Beta Changes: Poison and Enemies
Author: 1337 pete,
published 3 months ago,
Continuing with some updates to the Beta branch, this time focusing on Poison, and some of the less popular enemy abilities. I'll also be bringing in some new content in the next few days, in addition to these reworks of existing content.
[h3]Changes to Poison:[/h3]
[b]Was[/b]: When a Poisoned minion attacks, they take damage equal their Poison stacks, then lose half their stacks, rounded up.
[b]Now[/b]: When a Poisoned minion attacks (or skips their attack), they take damage equal their Poison stacks, then lose half their stacks, rounded up.
Poison will now damage Defenders and Enemies with 0 Attack. The poison still waits until it is the minion's moment to act in the round to do the damage. This removes a repeated source of confusion, buffs poison a bit, but still prevents the undesired scenario of immediately bursting down the entire enemy team, which makes it feel too similar to Magic damage.
[h3]Enemy Changes:[/h3]
[u][b]Magick Kontroller[/b][/u]
[b]Was[/b]: Turn Start: Give +2 Attack to allies.
[b]Now[/b]: Turn Start: Give +2 Attack to the lowest Attack ally.
This faction needed a slight nerf, and this ability itself felt overtuned.
[b][u]
Lesser Demon[/u][/b]
[b]Was[/b]: 30/15. Ranged, Sneaky. Dies: A random enemy gets +5 Attack. Then they attack a random neighbor.
[b]Now[/b]: 13/13. Sneaky. Attack: Give my target +5 Attack. Then they attack a random neighbor.
I still want to keep the chaos "friendly fire" that the Head Chef also has, but this being On Attack allows players to actually prevent the Lesser Demon Trigger by eliminating it before it's turn.
[b][u]The Grand Emperor:
[/u][/b][b]Was[/b]: On Attack: Transform my target into a Golden Idol.
[b]Now[/b]: Whenever an enemy dies, add a Golden Idol to their board.
[u][b]Golden Idol[/b][/u]
[b]Was[/b]: 0/20. Defender. Non-necromantic minions have +3 Attack.
[b]Now[/b]: 1/10. Attacks: Enemies gain +1 Attack.
The emperor's transform ability has always played strangely with existing buffs. Additionally, it could either barely matter or ruin your entire board, which felt like too much variance. This new "Junk your board" effect provides some interesting disruption, as it exacerbates the assymmetry of the backline ranged attacks, as well as being an enemy that reins in GourdFather's impact.
[h3]Minion Changes:[/h3]
[b][u]Deadwood[/u][/b]
Now no longer summoners stored deadwoods (to prevent the "I can't lose" recursion)
[u][b]Spore Sower
[/b][/u][b]Was[/b]: Combat Start: Apply 1 Poison to enemies in my lane
[b]Now[/b]: Combat Start: Apply 1 Poison to ALL enemies.
The text for this was changed earlier, but the actual logic was not changed. That has been Fixed
[h3]
Upcoming:[/h3]
I have some new enemies, minions, and changes to activities coming in the next few days, but I am rolling out these beta tests in pieces rather than all at once. Thanks for continuing to check things out in early access!