Tabletop Simulator

Tabletop Simulator

Hidden Realm (Completed Prototype)
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Update: 8 Jun, 2020 @ 9:03pm

v3.5 gameplay update

This update sees a reduction in life to every character in the game, a second look on the game’s negative keywords, the addition of more unique Loss abilities and various adjustments to the impact symbols


System Changes
  • Impact symbols have been made brighter in an effort to improve clarity.
  • The Damage impact’s symbol has been redesigned to improve readability.
  • The Upkeep step has been changed; Instead of players getting a chance to declare responses at the end of the Upkeep step, they may now choose to move to an adjacent space.
  • Players may no longer declare responses to a Range impact’s resolution; Instead, they may declare responses between a card’s pre-range, range and post-range impacts (the little arrows that break up a card’s impact line are now designated as Response Windows). Final impacts may still be responded to.


Life Reductions
  • Reduced Ryuki’s life from 64 to 54
  • Reduced Numachi’s hp from 74 to 58
  • Reduced Jason Lai’s hp from 78 to 61
  • Reduced Magnus’ hp from 98 to 69
  • Reduced El’s hp from 77 to 59
At the start of this game’s creation, fighters were intentionally given high lifepools since I didn’t know for certain how much damage they could deal. Now that I understand each fighter’s damage output, I feel confident in reducing their life totals to a more reasonable amount. The way I calculate each character’s life totals has also changed, meaning that higher-hp characters will be affected more by these changes than other characters. The average time it takes to win a match is still a touch higher than I would like it to be, but I’ll hold off on reducing the lifepools further until I add more characters.


Negative Keyword changes
  • Whiff now gives your opponent the option between additional damage or the old knockdown effect.
  • Encumber no longer triggers when flipped.
  • Cornered now increases damage received by 1 instead of doubled
I have done an additional pass on the game’s negative keywords in an attempt to improve their gameplay, resulting in the changes mentioned above


More Loss Abilities
  • Spring’s Hyper Armor ability has been replaced with a Loss ability that allows you to discard the card from your hand and move backwards
  • Cauterize has received a new Loss ability that lets your opponent draw a card.
  • Blastwave has received a new Loss ability that discards a card from your hand.
I wasn’t particularly satisfied with how little I’ve utilized Loss abilities. It’s a design space that I want to explore a little more beyond Whiff and Hyper Armor, so I’ve added some new loss abilities of various applications.


Miscellaneous balance changes
098 Vent:
  • Damage Impact reduced from 3 to 2

148 Boulder Toss:
  • Whiff ability removed
  • Gained the Encumber ability

153 Indomitable Will:
  • Encumber ability removed
  • Gained the Whiff ability

154 Stampede:
  • Damage impact reduced from 2 to 1

193 Trial by Fire:
  • Damage impact reduced from 2 to 1

Erosion condition:
  • Reworded rules text to prevent abuse with Vulnerable.

Rising Fury condition:
  • Max damage bonus increased from 2 to 3.

Update: 3 May, 2020 @ 6:36pm

v3.4 Character art update

This latest update sees new art for pretty much every card in the game that had yet to receive new art. Much like the 3.2 update, they may not necessarily look better than the old images I was using, but I can call them my own and they should depict the card's names more accurately.

Conditions & Tokens
every condition and token has received low(ish)-effort art.

Old vs New comparisons:
https://i.imgur.com/fBJflTu.png
https://i.imgur.com/qOfuNwH.png


Burst actions & Special Actions
Every burst action and special action has received higher-effort (note: not necessarily higher quality) art.

Old vs New comparisons:
https://i.imgur.com/EL3cEBl.png
https://i.imgur.com/NUXymII.png


Magnus, the Iron Defender
Magnus has received a revamped artwork for his Fighter card, as the previous one was practically traced off of a robot picture I found on google. This new one should be more original and dynamic.

