TAGARI
Panu Anoki Chas'ori
Attack: 12 ( - )
Defense: 7 ( - ) Movement: 0 ( - )
Range: 2 ( - )
Ability Type: Enhancement (former: Deterioration)
Ability: Hermetic Specialist (former: Identifying Weaknesses)
In the introduction part you will find all the information about the new enhancement / deterioration abilities and why the old ones got removed. Panu did reduce the attack value of enemy pioneers by 1. He is now a specialist, specialized on hermeticists. All hermeticist will receive an additional defense as long as he is alive. With the Tagari in particular this makes cards which have not received a lot of love so far very interesting. There is Tapeesa who will of course also benefit from it, but also Micco, Maka, Eeb and the new master just to mention a few.
Peewa Sanu Nat'awi
Attack: 5 ( - )
Defense: 15 ( - ) Movement: 0 ( - )
Range: 1 ( - )
Ability Type: Enhancement (former: same)
Ability: Marksmen Specialist (former: Belligerence)
In the introduction part you will find all the information about the new enhancement / deterioration abilities and why the old ones got removed. Peewa did enhance the attack value of pioneers by 1. She is now a specialist, specialized on marksmen. All marksmen will receive an additional attack as long as she is alive. The Tagari have already the ability to play a heavy marksmen oriented deck which can be pretty strong now . There is Asaki who will of course also benefit from it, but also Kele and Lapu just to mention a few.
Tulok the third Guardian will stay the same.
But similar to Ruutik, we plan to expand the fellowship around him with new cards as well to give him that little spark which makes him a more interesting choice for a broader spectrum of players in the future. Considering the overall buffs and increase on time reduction abilities he already a good choice in our opinion.
Asaki Sanu Chas'ori
Attack: 15 ( - )
Defense: 6 ( - ) Movement: 2 ( - )
Range: 2 ( - )
Ability Type: Dashing (former: same)
Ability: Strike or Shoot and Dash (former: Shoot and Dash)
Asaki will now be a master of dashing. His new ability allows him to dash no matter if he attacks in range or close combat. His low defense stats make him still very vulnerable and the slightest misstep or positioning can cost you the game. On the other hand he provides now a lot of outplay potential for skilled players. High risk high reward is the motto of this card.
Kapu Sanu Chas'ori
Attack: 5 ( - )
Defense: 8 ( -1 ) Movement: 2 ( - )
Range: 1 ( - )
Ability Type: Resilience (former: same)
Ability: Anti Marksmen (former: same)
Kapu will loses 1 defense. Being resilient to a whole battle class, specially against marksmen, which are present to a good amount in every deck, is very strong. This combined with his high defense and decent attack makes him a very good pick for every game. We felt that it is more useful for him to keeps his attack and lowering the defense a bit than the other way around. He should mainly be used to push on marksmen and there should be enough room for counter play. The 8 defense is still great but its now easier to get rid of him with none marksman units.
NEW CARD
Mahno Lumin Chas'ala
Attack: 6 ( - )
Defense: 8 ( - ) Movement: 1 ( - )
Range: 2 ( - )
Ability Type: Alteration (former: - )
Ability: Hard Escape (former: - )
Mahno is the new Tagari master. He brings a whole new style to the Tagari besides providing more options to play a bit more defensive overall. He is the second card with 1 movement in the entire selection so don't worry the tagari will always stay the most agile race. This or similar cards in the future don't change that. Cards like him should just provide players with an additional tool to play the Tagari a bit differently. All races should have the ability to be versatile and not one dimensional. Nevertheless no race can completely ignore their strength and weaknesses. So a defensive Tagari approach for example is absolutely not the same as a defensive Naphas approach but it is still very different to an aggressive Tagari approach. Mahno got the Alteration ability which brings a whole new control style with it. In the other changes section you will see that Alteration got changed a little bit. It is now bond to the range of the card. This means Mahno does now stop every enemy unit from moving more than 1 hex in his entire range like Radiana the Guardian from the Nordur. But Mahno can move around the board. Besides that he benefits from Panu and some equipments as well. We are excited to see how he will be used.
Lapu Sanu Chas'awi
Attack: 6 ( -1 )
Defense: 2 ( - ) Movement: 2 ( - )
Range: 3 ( - )
Ability Type: none
Ability: none
Lapu loses 1 attack. He is still very powerful, mainly because he has 3 range and still 2 movement. He can get back to 7 attack by using Peewa or an equipment. The fellowship he received last patch also makes him less vulnerable.
Cosmic Whetstone
Attack: +1 ( -1 )
Due to some changes such as the guardian changes we decided to lower the attack buff on this equipment. It is still very good and can make a difference on some cards. The Tagari in general have already good attack stats so we decided to increase the value of another defensive equipment instead. Which means the Tagari equipments can now either add a bit to their strengths or support them even more with a more defensive approach.
Dados Armor
Defense: +2 ( +1 )
ARACHNIDS
Khanta Yiallore
Attack: 7 ( - )
Defense: 13 ( - ) Movement: 0 ( - )
Range: 1 ( - )
Ability Type: Deterioration (former: same)
Ability: Anti Light Infantry (former: Identifying Weakness)
Khanta detects fast moving units and can predict their attacks and thus reduces the attack of all enemy units with a base movement value of 3 by 1.
Qessa
Attack: 7 ( -)
Defense: 14 ( -1 ) Movement: 0 ( - )
Range: 1 ( - )
Ability Type: Enhancement (former: same)
Ability: Troop Specialist (former: Belligerence)
Qessa loses 1 defense and changes her ability. In the introduction part you will find all the information about the new enhancement / deterioration abilities and why the old ones got removed. Qessa did enhance the attack value of warriors by 1. She is now a specialist, specialized on units with troop strength. All of them receive still 1 additional attack.
