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Aether Storm Part 2 - Bugfix Update

This is a small bugfix update!

I will now retreat back into my lair and work on Aether Storm Part 3!

- Added an alternative boss soundtrack
- Changed Contaminate, Arcane Crystal, Frantic Scouring, Spirit Bolt+, Instant Accelerator

- Fixed some Wild Storm cards not correctly applying Fixed Shock
- Fixed Lightning Strike giving Shock Rune to enemies
- Fixed pocket cards getting drawn after ending the turn
- Fixed an issue where combat would stop working during the Weather turn
- Fixed an issue where Overcharged enemies would not get Shocked despite having their Shock bars full
- You will now properly be refunded Aether based on how many packs you had opened
- You can no longer crit with your debuffs by using the Stopwatch on Shah'Ru

Aether Storm Part 2

What's New?


We are now at the second patch of the Aether Storm update, and this one is a big one!

I'm very excited to introduce the Weather system to the game! This system allows weather events to spawn in maps. Weather events will affect the fights they touch significantly, and they will also add some strong weather cards as rewards for those fights!



The second new addition with this update is the first alternative area! The Battered Ramparts is another area you can choose to face instead of the Mushroom forest. It features brand new enemies, events, and card rewards!



Another big change this patch has to do with card balance. There was a pretty big issue in the balance of the cards in the game. The way I balanced cards, a card that cost 4 would do twice as much as a card that cost 2. With that logic, a card that cost 0 couldn't really do anything without having a downside to compensate. This made it really hard to make cards that had a low cost, and it was annoying that I needed to always give downsides to otherwise simple cards.


The end result was that optimal decks ended up very regularly with 5 or 6 mana cards, because most cheap cards didn't end up doing much of anything. Using less mana cards than that was possible, but always sub-optimal. With the new balance I'm using on cards, it's now possible to run decks that use anywhere from 0 to 6 mana cards in their starting list! It should allow for a lot more variety and should make deckbuilding more fun!


This does mean that almost every card in the game had to be changed: You can see the complete patch notes, including those card changes, here: https://www.baronneriegames.com/aether-storm-update-part-2


Once again, community member Falterfire has been very helpful by creating a Patch Breakdown video for this latest patch!

[previewyoutube][/previewyoutube]

Patch Notes


- Added the Map Selection Screen
- Added the Battered Ramparts area

- Added the Weather System

- Rebalanced (mostly buffed) every non-mana card in the game. (And several mana cards)
- Changed a lot of cards that were lackluster to be more unique and fun
- Starting decks for all heroes were adjusted accordingly
- Added 11 new Generic cards
- Brittle Shield is now Generic

- Cards are now unlocked in a semi-random order (rather than fully random)
- Changed the list of default cards

- Swapped Raodan and Silan again (Raodan is back at being the first unlocked character)

- Changed Drofis' second passive and several of her cards to reinforce her Poison sub-theme
- Changed several Inna cards to allow her to play more aggressively. She also got a brand new card!

- Card Packs now only cost 400 Aether: your account will receive Aether based on how many packs you had opened
- Reduced the exp requirements for levels 7 to 10

- Reinforced Outfits now also increases Recoverable Health by 1 per rank

- You now start fights at 2 mana
- Burn now deals 6 damage (up from 5)
- Poisoned Blood was changed: it now applies 1 poison per rank whenever you lose life.
- Fatigue's cap no longer changes as you draw more cards: it will remain at 5
- When Frenzied, Fatigue's ranks are only reduced by 1 at end of turn
- Sturdy now grants +1 shield per 6 ranks (max +4)
- Mighty, Adept, Tough, Vulnerable and Weak are now 25% bonuses instead of 30%
- Arcane and Shock bars max values now stop increasing after 20

- Increased enemy health in Depth 2 and 3 (this is to compensate for the buff that almost every card received)
- Slightly increased Frost scaling for enemies in Depth 2 and 3
- Slightly tweaked Beulator to be more of a threat in the second half of the fight

- Resolved several bugs

Aether Storm Part 1: The Shah'Ru Update

Hello Wanderers!