Old vs. New Comparison:
https://i.imgur.com/2ZLG1k6.png


Balance Changes
- Players who would have to draw from an empty deck now receive 10 damage in addition to reshuffling their discard pile into a new deck.

Because your hand refreshes at the end of every turn and your deck refreshes whenever it runs empty, characters like El and Numachi have the potential to run rampant, churning through their decks at blazing speed with little to no penalty. This should hopefully help keep them in check, hitting them with a decent chunk of damage for carelessly decking out.


- 193 Trial by Fire
  • Win ability reworded to not conflict with the new changes to Rising Fury (should essentially play the same as the previous update)

- Rising Fury condition
  • Duration increased to 4 from 3
  • Triggered ability now only puts one Fury counter onto the condition upon receiving damage (previously put a number of counters equal to the damage received)

Rising fury was originally meant to be a comeback mechanic, letting you bank damage taken from your opponent for future rounds. However, it was proving too abusable with the self-damaging effects that Jason Lai has in abundance. I do like its synergy with those effects though, so i'm not removing it entirely. Instead, I'm simply reducing the condition's overall counter generation and increasing its duration in compensation. Trial by Fire's updated wording should keep it unaffected by Rising Fury's changes.

Update: 17 Mar, 2020 @ 5:26pm

v3.3 Gameplay and Balance Update

This massive update sees changes to nearly every card in the game, including reworks of various scale to every character and a near-complete overhaul of the Wind cardpool.


So, I’m going to be frank. The changes I made in the v3.1 update didn’t land anywhere near where I had hoped, and it was purely my fault. The reason for this was that, even though I tested the initial cards to figure out many of the game’s problem points, I didn’t actually test the changes I made and ended up rushing a half-baked update to the workshop.
This time however, I tested the changes I made beforehand to ensure that I’m actually happy with them. As a result, I feel pretty confident that this update will result in an overall improved gameplay experience.

The primary goal of these changes is to get a hold on each fighter’s DPS levels, as well as increase their consistency and widen the number of options at their disposal. All the characters should have roughly similar damage output (tuned to be based on their various strengths and weaknesses), while also minimizing dead draws and adding more unique/interesting things to do from turn to turn.
I can’t guarantee you that the game is perfectly balanced, but I do believe that every character should now be reasonably equal in power and filled with fun little synergies and options that aren’t available to the other fighters.

El, the Tide’s Fury
El’s v3.1 changes failed to deliver on the ‘Queen of Combos’ fantasy I want her to fulfill. For this update, I’ve given her Burst action Tsunami the unique ability to trigger its Burst effect when linked, giving her crazy new potential if she draws into it mid-combo.
Additionally, Rejuvenate now returns the cards from the discard pile to your hand instead of the top of her deck, giving her easier access to those combo pieces if she has a surplus of cards in hand. These new changes, along with some minor tweaks to the cards in her element, should give her the tools she needs to do all the combos she could desire, both big and small (for real this time)


Jason Lai, The Outsider
This update shifts Jason Lai’s power to be more proactive and interesting, rather than purely Big Numbers (don’t worry though, he still has Big Numbers to go around). His fighter card’s Activated ability now gives Link impacts rather than damage, allowing him to combo out more effectively and giving more uses for a bunch of his cards.
Additionally, Beatdown has been changed to scale with conditions you control (similar to Overwhelm, but importantly is not Overwhelm) in an attempt to better intertwine his two intended playstyles.
Finally, Haymaker is seeing a rework to give it more flexibility and relevance. Increasing the duration of his conditions will do him more good than adding more stone plates, while the new energy generation mode will give it some utility for when his condition count is looking a little low.


