KARDS Update April - Patch notes

Following the fantastic and very successful first anniversary of KARDS the previous weekend, we now have another goodie for you: Card balance updates, bug fixes, and the new recycle feature!
Alongside the card balance changes, we introduce the new "recycle" feature. The recycle feature allows you to recycle cards that you have recently created with a wildcard and that are changed with the update. The result of the recycling is a generic wildcard of the same rarity as the recycled card. Check your collection, the cards eligible for recycling are marked with a "recycle" tag.
If you like these changes, please consider a recommendation on Steam - that is always a great help for KARDS. 👉 Support KARDS with a review.
Now, onto the patch details!
[h2]Card Balance Changes[/h2]
We start with the card balance changes. Read our latest dev blog, dive into the details and learn more about the reasons behind these changes. The dev blog contains also a special message from our Create Director about the direction of KARDS and certain archetypes. 📜 Check out the dev blog
- Supply Chain
New: Draw a card. If SUPPLY CHAIN is discarded, add 2 copies to your hand with cost of 1.
Was: Draw a card. If SUPPLY CHAIN is discarded, add 2 copies to your hand with cost 1 less. - Counter Offensive
New: Target infantry or tank gets +2+1 for each damaged unit on the battlefield.
Was: Target infantry or tank gets +2+2 for each damaged unit on the battlefield. - Panther A
New: When this units moves into the frontline, the enemy does not draw a card next turn.
Was: Deployment: The enemy does not draw a card next turn. - Lightning Strike
New: When the enemy draws an extra card, deal 4 damage to the enemy HQ.
Was: When the enemy draws an extra card, deal 3 damage to the enemy HQ. - Avro Anson
Deployment cost decreased from 3 to now 2. Operation cost increased from 1 to now 2. - Aichi D3A-2
New: Has +2 attack for each other AICHI D3A you control.
Was: Has +2 attack for each other AICHI D3A-2 you control. - Panzer 38(t)
Defense increase from 2 to now 3. - 2e Brigade
Deployment cost reduced from 5 to now 4. - Imperial Strength
New: Discard all activated countermeasures. Deal 2 damage to the enemy HQ.
Was: Discard all activated countermeasures. Deal 1 damage to the enemy HQ. - 1st Rifles
New: Destruction: Add a 2nd RIFLES to your support line.
Was: Destruction: Shuffle two copies of 1st RIFLES into your deck. - Mig 3
New: Costs 2 kredits to deploy if an enemy countermeasure triggered this battle.
Was: Costs 2 kredits to deploy if an enemy countermeasure triggered this turn. - Order 227
New: Give your damaged Soviet units +2 attack and fully repair them.
Was: Give your damaged Soviet units +2 attack. - 34th Guards
Attack and defense reduced from 8 to 6.
New effect: Reduce cost by 1 each time a friendly card damges your HQ.
Was: At the start of your turn, if this card is in hand, deal 1 damage to your HQ. - Type 89 Chi-Ro
Attack / defence changed from 4/1 to 3/2.
Smokescreen removed. New effect added "When a HQ gains defense, it takes that much damage instead."
[h2]Bug Fixes[/h2]
- Dowding system wasn't countering low cost orders that had cost increased. Fixed.
- Bombing Raid's damage to adjacent targets wasn't increased by Imperial Decree. Fixed.
- Units that hadn't attacked and were affected by Juggernaut weren't destroyed at the end of turn if it had switch owners with Minority Recruits or Confusion. Fixed.
- 73e Regiment d'Infanterie was sometimes triggering when KAGOSHIMA was on board to cancel the defense gain. Fixed.
- No. 10 Commando affected by Long Range Desert group didn't destroy units with heavy armor when damaging them in same cases. Fixed.
- When Pz. Befehlswagen 35t got sent directly from hand to frontline it was triggering "move to frontline" effects such as Unexpected Resistance. Fixed.
- AI was sometimes not removing immunity from HQ correctly after destroying 15th Motor Rifles. Fixed.
- AI's spitfires were getting buffs from enemy RAF Ground Crew. Fixed.
- Countermeasures were triggering in rare cases on AI's turn when C6N Saiun was on board. Fixed.
- Long Range Desert Group was working incorrectly on AI's turn. Fixed.
- Player's Ki-61-II Tony was getting discarded from hand in some cases against the AI when it's support line was full. Fixed.
Give us a thumbs up if you like this update. We also welcome more feedback in the comments below and on KARDS Discord!