WoWForeverTCG 0.6.0
What's new
v0.6.0
New: Guide tab
- Explains every stat (health, attack, armour, energy), how armour reduces damage, fighter rarity and archetypes, upgrades, every passive and card effect, and the battle rules.
Rarity now means power
- Each fighter rarity is a step stronger than the one below; level adds a little within a rarity.
- Tank, Striker, Bruiser and Balanced fighters are now evenly matched.
- Core Hound is now Rare; Hogger, Swift Palomino and Great Brown Kodo are now Epic.
- Weapons and armour give more at each rarity, with no overlap between rarities.
- Higher-rarity action cards now give more value per energy.
Battles sized for 30-card decks
- Fighters fight at full health, so matches last about 20 turns and you'll draw around 17 cards.
- The second player starts with 5 cards plus the Lucky Coin; going first is now about a 51% edge.
- Turn limit raised to 50.
- Practice opponents retuned to keep the same difficulty curve.
Fixes and changes
- Hardy: Starting armour no longer runs out a turn early when you go first.
- Upgrades: Weapon and armour upgrades were toned down (they used to outweigh everything else). Existing upgrades update automatically.
- Catalogue: Removed test and GM-only items from the catalogue. Any you owned are refunded as Arcane Dust on login.
- Duels: Need both players on the same version.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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