Version 0.10.0-alpha


Version 0.10.0-alpha is out. The focus is on improving the balancing: last patch messed with the dice control cards (successfully), this one rebalances the elemental spells.

Changelog

  • Water attacks now count the self damage pre-havling for the purposes of gold generation, i.e. assuming no shields, the gold generated is equal to the strength of the card (just like with a gold card) – water was generally the weakest element, with this it is sometimes the best one you need, but still on average lightly loses to an aggro rush.
  • Max HP raised to 225 to nerf the max HP wincon in cases of early restoration cards – was a bit too easy to hit 200 if you get mystical restortion first shop.
  • “Exploration God” now draws only 4 cards – was literally the best card in the game.
  • Draw spells buffed across the board to no longer block each other from gaining mana (though they still only give you mana if it is your turn when you play them) – no one wanted to buy the cheap draw cards, since they could block the big ones.
  • Self damage mana cards no longer deal self damage, instead they make you lose HP (so no gold gain) – they were overtuned, given how cheap they are.
  • Reworded water attack card text and moved the details about self damage to a tooltip.
  • Light UI improvements.

Files

elemental-0.10.0-alpha.zip 250 MB
38 days ago

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