Magnus, the Iron Defender
When It comes to Magnus, I spoke too soon about how he was ‘fixed’ during the v3.0 update. There is always more you can do to improve on a design. In this case, I’ve retooled Heat to be less of a nuisance that you always have to play around and more of a resource that lets you do cool stuff with a risk-reward quality (something that Vent alluded to, but the rest of the character didn’t have enough of). Instead of removing all counters and preventing card draws if left with 10 at the end of the turn, You now keep all heat counters, but take damage based on how much you have more than 10. This means that not paying attention to it will definitely add up to lots of damage, but you should now have more leeway on how and when to use it to your benefit.
His new activated ability as well as Emergency Protocol, the new condition he creates with Overdrive, will give him lots of cool stuff to spend heat on and provide him with a much-needed consistency boost.


Numachi, Nature’s Guardian
The changes I made to Numachi in the last two updates were a bit too extreme, so I’m pulling back on them a bit. His actions Shizen no Ikari and Setsudan Ha are both getting Link impacts to give him back some of the crazy combo potential he used to have without pushing him too overboard.


Ryuki, the Explosive Rogue.
Ryuki sees some of the most reversions and changes, as the changes I made to her in the v3.1 update did nothing to solve her problems (all they did was put her from occasionally OP to consistently OP.). Every one of her actions is getting a major change to tone down her extreme cases and put her in a spot similar to the others, as well as let her perform combos a bit better. Notably, Rain of bombs stacks with bombs already on the field, Kick Bomb is being changed to act as a combo piece and Detonate/Smoke Grenade are having many of their previous changes reverted.


Water
Half of water’s current cardpool, those that revolve around a Taxes playstyle, remain untested because I have yet to release a character build around them. That being said, It doesn’t take a genius to see that they were way too janky and clunky to work with, so I’m giving that side of the cardpool some important pre-emptive changes with the introduction of the Glaciate keyword, which should give that playstyle its own deck-thinning niche and may even synergize a bit with the other half of the cardpool.


Earth
Earth’s voltron playstyle has two main issues that I failed to solve in previous updates; too much reliance on Stone plates and too much potential power when stacking lots of conditions. To encourage using different conditions, Stone Wall and Tombstone are being reworked to serve as Payoffs that scale with unique conditions controlled, while Burial is being overhauled into a card that makes getting those conditions easier. The tombstone change is particularly important to note since its power is no longer exponential, resulting in less rampant stone plates now that it scales with unique conditions (meaning that multiple stone plates won’t boost it)
Finally, Overwhelm is getting a cap of +8 to its listed stats just to shave off the cardpool’s extreme case scenarios (though with the new changes you should rarely see it hitting that high anyway.)

Earth’s second playstyle, revolving around Milling your opponent, currently remains untested for the same reasons as the Tax cards in Water’s cardpool (no characters released yet that are designed around it)


Wind
Wind sees a complete overhaul to its entire cardpool, starting with the most important change: The removal of the Deep Wound condition. It just provided too much damage output to have at a universal level (it may return as a fighter-exclusive mechanic in the future, where It can be properly controlled). The zoner-half of the cardpool has been tweaked to be more about Ranged gameplay, tokens and Pushback synergies
The other half of the cardpool sees a commitment to the self-discard theme and has been tweaked to better serve it.


Fire
Fire sees little changes this time around, mostly number tweaks to reduce the cardpool’s raw damage output (which I underestimated in previous updates) and minor changes here and there to control the element’s edge cases. The Vulnerable condition in particular should be far less abusable now.


Thunder
Thunder’s Movement-themed cards see a slew of buffs and quality-of-life changes to make the playstyle feel better to play. Movement points should be easier to use with cards like Spark and Thunderclap.

Update: 13 Nov, 2019 @ 8:40am

- Fixed a typo in the Wildfire Condition

Update: 8 Nov, 2019 @ 4:20pm

08/11/2019 - v3.2 Elemental Art Update

This update brings new proxy art for every Elemental Action currently in the game, as well as a chunk of balance updates and fixes.