I have good news today: A new update is now fully rolled out!

This is Part 1 of the Aether Storm Update. Since the Aether Storm update looks to be a truly massive one, we've decided to divide it into several smaller updates.

The first one is the Shah'Ru Update, which introduces a new character, Shah'Ru, as well as new cards, new items, and several balance changes and bug fixes!

You can see the detailed patch notes here: https://www.baronneriegames.com/aether-storm-update-part-1

The UI Overhaul bugfix update

This small patch addresses several small issues that surfaced after the UI Overhaul update!

- Adjusted the battlefield positions script. Enemies should be spread more evenly on the battlefield when a summon occurs.

- Fixed the level up card rewards being under the other text on the same screen.
- Fixed that self freeze can steal the next turn as well (Double end turn bug).
- Fixed the temporary cards with "when discarded" effects that aren't removed when discarded.
- Fixed the glow for the card Pounce when a target behind the front one is shocked.
- Fixed the card Pounce when the greatbow is equipped (will be similar to Shatter now).
- Prevented victory/defeat and abandon run happening at the same time.
- Fixed enemy turn lock when enemy summons override an allied summon that was attacking (Red drake fight / Silgas).
- Fixed the doubling spyglass not correctly copying power surge+.
- Fixed Paladin sometimes not creating Charge Up cards after playing its 10th card.
- Moved the Map Legend so that it's not covered by phones' camera notches.
- Fixed many more small issues!

The UI Overhaul Update



Good day Wanderers!!

I'm really glad to announce that the UI Overhaul Update is now live!

I do apologize for the delay. Making a roadmap and following it is very difficult, especially with a team as small as ours, and I chose to make sure that the update was the right quality!

This patch introduces Paladin, a brand new hero who I find incredibly fun, and also revamps the UI entirely! The game looks a lot more professional now, I'm extremely happy with how it turned out! I've also added many new VFX on cards, to give the game that extra little "oomph" when playing awesome cards like Firestorm and Singularity!

Make sure to check out Falterfire's breakdown of the patch notes here: https://www.youtube.com/watch?v=Qop9LSfp0lM

And you can read the extended patch notes, including every card change, here: https://www.baronneriegames.com/ui-overhaul-update

I do hope you all like it, and I'm incredibly excited about the next patches to come!


[h3]Patch Notes[/h3]
- Gave the game a brand new look!
o The game has a brand new UI, custom made for us!
o Many cards now have much improved VFX!
- Added an exclusive space for allied summons

- Paladin has joined the guild! It's available for recruitment for 2500 gold!
- Changed Silan's level 4 and 10 passive skills
- Changed everyone's starting deck and pool

- Experience Points tuning
o Experience required to reach level 2,3 and 4 was reduced.
o Experience gained in Depth 1 was reduced
o Experience gained in Depth 2 was slightly increased
o Experience gained in Depth 3 was increased

- Most cards and items that gave "Evasion" now give "Evasion this turn"
- Plated now reads: "Decrease damage taken and status received by 1 per rank. Plated isn't reduced at end of turn. Reduce rank by 1 whenever you reduce an attack or status card to 0."
- Frozen now reads: "Skip your turn. Reduce all Frost received by half (including fixed sources). Cannot be Corrupted."
- Predator now reads: "Increase damage done to enemies by {0}% for every unique debuff type on them."
- Fatigue now reads: "Gain 1 rank every time you draw {0} extra cards (-1 per trigger, minimum 3). Increases the cost of all non-mana cards drawn by 1 per rank. Lose all ranks at end of turn. Cannot be Cleansed and ignores Purity."
- Cleanse now reduces debuff duration by 25%

- Added an additional music track for regular combats
- Decks are now saved even if they were invalid
- Rerolling monster cards will always yield a different result

- Tweaked a few low-performing cards
- Slightly nerfed a few D3 cards
- Slightly reduced the complexity of enemy abilities in Depth 1

- Added 3 new enemies to the 3rd area
- Added 24 new cards unlockable with packs

- Fixed many small and large bugs and issues