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Armies Against Entropy · Patch notes

v1.1.4

  • 3reworked
  • 10changed

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

Changed Hero

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.

Changed Hero

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.

Changed Hero

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.

Reworked Hero

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.

Changed Land

Mountain

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

Changed Structure

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.

Changed Spell

Send Reinforcements

clarified wording to be better and no longer a modal card.

Changed Spell

Barrage of Magic Missiles

Now negative death effects do not trigger.

Reworked Spell

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.

Changed Monster

Blightmite

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.

Changed Wasteland

Barrens

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

Changed Monster

Chaos Worm

no longer says effect twice.

Reworked Ruins

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