New art

The main portion of this update, and the thing I've been working primarily since the last update, is new original proxy art for all of the Elemental Actions currently in the game. Here is a quick comparison:

Old
https://i.imgur.com/Azca8Fe.png

New
https://i.imgur.com/I04pIMm.png

Did I take a lot of shortcuts? Yes I did. Does it look better than the old proxy art? not really. But, they are all original art and (nearly) all of them represent the actual names of the cards they are on, which is the important thing. In an ideal world, I would be able to commission professional art to take the place of these proxies, but in the meantime I'll settle for these.

Burst actions, Special actions, conditions and tokens are still currently using art ripped from google, which I'm going to work on replacing eventually. Not for the next update, though.


New space-based range impact icons

Range impacts that affect specific spaces have been visually updated in an attempt to make them more clear when viewing the card from further away. The empty spaces (AKA spaces that are not hit) have been replaced by smaller circles, reducing visual noise.

Old
https://i.imgur.com/5IoHWuI.png

New
https://i.imgur.com/K48fFZO.png


System Updates

- Keywords have been updated. Previously, players were only allowed to use one instance of a keyword per turn. Now, keywords simply don't stack on the same card instead.
The previous system limited a lot of the keywords and made them very weak, all to keep a very small subset of keywords balanced, those being Meterburn and Adapt. To keep those two in check, they have received updated reminder text limiting their uses per card to be once per turn.


Balance Changes

- Numachi, Nature's Guardian: (W) ability now additionally costs 4 energy to gain the link impact. This will make Numachi much easier to balance in the long run and give him windows of vulnerability. Most importantly, the cost is higher than his base energy gain, meaning that a Numachi player on a winning streak cannot use it every turn.

- Haymaker: Damage impact is increased to 3 from 2, (T) ability creates stone plates based on half the damage dealt rather than all the damage dealt.

- The following cards have had their damage impacts reduced:
  • Firewheel Kick
  • Phoenix Claw
  • Trial by Fire
  • Pillar of Flames
  • Scorching Ray
  • Burnout
  • Relentless Assault
  • Trailblazer
  • Erupt
  • Brand
  • Combustion
    I few of these are reverted from the previous update, I kind of went overboard on buffing Fire's damage impacts.

    - Deafening Impact's Meterburn effect no longer recovers life.


    Other changes

    - Fixed the background to show the proper logo.

    - Rulesheet PDF updated with minor system changes and typo fixes.

Update: 20 Sep, 2019 @ 5:31pm

20/09/2019 - V3.1 Balance and Content update.

My next big update to the game has arrived at last!
For this one, I playtested the Preconstructed decks for over one hundred turns each in order to gather data about each individual deck’s damage output, high points and core flaws. As such, this update sees changes to nearly every card in the game, along with the addition of over sixty new cards.

Character Updates:
All five fighters have received a slew of changes that aim to give them the tools necessary to achieve their intended playstyles, as well as replace mediocre-feeling effects/cards with more useful ones. These range from slight number tweaks to whole cards being reworked.

El, the Tide's Fury
El came out of my grueling playtests as the clear underpowered character of the five. Her main problems ended up being quite simple; one, her overall turn-to-turn damage output was subpar and two, she was unable to keep any momentum after one big combo, since it usually left all her best cards in the discard pile.
Her new Alacrity should give her more bigger combos more oomph, her updated Ebb and Flow should give her more DPS on average and her new Rejevenate should allow her the recursion she needs to keep a lead in future turns after linking 10+ cards together.

Jason Lai, the Outsider
With the exception of getting a new card, Jason Lai is receiving few changes. His problems ended up being more about the skewed balance of the elemental cards he has access to, rather than any of his cards specifically.
His Burst action, All-American Suplex, gets minor quality of life changes to make it feel slightly more badass to play, while his previous card Guardbreaker was proving too boring, and particularly redundant due to his access to Punch Through from the earth pool of cards. As such, it is being removed.
With the nerfs earth cards are getting to their Voltron playstyle, Jason is getting a new card to compensate Slightly for the lost damage output and do make that side of his playstyle a bit more visible at first glance.

