In this update9
Full notes
Full Sheva update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Events
Sheva changes
SHEVA VERSION 1.0 — FULL PATCH NOTES
Version 1.0 is the largest update Sheva has received.
For the full release, we rebuilt almost the entire gameplay database rather than continuing to adjust individual cards and encounters.
Because nearly every card, deck, talisman, power and AI rule has changed, these notes cover the major systems rather than listing every individual numerical adjustment.
Returning players should expect version 1.0 to play substantially differently from the Early Access version.
CORE COMBAT RULES
Removed the automatic card loss caused by being attacked while charging.
When Attack is used against Charge, the charging fighter now takes the incoming damage but keeps the cards already in their hand.
Charge still completes normally and adds a new card to the charging fighter’s hand.
Charging remains a risk because the fighter receives the full incoming attack, but it no longer causes an additional loss of momentum.
This change gives fighters a better opportunity to recover after falling behind and creates a smoother back-and-forth throughout combat.
CARDS
Nearly doubled the amount of cards from 100 to 189
Added new cards across all seven chakras.
Reviewed, redesigned or rebalanced every existing card.
Adjusted card damage across chakras and rarities.
Reworked card conditions to create clearer and easier activation requirements.
Strengthened the individual mechanical identity of each chakra.
Redesigned cards that were overly similar.
Updated card names and attack animations.
STARTING DECKS
Rebuilt all six starting decks.
Updated every starting deck to use the expanded version 1.0 card pool.
Created clearer strategic identities for each starting deck in relation to their skill.
ENEMY AND BOSS DECKS
Rebuilt all 49 regular enemy decks.
Rebuilt all 49 boss decks.
Reworked deck progression across all seven chakras and seven enemy levels.
Updated every enemy and boss deck to use the expanded 1.0 card pool.
Improved the strategic identity of each chakra.
Adjusted card rarity progression as enemies become more powerful.
Reduced abrupt difficulty spikes caused by certain enemy levels.
Increased the amount of talismans bosses have at higher levels.
Together with the six starting decks, all 104 decks in Sheva have been rebuilt for version 1.0.
ENEMY AI
Rebuilt the enemy decision-making system.
Created new AI rules and priorities for every chakra.
Added different behavioral identities to each chakra.
Improved how enemies evaluate their current cards, health and combat situation.
Added decision weights based on card conditions and the current state of the fight.
Reduced situations in which enemies could repeatedly choose the same action.
Enemies still cannot know which action the player is about to choose. They must evaluate the visible fight and make a prediction, just as the player does.
TALISMANS
Rebalanced the full system around the six-talisman loadout.
Designed new talismans that directly improve the player's core actions of Charge, Attack, and Block
Adjusted rarities, once-per-fight effects, and chakra association across all talismans.
Chakra bosses use the updated talisman options.
Talismans should now feel more like directs upgrades to the core actions players take each turn while still providing important passive effects during a run.
POWERS
Reviewed and rebalanced the full power database.
Adjusted power effects and values.
Adjusted powers to better support different decks and their chakra identity.
COMBAT BALANCE
Completed a full balance pass across card damage and effect values.
Adjusted damage scaling between card rarities.
Added value multipliers to cards based on the amount of conditions they have
Rebalanced the values of ALL card effects.
The new values across damage and effects should prevent fights from dragging on too long.
PROGRESSION AND REWARDS
Updated rewards to use the expanded version 1.0 card, talisman, and powers pool.
Improved the variety of strategies that can develop from each starting deck.
Adjusted progression to better match the rebuilt enemy and boss decks.
Welcome to version 1.0
Cheers, Ben
Source
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