Development Fixes
Open Issues:
- Too few Souls moved?
- ? Good cards once drawn, kept onward
- ? Sanctuary: weak protection (see army strength) - Fix: more
prot? Army strength?
- ? Vote: no reason to use before end. Fix: used each turn? -
Problem: discarded votes
- Trading? There is not that much trading - maybe get extra cards
which must be discarded later on? (Draw 8, table hordes,
discard 4 after trading phase?)
Fixed issues (14.11.):
- No ritual-timed politics, remove that phase from the game
- Combat favor: as horde, gain alliance or safety. As special,
spoil
- Forces: as horde, 2 cards. In combat phase, 1 horde of target's
choice.
- Diabolic seduction: trading phase
- Thief in the Night, Treacherous Troops, Lake of Boiling Blood,
Valley of Wailing Souls, Steal Power: new version
- Baalzebub: clarified
- Leviathan: discard 4 cards, not half
New card: Diabolic Strike (replaces Authority, 1 non-agrresion pact, 1 recycle)
Fixed issues (12.11.):
- Initiative: once first, always first. Fixed (back to old: Souls
used to determine order)
- Non-aggresison pact: as horde only
- Steal Power, Forced Agreement, Mammon: clarifications
Fixed issues (10.11.):
- Souls: do not matter that much. Fixed (vp at the end)
- Souls: too many. Fixed (all halved at the end of the game
turn, no extra Souls from VP difference)
- VP differences. Fixed (last one gives extra votes)
- Favors used up last turn. Fixed (tie-breaker)
- Recycle: too powerful. Fixed (cannot table immediately)
- Soul stones: stupid. Fixed (extra strength points)
- Steal power: too much luck. Fixed (target chooses, what to
give. Also +1 card, replaces one Conjuration)
- Infernal Plague: not good. Changed (destroyes all of one type
instead)
Little card fixes (nobody notices): Forced Agreement, Truce,
War Preparations renamed as Extra Invasion, one extra Forge (instead
of Furnace of Souls)
Fixed Issues (31.10.):
- Juggernauts: timing problems etc. Fixed (new version)
- Drunken Agreement: hand show slow. Fixed (new version)
- Devil powers: discard again and again. Fixed
(when discarded, removed from game)
- Asmodeus power card: a bit bad. Fixed (upgraded)
- Mammon power card: unclear. Fixed (clarified)
- Alliance leader power not to fight. Fixed (anyone in the
alliance can force to invade, leader has just the first choice)
- Spoils: large alliances too bad. Fixed (all must pay for
the spoil in alliance)
- Artifacts - some more powerful than others. Tome of Magics
expecially 'infine artifact': Fixed (tome of magics downgraded)
- Lost Souls (in combat): too much. Fixed (lose only half)
- Mephistopheles: power weak. Fixed (gain combat Soul shares instead)
- Groundwork: luck - get it or not? Fixed (no more groundwork,
other politics instead, get one bet per game turn)
Other changes: Belial (both cards). New politics. Bet on itself always
1 victory point. New cards (Truce, Authority) and more old cards
(Non-Aggression Pact, 2x Recycle). High Palace not VP.