Magnus, the Iron Defender
After finally fixing his fundamental problems in the last update, Magnus has only minor changes this time around. His activated ability costs less heat to use, which kills two birds with one stone; The healing aspect of this ability gets slightly buffed due to it needing less overall resources to use, while the heat-venting aspect is getting nerfed due to it needing more energy to vent out the same values as previously.
Additionally, Yama Nage is being repurposed as a combo piece rather than a combo starter, since he already has access to so many good starters in his elements

Numachi, Nature's Guardian
Wind had a very major design flaw that i'll get to in a bit, but needless to say Numachi was the most consistantly overpowered of the crew. His main problems lied in Vine Latch's deceptively high damage output. Because every block is effectively a combo starter for him, this meant that the 5 damage from vine latch could result in him being able to achieve higher DPS than average with only two or three cards. As such, it sees a reduction in power, with a lower damage and range impact. The increased field size may mean the range reduction is too harsh though, so i'm going to be keeping that in mind.
Currently, I expect Numachi to remain the strongest character in this update mainly due to his (W) costing no resources, meaning that 8-10 of all the cards in his deck are free combo starters. I may have to add an energy cost to this ability in the next update, keeping an eye on this in the meantime.

Ryuki, the Explosive Rogue
If Numachi was the most consistantly OP, Ryuki was the most situationally OP, acheiving twice the potential damage output than the other four combined, but spending most playtests with abysmal damage. This was because of two main problems; one with Wind cards as a whole (again, i'll get to that in a bit), and the other with the card Detonate. Ryuki's feast-or-famine power made her by far the most flawed character of the bunch and the one character I aimed to fix the most in this update.
Her bombs are receiving changes to make them more expendable and slightly less of a lynchpin, Detonate is being repurposed as a multitool rather than the monster of a card it was previously, with its effects being reincorporated into the Smoke cloud token to a much lesser extent of power. Finally, Kick bomb is receiving changes to make it Ryuki's primary method of creating bombs without having to spend energy.
These changes combined should make her feel much better and more consistant during a regular game, while toning down her power in those edge cases.


Elemental Action Changes:
This update sees a slew of changes to a large portion of the current Elemental Actions. Earth will be receiving the largest set of unique changes, Fire will be getting the most number tweaks and Wind will be getting the most important changes (as small as they are). Water and Thunder aren't especially problematic this time around and are getting very few updates.

Earth Cards
Earth cards as a whole were just on the twinge of overpowered due to the ease at which Earth fighters could stack stone plates, combined with the naturally high base damage on a lot of their cards. The two primary culprits were Burial and Tombstone, with Burial's 5 damage impact being way too easy and tombstones being too good when stacked one turn after another. These new changes should shave off just a tiny bit of power from this card pool and make earth fighters have to put in a bit more effort to get those fat voltron damage numbers.

Fire Cards
Fire cards see an increase in their base damage across the board, as they were a bit overshadowed by the other elements their fighters had access to. I may have gone a bit overboard here though, so I'll be keeping an eye out on this card pool to see if I over-corrected.
In addition, Cards like Scalding Strike, Brand (previously Searing Hold) and others have slight number tweaks to their Kindle impacts to solidify their different purposes.

Wind Cards
Wind came out as the clear strongest of the elements, meaning that the two wind characters came out above the rest. This was because of the Deep Wound condition, or more specifically, how easy it was to stack multiples together. Now, players can only be affected by a maximum of five deep wounds at once. Having five on someone is still a solid amount of DPS, but it will no longer be the nightmare that it once was. Additionally, This update sees the removal of Gust, with its effects being incorporated into Butterfly kick. Gust had a fun efect, but I felt it wasn't strong enough to dedicate a whole card to it.


