Patch Notes 1.5.4

Patch Notes 1.5.4

This patch focused on leaning into the identity of the new decks and trying to implement some of the changes that got into Red and Blue into Green and Purple as well.

Note: This is a collection of changes from both 1.5.3 and 1.5.4. I didn’t do patch notes in 3, and it’s easier to just combine them at this point!

Core Mechanics

Boost Tokens

Boost tokens are now removed during the Cleanup phase of each turn. This allows them to be added to more things and be more powerful, while still allowing for some counter-play. This also allows them to be a proxy for all factions to use as a temporary power gain for a lane. The intention is to allow for boost decks to be more combo and mid-game timing focused, instead of just building up to an enviable win.

Decks

All the decks below are not playable in ScreenTop and have a similar power to cost ratio. There are still some abilities that may be stronger than intended, but will need more playtesting to verify that.

Caldor’s Brigadeers (Red)

Cybernetic Collective (Blue)

MMC (Green)

Endracor (Purple)

Faction Changes

Caldor’s Brigadeers (Red)

New Cards

Changes

In general the balance changes are focused around providing some options around low-mining, while making the decision to not play any cards in Production more of a trade-off instead of just the default plan. You’ll see most of the 0p cards now cost a production to address this. A few targeted reductions in power to some low cost high attack options were also needed to prevent aggressive red decks from just destroying slower decks with no way to prevent it.

Cybernetic Collective (Blue)

Overall I tried to lean into the idea of Satellites being a high production, late-game deck. You’ll see a lot more defensive options, and I’ve removed the discounts from most of the Satellites to prevent the snowball effect of everything becoming free. To compensate for this, the abilities on Satellites now gain power when more Satellites are present.

Drones have also been re-worked to play with the temporary nature of boost tokens now. The Swarming number is now a limit on how many boosts each drone can add, to avoid having a late game cheap drone add massive amounts of power to a lane.

New Cards

Changes

MMC (Green)

While the end of turn costs on Mercenaries have been working really well, with the power creep in the other decks I’ve relaxed the costs a little on some of the cards. Lower End or Round costs should mean it’s more common to have play options the turn after you used a Merc card, instead of paying all your Mining and then having not enough the turn after.

For the Basic deck, I’ve tried to add some more synergy around having Basic cards in play, while also limiting the power of having Shift Work adding a huge amount of power per turn, especially when multiple copies are played.

A lot of core cards have completely new abilities to better match the new style of play for both decks.

New Cards

Card Changes

Endracor (Purple)

Previously there was only one deck for Endracor, this patch adds the Infiltration type as well as leaning in to the Shift for opponents cards. Similar to the Satellite synergy, the more Infiltration cards you play the more powerful your abilities get. The Shift mechanic is very strong when used early, but has the down side of never letting you remove power, just to change where it’s allocated.

New Cards

Changed Cards

ScreenTop Fixes