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.