In addition to the balance changes, this update adds:
  • 62 new elemental actions (available via the deckbuilder's pouch)
  • 11 new conditions & tokens.
  • A PDF of the rulesheet
  • A new custom background

Update: 20 Sep, 2019 @ 5:28pm

Update: 22 Jul, 2019 @ 8:41pm

Re-added the 'Wildfire' condition. Apparently I didn't add the updated version in the last update. whoops

Update: 20 Jul, 2019 @ 1:15pm

20/07/19 Update Notes - A few corrections and follow-up changes
  • Jason Lai's Activated ability has been changed. It cannot affect the same card more than once per turn but can now affect any attribute, not just attacks or grapples. Before, with the new way activated abilities worked, you could save up your energy and pump a Beatdown with its Ender effect enabled to give it +10 damage. That, plus a preceeding Burning Palm, would result in a card that could deal 32 damage. A bit overkill, so i'm scaling back that power. To compensate, i'm letting it synergize with more cards, particularly Dragon's Breath, meaning you'll be able to pull off big numbers more often.

  • The 'Waterdancer' condition has been updated. It now triggers "whenever you spend a movement point" instead of "Whenever you spend one or more movement points", but now only applies on points spent before the Outcome is determined. This is likely the biggest oversight with the change to Activated abilities; a character affected by Waterdancer could move before every single impact for easy card draws. Hop between two spaces and, combined with Dodges that give you more movement points to spend, you get the potential to draw half of your deck in a single turn in a very slow and boring way. I'm scaling back this condition's power to only apply on points spent before the outcome is decided, which is where I wanted this condition to originally shine.

  • The 'Relentless' condition has been updated. It's duration has been increased to 9, but it's activated ability now costs 2 duration counters, up from 1.

  • Fixed typos in the text of Blastwave and Burnout

Update: 18 Jul, 2019 @ 1:41pm

18/07/19 Update Notes - v3 big boy update

The massive update for The Hidden Realm is finally here! I'm super excited to bring this update out in a playable state, as I believe it is a big step forward in making this game as enjoyable and intuitive as possible.


Core Changes
  • The game's Terminology has been updated. This should make it easier for players with backgrounds in other card games to get into this game as easily as possible.
    - Flash has been changed to Reveal,
    - What was previously called 'reveal' (as in, showing cards from your hand or deck through effects) has been changed to Expose
    - Clash has been changed to Turn.
    - Chaining has been changed to Linking
    - The Chain has been changed to the Combo

  • The game's sequence of steps have been reworked. The Reveal step has been merged with the Outcome step and the Tech step has been removed altogether. The previous iteration was a bit too bloated at 6 steps, so this new streamlined, 4-step iteration should hopefully feel better and result in better-paced games.

  • Activated Abilities have been overhauled. Previously, activated abilities had an entire step dedicated to their usage. Unfortunately, this heavily narrowed their capabilities and design space. Certain activated abilities, such as Jason Lai's damage buff, were just begging to be used during other moments of the game. Now, the game utilizes a response system, where certain things can be responded to with activated abilities, with the potential for players to have multiple responses stacking on top of each other. People who are familiar with Magic: the Gathering's instants and the stack should feel right at home here.

  • Dashing as a specific mechanic has been removed. This was a mess of a mechanic that was difficult to explain. Its spirit lives on in more intuitive areas.

  • The Upkeep Step has been updated. Players may now spend movement points to move in a single direction at the end of the Upkeep step, right after their movement points are renewed. this is essentially dashing in all but name (and explained more simply). I felt it important to allow players to move around before revealing cards, as it gives them a chance to bluff and trick out the opponent.

  • Universal Activated Abilities are no longer named. This means they can be used multiple times per turn.

  • The 'Run' and 'Disengage' universal activated abilities have been removed and replaced with a more generic 'Pay X movement points: Move in a single Direction' ability, with an added energy cost of 2 if you lost the outcome to make it harder for whoever lost the turn to avoid taking hits from the opponent. Now that impacts can be responded to with activated abilities before resolving, this will be the primary source of mobility for players, allowing for more creative movement.

