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CHANGELOG
0.5.0
Overview of changes
A smaller balance update to refine the changes that have been made in 0.3 and 0.4.
General changes
Frontline
- Frontline starting Loyalty values have been standardised across the board to be 5 (10 for Commanders and offcolors)
- Also adjusted Loyalty costs so Frontlines don't immediately exile if you play them right after summoning
Assign
- Starter card Archer Prep Volley has been replaced with a new card Basic Assignment
Quality of life
- Added descriptions to select card interactions to Frontlines that have preconditions (Assign Commander + reworked Haniwa Upgrader)
Card changes
Frontline cards
Frontlines
- Haniwa Charger: Moved the autoplay from end to start of turn, as it was interferring with Loyalty gains for other Chargers when they discard
- Added scaling to the autoplay threshold, increases by +1 per upgrade
- Removed Vulnerable scaling, only applies 1 Vuln when above the threshold
- Vuln threshold increased from 12 -> 15
- On Play base dmg 6 -> 5, starting Loyalty was increased from 4 -> 5 due to universal change, so it still starts at 10 dmg
- Haniwa Upgrader: Slightly reworked as it was too good at upgrading the whole hand and providing block at the same time. I want it to be more focused towards the upgrading role
- Updated from Defence to Skill type
- On Play provides a fixed 5 block, no scaling
- On Play effect also changed from upgrading the hand once, to choosing 2 cards to upgrade 2 times. +1 times per 8 upgrades
- On Play Loyalty cost reduced from 5 -> 4
- Passive now scales number of targets, +1 per 3 upgrades
- Haniwa Sentinel: On Play Loyalty cost reduced from 9 -> 5
- Haniwa Attacker: Passive dmg 6 -> 5, On Play damage 10 -> 8
- Haniwa Sharpshooter: On Play Loyalty cost 1 -> 2
- Haniwa Exploiter: Passive dmg 10 -> 8, On Play damage 12 -> 10
- Passive activates after Haniwa Sentinel passive, so the weak application will trigger the Exploiter passive no matter the card order in the hand
- Assign + Frontline Commander: Passive Loyalty cost 5 -> 10, end of turn Loyalty gain 2 -> 3
- Frozen Haniwa: Passive Loyalty cost 3 -> 5, due to the fact Loyalty starts at the card's base loyalty + the upgrades of the original card
Common
- Summon Haniwa: Renamed into Basic Summon, now only allows selecting Common rarity Frontlines
- This is to help give this card a downside since it's the most mana efficient summon card, and also help it be less overwhelming for new players of the mod
- Adjusted relative cards for all other summons to include uncommons
Uncommon
- Frontline Copy: No longer removes Retain, it gives Exile instead
- Blitz Summon: Adjusted cost from WW -> WW(1W)
- Reduced extra Loyalty gain from 4(14) -> 0(10), universal change to Loyalty costs means no Frontlines exile on first play so the Frontline will still be alive after the Blitz Loyalty consumption
- Loyalty Protection: Block gain occurs at end of player turn instead of when reducing Loyalty consumption, due to wonky interaction with Haniwa Bodyguard
- Cost updated from 1W -> W(1)
- Reduced buff level from 8(16) -> 6(10)
Rare
- Ultra Frontline: Reworked into an ability Enhanced Training, it was just too hard to balance as an X-cost
- No longer summons a Frontline with starting upgrades
- Instead when a Frontline card is upgraded, it gains 1 more upgrade
- Choose 1 Frontline card to upgrade 2(5) times (which results in 2x2 and 2x5 on first play)
- Cost updated to 1WW(1W)
- Exile Frontline Blitz: Renamed to Frontline Double Action
- Now activates when playing a Frontline card instead of when it exiles
- Now consumes Loyalty 1 additional time
Assign cards
Common
- Assign Fast Trigger: Upgrade now doubles count before converting to Task Level
- Cost updated to RR(1R) -> 1R
- Assign Extra Time: Cost updated to RR(1R) -> 1R
- Cavalry Scout: Draw scaling threshold increased from 7 -> 8
Uncommon
- Charge Attack: Made into a single hit with damage equal to Task Level
- Reduced Task Level gain to 12(15)
- Damage used to be 15(20) with Task Level gain at 15, so this is an overall reduction in scaling
- It used to be single hit with damage increase before initial release, but with extra triggers is scaled way too hard. Glad I can make it the same way again with Task Level (I forgor to do it last update)
- I should probably make it accurate in that case, but we'll see in a future update
- Cavalry Rush: Increased mana scaling threshold from 15 -> 20
Off colors
- Darkness Summon: Increased cost from 1B -> 2B
- Fixed description not mentioning it sacrifices Haniwa
New cards