Sidenote: Kratos, the third Guardian, does not get any changes.
Lasthella
Attack: 6 ( - )
Defense: 7 ( - ) Movement: 2 ( - )
Range: 1 ( - )
Ability Type: Manipulation (former: same)
Ability: Misinformation (30) (former: same)
Lasthella increases the time reduction per slayed unit from 15 seconds to 30 seconds.
Lasthos
Attack: 6 ( - )
Defense: 6 ( - ) Movement: 3 ( - )
Range: 1 ( - )
Ability Type: Manipulation (former: same)
Ability: Misinformation (15) (former: Spying)
Lasthos changes the ability, instead of gaining 15 seconds per slayed unit he does it now like his twin sister and also reduces the enemy time budget.
NEW CARD
Palaria
Attack: 7 ( - )
Defense: 8 ( - ) Movement: 2 ( - )
Range: 1 ( - )
Ability Type: After Death (former: - )
Ability: Infection Zone (3) (former: - )
Palaria will reduce the attack of all enemy units adjacent when she dies by 3. This combined with her threatening stats will make her a very interesting choice. Your opponent wants to get rid of her or has to get rid of her because he can not ignore her strong attack and defense. At the same time it requires a lot more or stronger cards to do that compared to the other units of the arachnids with an after death ability. Which means she does not only have the ability to take out other great cards, she does also weaken the unit or units who come after her. We decided to go for attack reduction since oftentimes better units are traded anyway so there defense value is not that important after finishing their job. In case of attack reduction this can become a lot harder for your opponent.
NEW ALTERNATIVE DESIGN
This is Palaria's alternative design (portrait) which will come with its own story as usual.
Metallos
Attack: 5 ( -1 )
Defense: 5 ( -1 ) Movement: 1 ( - )
Range: 1 ( - )
Ability Type: Bequest (former: same)
Ability: Sword Drop (former: same)
Metallos loses 1 defense and 1 attack. Due to their fellowship these cards were a bit too strong. With the fellowship bonus both cards are still very good. Playing these two cards now together seems almost a must which is fine for us for this specific fellowship or very few others in the future.
Lithana
Attack: 6 ( -1 )
Defense: 5 ( -1 ) Movement: 1 ( - )
Range: 1 ( - )
Ability Type: none
Ability: none
Lithana loses 1 defense and 1 attack. Due to their fellowship these cards were a bit too strong. With the fellowship bonus both cards are still very good. Playing these two cards now together seems almost a must which is fine for us for this specific fellowship or very few others in the future.
Deletia
Attack: 5 ( -2 )
Defense: 5 ( - ) Movement: 2 ( - )
Range: 2 ( +1 )
Ability Type: Master of Styles (former: none)
Ability: Master of Styles (former: none)
Deletia got a rework. She is now a marksman not melee unit anymore. It fits not only her art but also the fact that the Arachnids could make use of another good marksman unit of higher level. Also the equipment cards of the arachnids find another useful wearer.
Lika Laivir
Attack: 2 ( -1 )
Defense: 1 ( - ) Movement: 3 ( +1 )
Range: 1 ( - )
Ability Type: After Death (former: same)
Ability: Infection Zone (former: same )
Lika was always meant to be a very fast unit. So you can use her to walk next to units like Lorik for example. We removed her 3 movement until now since other things had to be in place first. Now with the Quessa and Exodus change Lika can do what she was supposed to do in the first place.
World Divider
Attack: +2 ( - )
Defense: 0 ( +1 )
World Divider does not take any defense away anymore.
OTHER CHANGES
End Game Adjustments
So far it was possible in rare occasions that both players have drawn all their cards and the game ended up in some sort of standoff. To make sure players stay active and the games come to an end, players now lose 1 morale point per turn if their deck pile is empty and they don't place at least one card anymore.
Hard Escape ability change.
So far the ability only referred to adjacent hexes. Now the ability is tied to the characters range. So a unit with 2 range does affect enemy units within its range.
Adjusting some ability names
We tried to simplify abilities so we merged a few of them. Some of them also received new names due to that. For example there was one fighting spirit ability which buffed the attack of units when morale dropped to a certain amount. The other ability did the same just with defense. Those abilities are now called the same for example and you can read in the description if it does work for attack or defense. We did the same things for a few other abilities. You will see that in game.
Adjusting ability descriptions and presentation
Instead of having two descriptions on the card previews (in game or in deck builder) you have now one text which provides you with all the info you need. Ability types do still remain but the type is not explained separately anymore.
Improving readability overall including names
Specially on low resolution screens and windows version there have been some issues with the readability. We made adjustments throughout the game so text on card previews, in lexicon and in other parts of the game should be much more readable now.
We added a screenshot button to the game scene
You can now click the screenshot button so save a screenshot to a screenshot folder with the GlimpseOfLuna Folder. All screenshots are named after the creation day and time.
We added notation to the game
You can now toggle hex coordinates on or off. This together with screenshot button or content creation in general is a great new tool.
We added game log
During game most actions are put into text form in the log window. So plays can be followed easier. Currently it's not possible to download the log but we try to implement that in the next patch.
We added the first and second player info to the S5 Selection screen.
If you miss it during the face-off screen you can now see during the S5 selection if you are going first or second.
The Waiting for matchmaking icon does now spin "correctly" :)
This is a huge milestone, let's celebrate it.
We improved the visual effects on After Death and Bequest.
Its nothing spectacular but overall it's lot better than the previous version and it also feels more exciting and rewarding to trigger the abilities now. Similar to the AoE damage After Death units will now display reduction damage on the affected cards as well but just in bilious green. Same applies when bequest gets triggered but just in gold.