  • the 'Mixup' universal activated ability now has an added 3-life cost, and the new card you are revealing must be shown first as part of the cost. Before, this ability was particularly overpowered and it was always the most optimal play if you had the energy to spare. The added life cost should force people to think twice before using it, and showing the card from your hand makes Break effects more effective against it (causing you to give up information in addition to lost energy and a negated effect.)

  • The Break triggered ability has been changed into an activated ability

  • Burst abilities have been reworked. Instead of paying 10 energy and then resolving upon a winning Outcome, Burst abilities now immediately resolve upon paying the 10 energy. I had designed the original effect to be the way it was to simulate the ability to block super-moves in a standard fighting game. However, this ended up not being a good idea in card game format, as what was supposed to be your big ultimate move ended up being not only useless, but an active liability because of how easy it was to counter the effect with a mixup. Now, your Burst actions should feel awesome and powerful to play, as even if you don't win the outcome, you'll still be able to pull off your big boy effect under 99% of circumstances. (this is one of the many instances where I have to prioritize a healthier card game over a faithful fighting-game simulation. and hey, at least you can still negate the impacts of a burst action)


Card changes
  • Impacts have been updated visually for consistency and clarity.

  • Icons in the rules text have been updated for clarity.

  • Nearly every Block and Dodge now has a Range and Damage impact. The reasoning here is to make blocks and dodges more satisfying to play, and to make games end a bit quicker. Now, assuming you win the outcomes, most of the time you'll at least be able to get a bit of damage in no matter which cards you play.

  • More damage adjustments across the board.

  • Jason Lai's activated ability has been reworked to be useable on any attack/grapple, not just a revealed attack/grapple. This should make the ability more appealing to use, especially in conjunction with Beatdown's ender effect.

  • Magnus, the Iron Defender has received an overhaul. He now gains heat counters from occupying spaces instead of spending movement points, his overheat penalty occurs during the cleanup step instead of immediately upon reaching 10+ heat counters, and the penalty itself has been changed to taking damage and preventing draws instead of having to reveal your card first next turn.
    There are three problems that I am attempting to fix here: Reinforce heat counters as an weakness by giving the opponent some degree of influence over them, Give the overheat penalty more immediate impact while making it less potentially lethal (by giving your opponent free reign to combo off), and finally encourage the Magnus player to take more risks with their heat counters and making the risks and rewards of overheating more of a meaningful decision. Magnus has slowly revealed himself to be my biggest problem fighter design-wise, but I think i've finally gotten him to a satisfying point.

  • Ryuki's Bomb tokens have been reworked, exploding when they expire instead of when the opponent moves over them. Ryuki's playstyle has revealed to focus more on having tokens on the field for fat Detonate triggers. Having your valuable tokens removed from the field by your opponent simply walking over them doesn't mesh well with this playstyle. The new effect should synergize much better and make planning your optimal Detonate triggers less of a headache.

  • Waterdance has been renamed to Rain Dance to prevent confusion with the condition it creates.

  • Phoenix Claw's activated ability now cannot be used more than twice per turn.

  • Amplify's triggered ability has been made into an activated ability to fit with the new response system.

  • The 'Relentless' condition's triggered ability has been made into an activated ability to fit with the new response system.

  • The 'Burning' condition has increased damage per upkeep, but its duration has been reduced to compensate.

  • The 'Puddle' token has had its mobility effect removed and given increased duration to compensate.

  • The 'Caltrops' token has reduced damage on trigger.

  • The 'Wind Trap' token has increased damage on trigger.


Misc Changes
  • The player count for the mod has been updated to 4, down from 6. 2 player slots in the middle of each side and 2 spectator slots.

  • Every condition and token now has a description that details what cards create or cause them.

  • Added a deckbuilding pouch that contains every card in this version of the game, for those who want to experiment with the preconstructed decks the mod offers by default.