- Basic Assignment: Red Common, Choose 1 common Assign card to add to the hand. On upgrade it autoplays at start of combat
- Fencer Worshipping: Blue Uncommon ability, when gaining 10 Fencer deal damage to a random enemy
- Archer Worshipping: Purple Uncommon ability, when gaining 10 Archer apply 2 random debuffs to a random enemy
- Cavalry Worshipping: Green Uncommon ability, when gaining 10 Cavalry gain 1 Graze
Fixes
- Fix Haniwa Sentinel passive not activating on spellcards that dealt damage
- Fix the number of Weak not updating in the description (always showed 1, but the internal scaling still increased when applied to an enemy)
- Fix Haniwa Horse Archer and Haniwa Assassin to not trigger passive on dead targets
What's next
Wow the What's next section makes its return since 0.2.0. Now that the remaining work is mostly presentation related, I figure it would be good to outline where we go from here
- Renaming placeholder names
- Art for buffs/debuffs and other misc things
- Attack animations
- Card arts
I'll most likely split these into some separate updates, though not sure what will be bundled together
The next version will most likely be the renaming first. Maybe buff/debuff arts too. No timeframe on when they'll be done though
0.4.1
Fix Choose Short Assign bugging out when stacking to an existing Assign buff
0.4.0
Overview of changes
Slight rework of Assign buffs to enable the buildup/stacking playstyle. Those stacking effects felt mostly as an extra to the quicker playstyle of setting off many Assign buffs. Now they should allow both playstyles.
Completed the offcolor card pool.
Some general card/balance changes as well.
General changes
- Frontline and Assign has been swapped on the character select screen (keeping the current colours), Frontline is now A and Assign is now B
- Blank card now allows selecting offcolor options when summoning or using Choose Short Assign
Assign
- Triggers have been reworked into Task Level, now no longer increases number of times an Assign buff activates
- Instead Task Level is used to determine the strength of Assign buffs, differing for each type of buff
- All Assign buffs have their own starting Task Levels
- When stacking the same type of Assign buff, add the starting Task Level onto the current amount, and increase the counter by 3 instead of choosing the lowest count
- Also accumulates the number of Assigned Haniwa onto the buff, only needing 1 Haniwa to stack the same type of buff. Thus all Haniwa are returned to your pool even when stacked
- Task Level increases per card play, based on half the total number of Assigned Haniwa rounded up
- Accumilating Haniwa onto an Assign buff will now have big benefits if you can keep stacking them, before finally letting them have an explosive finish
Frontline
- Loyalty gain when gaining Haniwa has been reduced to half the total Haniwa gained rounded up, instead of being 1 to 1
- All passive effects that deal damage are now Reaction type, thus no longer scale from firepower but bypass graze
- Commanders can now be selected for blitz type actions that execute the On Play action (I originally didn't allow this due to a bug, but now it's fixed I might as well try it out)
Quality of life
- Update texts that mention a color mana to instead use the mana symbol
- Scry interactions with Haniwa Spy and Cavalry Scout now show in the title it is Scry and how much draw
- Assign cards now update their display for Haniwa requirements when a buff of the same type is already active (only requires 1 to stack)
- Frontline selection cards now have colour and proper rarity, and hidden types now show at the start of the list so it is more visible when they are available
- Haniwa Exploiter On Play damage now updates when hovering over an enemy
Card changes
Frontline cards
Frontlines
- Haniwa Bodyguard: Now has scaling on start of turn Loyalty replenish, +1 per 4 upgrades
- Haniwa Upgrader: Removed scaling on additional upgraded cards block, now always grants 1 block per upgraded card
- Haniwa Commander: Renamed to Frontline Commander
- No longer has Replenish
- Passive Loyalty cost increased from 3 -> 5
- Now gains 2 Loyalty at end of turn
Uncommon
- Loyalty Strike: Lower base damage from 20(26) -> 18
- The lowered mana cost from last update already makes the upgrade worth it
- Frontline Copy: Now copies over the current Loyalty instead of letting it start at default
Rare
- Mass Summon: Now sacrifices all Haniwa instead of 10(15)
- Now also takes into account summon cost when randomly selecting Frontlines
- eg. sacrificing 5 Archer could spawn 5 Sharpshooter or 1 Sharpshooter + 2 Exploiter etc.
