gain from all players to just the player controlling the god. They were too powerful along with the fact that it felt weird for a player encouraging their teammate to let their cards die.

  • Fortress was missing its Unit effect - It now has it.

  • Teleport nerf - Moving all cards was too powerful. It is now reduced to 3

  • Charm - was way too powerful in the game's current form. It was changed back to be more similar to its original ability. 

  • Bridge was too powerful - bridge being able to use gods’ effects, effectively gave a player multiple gods. Bridge no longer works with gods.

  • All Cards checked for minion interaction - lots of cards said monster when they also should include minions. These cards were fixed


 | Tabletop Simulator fixes

  • Hands fixed - There were more hands on the board then there should have been.

Square TTS icon - The icon now looks better

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v1.1.0 AAE Patch Notes

 | OLD GOD DECK REWORK

  • Added Minion Cards: Removed Endlings as Monster Cards and introduced them as a new card type “Minions” that can be spawned by other Old God card effects

    • Added Endling Minion cards

    • Modified Chaos Worm to now draw Minions

    • Reworked Abyssal Horde around the new Minion cards, decreased the number in a deck

    • Lands (Forsaken Forest, Blighted Marsh, Wasteland) now draw Minion cards (3, 2, and 1 respectively) instead of from the main Old God Deck

    • The Old Gods and Minions: Old Gods now draw less cards per turn, but also draw Minion Cards

  • Rebalanced Structures Power Level and Effects: Structures with more powerful effects now have lower Power Levels to account for their effect on the players.

  • Number of Card Copies in Deck: Tweaked the number of card copies of each card in the Old God deck to account for the changes due to adding Minions and rebalancing Structures and Lands


| Player Deck Changes

  • Player God Card Rework: Reworked God cards to each have their own unique play styles and balance them around each other better.

    • Abrial, Goddess of Humanity: This god was feeling weak compared to the rest so it received a buff. Hopefully this god serves as a more allrounder.

    • Mal, God of War: This god was nerfed slightly to bring him inline with the rest of the gods. His play style is built around aggression.

    • Silas, God of Destruction: now gives more units on card death but only applies to player cards. This should help encourage a comeback or sacrificial type play styles.

    • Elian, Goddess of The Harvest: Elaine was either too weak or too strong depending on how you read the card. The changes to her should be much more balanced while still playing to the same ramping sort of play style.

    • Arlyn, God of Magic: unchanged. Arlyn may still be too powerful but we are still happy with his unique effect.

  • Structure Card Rebalancing: Reduced number of structure cards in a player’s deck to both prevent players from drawing mainly structures without lands and increasing the value of structures because they are limited

  • Spell Card Fixes:

    • Charm Rework: Testing a new concept where it destroys all Minions and gives players Units

    • Send Reinforcements: Introduce modes that the player can choose.

    • Teleport: Simplified text and allows the card to either give or take cards.

    • Growth: reworked based on the changes to Unit and Triggered effects.

    • Cognitive enhancement: Nerfed to only allow you to play 3 cards from any number of cards. It was too powerful.

  • Triggered and Unit Effects: Introduced 2 new concepts, cards now have Triggered effects that happen when certain game actions occur, and Unit Effects that happen when a specific number of Units are placed on the card. This replaced the old “activated effects”. All related cards were looked at in regards to this. Most notably the following cards, however others were changed as well.

    • Bridge

    • Osgathian Army Camp

    • Trading Post


| Clarity Fixes

  • Many overall clarity fixes to make it so cards cannot be misread.


| Art

  • Attack Order icons: Attack order icons have been added to each Monster card in the Old God’s deck. This is to provide a much cleaner look and hopefully allow cards to be easier read at a distance.

  • Themed unit counter: Unit counters now are  themed in TTS. 

  • Art to reflect other game changes:

    • Board now says minions on it.

    • Player cards have a different icon for Unit and triggered effects.


| Rule Book Changes

  • Removed all Randomness From Enemy attack order. Now whenever the attack order is in question players decide.

  • Changed Rules to reflect Attack order icons and different types of effects. 

You may no longer kill your own cards. There was no restriction on removing all your units off of cards. A rule now exists to prevent that. While this was cool it was too powerful to be used all the time. Likely there will be a card to break this rule in the future.

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