- Summon Commander: Now allows choosing between Frontline Commander and Assign Commander (details on new cards below)
- Ultra Frontline: Add a base value for upgrades 9(18)
- Scaling per mana reduced from 3(5) -> 3
Assign cards
Common
- Archer Prep Volley: Now deals 5 damage X times to random enemies, where X is Task Level / 5
- Starts with 10(17) Task Level
- Fencer Build Barricade: Now gains 1 barrier per 2 Task Level
- Starts with 13(22) Task Level
- Cavalry Scout: Now Scries 1 per 4 Task Level and draws 1 card per 7 Task Level (minimum of 1 card)
- Starts with 6(13) Task Level
- Assign Fast Trigger: Now also converts remaining count into Task Level before triggering
- Assign Extra Trigger: Now Assign Extra Time, increases an Assigns counter by 3(5) instead of granting extra triggers
- Zero Cost Move: Has been moved to Uncommon
Uncommon
- Cavalry Rush: Now deals damage equal to Task Level, and gains 1 red mana per 15 Task Level
- Starts with 9(16) Task Level
- Archer Prep Debuff: Now deals damage equal to Task Level, and applies 1 vulnerable per 12(10) Task Level
- Starts with 6(12) Task Level
- Fencer Prep Counter: Now deals damage equal to Task Level. Gains 4(5) Task Level per hit
- Starts with 10(16) Task Level
- Now attacks a random enemy instead of not attacking, if an enemy hasn't attacked
- Build Watchtower: Now gains 1 Watchtower per 5 Task Level
- Starts with 15(40) Task Level
- Garrison Archer: Now grants different amounts of Watchtower depending on Archer level, and sacrifices the higher amount
- 0 Archers 1 Watchtower, 1 Archer 2(3) Watchtower, 2 Archers 4(6) Watchtower
- Thus this card no longer bricks if you don't have any Archers
- Charge Attack: Now deals 15(20) damage per 15 Task Level. Gains 15 Task Level per Assign buff trigger
- No longer gains damage when an Assign buff triggers
- Starts with 15(25) Task Level
- Cavalry Supplies: Reworked effect, no longer grants RW(RP) mana
- Now allows choosing X out of X+2(4) cards to add to the draw pile, where X is Task Level / 25
- Each choice is randomised between Flame, Radiance or random Frontline
- Choose Short Assign: Now grants 2(5) extra Task Level to the chosen buff
Rare
- Assign Cost Trigger: Has been moved to a green off colour
- Increased cost stays at 1 no matter the level of the buff
- Now grants 3 bonus Task Level per card play instead of extra triggers
- Also refunds mana spent on Assign cards at the start of next turn
- Assign Reverse Tickdown: Cost updated from RRR(R) -> RR1(R)
- Mass Extra Trigger: Now Mass Task Level, grants 30 Task Level instead of extra triggers
- Gain Buff Tickdown: Now grants temporary firepower at start of next turn for every 3 Assign buffs triggered
Hybrid cards
Uncommon
- Exile Frontline Extra Trigger: Reworked into an ability Frontline Loyalty Task Level
- Whenever a Frontline's Loyalty is consumed, all Assign buffs gain Task Level equal to consumed Loyalty
Off colors
- Archer Prep Frost Arrow: Now deals X hits per 9 Task Level
- Starts with 9(18) Task Level
- Permanent Assign: Permanent Assign buffs now stack normally with the new changes
- After triggering, they reset their counter to 5, and Task Level/Assigned Haniwa to their starting values
- Assign Duplicate Trigger: Has been moved to Assign rare colour, no longer triggers an existing Assign buff without removing it
- Now grants 1(2) levels of Assign Double Trigger, which activates the next Assign buff twice
Removed cards
- Exile Summon: A new summon card was added to commons which was kinda similar. The free haniwa cost was also probably too good for 2 free summons
- Assign Summon Frontline: The effect is kinda redundant with cards like Assign Trigger Summon and the new Cavalry Supplies rework.
New cards
- Fast Summon: Yellow Common, Choose 1 Frontline card to summon while sacrificing Haniwa, has inate and upgrade gives replenish and 0 cost
- Blitz Summon: Yellow Uncommon, Choose 1 Frontline card to summon while sacrificing Haniwa and give it extra Loyalty. Execute its On Play action and consume Loyalty
- Loyalty Protection: Yellow Uncommon, Gain levels of Loyalty Protection which prevent Loyalty consumption, and grant block equal to reduced consumption
- Haniwa Charger: Yellow Uncommon Frontline, A Frontline that works well with more of the same type in hand, gaining more Loyalty and dealing more damage based on Loyalty
- Haniwa Sentinel: Yellow Uncommon Frontline, A supportive type that applies weak to all attacking enemies at end of turn, and can lower duration/level of incoming debuffs
- Assign Commander: Yellow Rare Frontline, A commander type for Assigns, able to redirect Assign buff triggers into new tasks automatically and duplicate Assign buffs
- Haniwa Assassin: Offcolor Purple Frontline, A follow up type of attacker which can then finish of a target who is below a certain life threshold
- Mud Extraction: Offcolor Blue Uncommon, Exile or consume Loyalty of a Frontline, and add a Splash to the hand
- Frontline Loyalty Gain: Offcolor Green Uncommon, All Frontlines in hand/draw/discard piles gain Loyalty
- Chain of Command: Offcolor Green Uncommon, Allows commander frontline types to be selectable for summons and spawn from random spawns
- Assign Separation: Offcolor Purple Uncommon, Assign buffs will no longer stack and create a separate buff instead
- Darkness Summon: Offcolor Purple Rare, Summons 1(2) Frontline cards which have infinite Loyalty and don't leave the hand when played. They cost Power to use
Fixes
- Fix Haniwa Horse Archer not being uncommon
- Add missing cost change to 0.3.0 changelog for Loyalty Strike
- Fix Discard Upgrade having the delay of upgrading even when no cards were selected
- Fix effects that spawn random frontlines to have the chance to spawn offcolour ones
0.3.0
Overview of changes
Updating mod to the 1.6 beta version. Will not be compatible with main branch 1.5.1 anymore.
Also comes with balance changes to Frontline as they felt less fun to play in last update. This new version should be closer to the initial release for Frontlines, but more balanced.
General card adjustments as well.
General changes
Frontline
- Frontline cards no longer have Exile, and no longer gains 1 cost at 0 unity
- The unity counter on the left of the card has been given a keyword "Loyalty"
- Loyalty is used for both passive and On Play effects, with varying costs
- If a Frontline card goes below 0 Loyalty, it is Exiled
- Loyalty is still increased via upgrading, but now also increased if Haniwa of the same type was gained, and the card is in the hand
Haniwa
- Haniwa buffs no longer get removed when they reach 0
- Mostly to prevent too good synergy with Reimu's buff loss cards and for better visual clarity
Card changes
Frontline cards
Frontlines
- Haniwa Attacker: Loyalty costs - Passive 2, On Play 3, Starts with 5
- On Play damage increased from 9 -> 10
- Haniwa Bodyguard: Loyalty costs - Passive = damage reduced, On Play 5, Starts with 5
- If Loyalty is below 4 and this card is in the hand at start of turn, Loyalty becomes 4
- Haniwa Sharpshooter: Loyalty costs - Passive 3, On Play 1, Starts with 5
- Haniwa Support: Loyalty costs - Passive 3, On Play 5, Starts with 4
- Haniwa Upgrader: Loyalty costs - Passive 2, On Play 5, Starts with 4
- Passive no longer has restriction on upgrading other upgraders or itself
- Passive reworked to now upgrade 2 random cards at end of turn, prioritising other cards first
- On Play added new effect of upgrading all cards in the hand alongside existing block gain
- Haniwa Exploiter: Loyalty costs - Passive 2, On Play 3, Starts with 4
- Passive reworked to now deal 10 damage to all enemies with debuffs
- On Play damage reduced from 15 -> 12 and upgrade scaling reduced from 2 -> 1
- Debuff damage reduced from 5 -> 3 but now scales with upgrades at +1 per 5 upgrades
- Haniwa Spy: Loyalty costs - Passive 2, On Play 5, Starts with 4
- Draw/Discard pile effect now also requires Loyalty
- On Play Scry increased from 1 -> 3 but now scales +1 per 3 upgrades instead of 1 to 1
- Haniwa Monk: Loyalty costs - Passive 1, On Play 4, Starts with 6
- Haniwa Commander: Loyalty costs - Passive 3, On Play 0, Starts with 3
- Does not gain Loyalty via Haniwa gain
- Frozen Haniwa: Loyalty costs - Passive 3, On Play 2, Starts with 3
- Now shows name of original card in description
Common
- Frontline Haniwa Create: Cost updated to be W(1)
- Uncommon and Rare haniwa gains reduced by 1. The gain was a bit much especially since it gains all 3 types
- Summon Haniwa: Now requires selecting 2 different Frontline cards instead of creating 2 copies of 1
- This effectively increases the Haniwa cost. It's quite effecient costwise but didn't want to nerf the mana
- Haniwa Blitz: No longer discards selected cards
- Selected cards consume Loyalty instead
- Frontline Upgrade: Now always allows selecting 2 cards
- Upgrade now increases additional upgrades 1 -> 2
Uncommon
- Discard Upgrade: Upgrade effect reworked, no longer upgrades cards in the hand
- Now upgrades the selected cards 5 times
- Loyalty Strike: Reworked bonus damage, no longer increased for each Frontline card in hand
- Now increases by 1 for total Loyalty of all Frontline cards in hand
- Damage reduced from 22(28) -> 20(26)
- Cost reduced from WW1(W2) -> WW1(W1)
- Ashes To Clay: Now moves from Exile to draw pile randomly, instead of the top
- Heal Sacrifice: Reduced healing from 5(7) -> 4(6)
Rare
- Mass Summon: Reworked effect, no longer adds Frontlines to hand until full nor to draw/discard pile
- Now consumes up to 10(15) Haniwa
- For each Haniwa consumed, add 1 Frontline card to the draw pile
- The Frontline card created corresponds to one of the Frontlines of the same type eg. If Archer was consumed, only Sharpshooter or Exploiter will be created
Assign cards
Common
- Assign Haniwa Create: Cost updated to be R(1)
- Bonus Haniwa gain increased from 2(3) -> 2(4)
- Fencer Build Barricade: Fencer requirement reduced from 2 -> 1
- Barrier gain reduced from 10(15) -> 8(12)
Uncommon
- Assign Tickdown Return: Upgrade changed, no longer increases tickdown from 2 -> 3
- Instead gains draw 1 effect
- Fencer Prep Counter: Effect reworked, no longer gives reflect based on current block/barrier
- Now after 9 cards are played, deals 5(7) damage to all enemies that have attacked the player
- Damage is multiplied by number of triggers
- Number of triggers increases by 1 for each hit from an enemy
- At end of turn, gain 2(3) block for each incoming enemy hit
- Archer Prep Debuff: Damage reduced from 13(18) -> 12(15)
- Cavalry Rush: Damage reduced from 15(19) -> 13(17)
Hybrid cards
Uncommon
- Create Fencer: Has been reworked, no longer provides 3 block per Fencer level
- Now has different effects based on Fencer level like "Create Archer" and "Create Cavalry"
- 3: Gain 8(10) block
- 5: Upgrade 1(2) random cards in the hand
- 7: Gain 8(10) barrier
- 10: Gain 4(6) static charge
- Create Cavalry: Level 10 effect no longer grants RW(PP) mana
- Instead it now Assigns 1 instance of Cavalry Rush or Cavalry Rush+ on upgrade
- Assign Trigger Upgrade: On Play now upgrades all cards in the hand instead of 1(2)
- Exile Frontline Extra Trigger: Reduced cost from hybrid + 1 -> hybrid
- Now has Retain
Off colors
- Assign Duplicate Trigger: Effect slightly reworked, no longer triggers an Assign buff and all its triggers
- Now only triggers 1(2) triggers for the selected buff
- No longer Exiles
- Cost updated from RRG(hybrid) -> RG(1 + hybrid)
- Archer Prep Frost Arrow: Damage and block increased from 6(9) -> 9
- Increased starting card counter from 6(4) -> 9
- Upgrade now starts with 2 triggers
- Permanent Assign: Life loss increased from 1 -> number of required Haniwa for the Assign buff
Removed cards
- Strength In Numbers: This card was just hard to balance without changing its effect entirely
- Sturdy Frontline: This card is basically redundant with the new Loyalty changes
- I could have made it not Exile if you overspend Loyalty, but that would be hard to portray perhaps. Not worth a card for that
- Frontline Discard Draw: An off-color that works similarly to Discard Upgrade, except with some extra draw. Didn't think it was worth having a card for
New cards
- Max Haniwa Up: Hybrid Rare, Increases max Haniwa level by 3(5) and immidiately gain 3(5) of all Haniwa
- Haniwa Horse Archer: Off-color Green Frontline, requires green in the mana base to be selectable for summons
- Passive deals follow up damage when player grazes, On Play deals accurate damage and gains 1 graze
Fixes
- Add missing 0.2.0 change for Cavalry Supplies increasing starting card counter and cavalry requirement
- Fixed broken spell card animations for cards like Reimu's extra turn card
- Fixed Commander's Mark debuff getting removed if reapplying to the same target
- Fixed Auto Create Reserves not adding a Create Haniwa on play
0.2.1
Fix readme stuff not getting updated
0.2.0
Overview of changes
This version is mostly about some rebalancing to make both playstyles not as "easy" or "braindead". Frontline has a few tweaks on how they work overall so they aren't too free to play. Assign mostly was card adjustments and a slight rework of the exhibit to make card draw less free. Some additional cards added to the pool as well.
General changes
Frontline
- Frontline cards by default now have Exile
- All Frontlines now have a limit on their in-hand passives, and don't refresh at start of turn
- To refresh them, the card needs to be drawn or upgraded
- If the card's limit is at 0, the card gains 1 cost until it is refreshed
- The unity widget is now used to show remaining activations
Assign
- The exhibit now doesn't directly give any draw, it now gives a buff "Assignment Bonus"
- Every 5 buffs gained, the exhibit gives 1 Assignment Bonus
- Assignment Bonus is the same draw effect as the old exhibit (Assign triggers during the turn, draw 1 card) but now loses 1 level when activated and removes itself when it reaches 0
- This should make card draw less frequent if you're setting off Assigns often, though this does allow premptive buff gaining to gain Assignment Bonus ahead of time as well
- Assign cards now have the "Assign" keyword, so it's clear which cards are affected by Assign Play Draw for example
Card colours swapped
- Frontline and Assign cards now have their colours swapped
- Frontline is now Yellow and Assigns are Red
- Just felt it was more fitting this way due to the mechanics and theming (Assign more aggressive = red, Frontlines have lots of exile and upgrading = yellow etc.)
- The only card that hasn't changed colour is "Strength in Numbers" which remains a red, and the hybrid cards
Card changes
Frontline cards
Frontlines
- Haniwa Attacker: Added in-hand activation limit of 2(3)
- On Play damage scaling reduced from +2 -> +1 per upgrade
- On Play base damage increased from 8 -> 9
- Haniwa Bodyguard: Now has 4 -> 5 starting passive damage reduction
- On Play block scaling from +2 -> +1 per upgrade
- Now doesn't reduce damage if the player has enough block, to prevent wasted reduction
- Haniwa Support: In-hand activation limit doesn't scale, set to 1(2)
- Mana gain scaling reduced from 1 mana per 5 upgrades -> 1 mana per 8 upgrades
- Now displays extra mana gain on the card
- Haniwa Upgrader: Now doesn't target any other upgraders
- In-hand activation limit now doesn't scale, set to 2(3)
- On Play block scaling from +2(3) per remaining activation -> +1 per upgrade
- Now gains additional block On Play for each upgraded card in the hand starting at +1, scales by +1 per 5 upgrades
- Haniwa Exploiter: On Play action now doesn't gain extra hits for each enemy debuff, it instead gains +5 damage per debuff
- On Play base damage increased from 9 -> 15
- On Play damage scaling per upgrade increased from +1 -> +2 per upgrade
- Haniwa Spy: Now has an in-hand effect, any cards move from draw to discard temporarily cost 1 less, up to 2(3) times
- On Play scry no longer temporarily reduces cost of scried cards
- Haniwa Commander: In-hand and On Play reworked
- In-hand: At start of turn, all Frontline cards activate their On Play effects, up to 1(2) times. Effects that target an enemy target a random enemy
- On Play: Deal 25 damage and apply Commander's Mark debuff on the target
- Commander's Mark directs all random Frontline effects onto the enemy with this debuff. Only 1 mark can be placed at a time
- On Play damage scales by +2 per upgrade
- Frozen Haniwa: Now doesn't scale number of cold activations with upgrades, stays at 1(2)
Common
- Frontline Haniwa Create: Increased cost from 0 -> W
- Haniwa Blitz: Now also discards selected cards
- Exile Summon: Upgrade now keeps exile. Instead it allows choosing 2 Frontline cards
Uncommon
- Ashes to Clay: Increased cost from 0 -> 1W, due to Frontlines now easily exiled, ressurection is now more powerful
- Exile Upgrade: Reworked into Discard Upgrade. Now discards the selected cards instead of exiling them
- No longer upgrades the selected cards also
- Upgraded Summon: Summoned unit's upgrade changed from 3(7) -> 5
- Can now choose 2 Frontlines when upgraded
Rare
- Mass Ressurection: Reworked into Mass Destruction. Now exiles all Frontline cards in the hand/draw/discard and deals extra damage per card exiled
- Damage increased from 20 + 3(5) per card -> 25(35) + 4(6) per card
- Exile Frontline Blitz: Random targetting is affected by Commander's Mark debuff from Haniwa Commander
- Ultra Frontline: Reworked into an X-Cost
- Now summons 1 Frontline card into the hand. It gains 3(5) upgrades per mana spent
Assign cards
Common
- Assign Haniwa Create: Increased cost from 0 -> R
- Card counter gain increased from 1 -> 3
- Cavalry Scout: Now gives Scry instead of Graze, 2(3) scry per trigger
Uncommon
- Cavalry Rush: Mana gain is now not affect by extra triggers
- Cavalry Supplies: Extra triggers now only affect the red mana portion, effectively reducing mana gain to 1 per trigger
- Card counter increased from 6(3) -> 8(5), and Cavalry requirement increased from 2 -> 3
- Fencer Prep Counter: Now gives Reflection instead of Block/Barrier to differenciate from Fencer Build Barricade
- Choose Short Assign: Now affected by abilities that require playing an Assign card (it actually worked with Assign Play Gain Block but it was hardcoded, now it's affected by all abilities)
- Build Watchtower: Watchtower gain via extra triggers is halved, eg. Gain Watchtower 10 with 2 triggers = 15
- Can now play the card again to gain extra triggers
- Garrison Archer: Archer sacrifice increased from 1 -> 2
- Watchtower gain increased from 2(3) -> 4(6)
Rare
- Assign Cost Trigger: Now only increases cost of Assign cards while they are in the hand
- Now also increases cost by 1 for each level of the buff
- Upgrades cost reduced from 1RR -> 1R
- Assign Play Draw: Now has Ethereal
- No longer reduces cost on upgrade, instead it loses Ethereal
Hybrid cards
Uncommon
- Create Cavalry: Now increases scry from 3 -> 5 on upgrade
- Assign Trigger Upgrade: Now also upgrades 2 random cards in hand when played
Rare
- Full Frontal Assault: Now sacrifices all Haniwa instead of 3 of each type
- Zero Cost Reduction: Now has a per turn limit for cost reductions, 3(5)
- Cost on upgrade increased from 1WR to 2(2hybridWR)
Off colours
- Archer Prep Frost Arrow: Damage reduced from 15(20) -> 6(9)
- Block reduced from 8(12) -> 6(9)
- Keiki teammate: Ultimate skill now moves exiled Frontline cards into the discard pile instead of exiling.
- Damage adjusted from 10(16) -> 8(12) per card
- Ultimate skill loyalty cost from 9 -> 8
New cards
- Haniwa Monk: Frontline, a Frontline card that increases damage when the player gains buffs
- Frontline Copy: Frontline, creates copies of Frontline cards that lose Retain
- Sturdy Frontline: Frontline, removes Exile and Replenish from chosen Frontline cards
- Assign Reverse Tickdown: Assign, card counters for Assign buffs increase instead of decreasing until end of turn. At end of turn gain block equal to total card counters of all Assign buffs
- Auto Create Reserves: Hybrid, If there isn't a Create Haniwa in hand at start of turn, add one
- Handsize Block: Hybrid, for each card in hand block, gain is increased. Cost also increases
- Assign Duplicate Trigger: Off-colour green, triggers an Assign buff's effects without removing it
Fixes
- Fixed Assign buffs not ticking down in certain circumstances (if the same card that created the buff was played with the buff still active, or when an assign buff was upgraded via playing an upgraded version of the Assign card)
- Choose Short Assign now doesn't tickdown the generated buff, text updated to the actual values 4(1) -> 3(0)
- Fixed weird issue with gaining extra Haniwa buffs at start of battle (though I haven't received any reports of this and it seemed to only occur in dev testing for me)
What's next
On colours are basically done, just a few off-colours to fill in. Will most likely start working on giving cards proper naming/themes, and status effect art. Not sure when card art or attack animations will get done.
0.1.1
Fixes
- If you swap your exhibit as Mayumi, you will still get your starting Haniwa per battle
- Fix starting power being 30 instead of 0
Text adjustments
- Adjust text for Permanent Assign to say "up to 2" when upgraded
- Adjusted cases where the word "hp" was used instead of "life" (Cavalry Rush and Charge Attack)
- Adjusted Cavalry Rush to be more clear for when mana can be gained
Other
- Adjusted complexity rating for both decks to be 3
0.1.0
Initial version