The Breaker is a former operative of the Union of Five Fingers. Disillusioned with their egotistical he has left them behind and found a new purpose with the fallen star.
His playstyle is generally slow and methodical, with access to defensive effects (via armor and taunt) and a few build pillars available to him:
The Stalker ist a child of the wild places of Soma. Living out with the hilltribes in the ranges they took good care of their clan, hiding away from the eyes of strangers.
The Stalker's playstyle is more aggressive than the Breaker. It focuses on taking out key enemy units, disrupting their means of attack and going for the kill.
As mentioned above there's a new keyword in town. Marked. Marked can be put on units or obstacles and it makes them vulnerable. They can now be attacked regardless of their position and they take 2 extra points of damage, whenever they are damaged.
This means you could mark a unit to get rid of it more quickly, to trade upwards or to get rid of some pesky sniper or construct that's hiding away in the back somewhere.
But not only that, with this update Marked, Taunt and Stealth are exclusive. So you can mark a unit to pop it out of Taunt. Put Stealth on a marked unit to prevent extra damage. Or put Taunt on a Stealth unit to pull it out of hiding.
Of course there's a number of additional tweaks and changes in this version. Some of the new cards related to Marking or the two new classes have been added to enemies or pieces of equipment. And there's been some balancing changes:
Stealth is now only lost on unit or obstacle damage, not from leader-based damage
Shadow Trail only triggers once each turn
Bandit outfit a tad rarer
Added a new item: The Machinepistol
Changed the power on the Machinegun to more column damage
Savage Sibhana was upgraded to Legendary (and is rarer in enemies now)
Shadow Banjha was downgraded to Rare to compensate
Coordinated Swarm status effect was changed to be more interesting
Smoke Screen leader card upgraded to Rare
Mercy Kill upgraded to 3-cost (was 2-cost)
And that's it! I hope you enjoy this update. Let me know which one of the new classes is your favorite!
And stay hydrated,
Martin
Each convoy now has a much stronger identity! All convoy perks are overhauled and unlocking has been tweaked!
Another content update! This one is all about making the most of the Convoys in the game. You may have noticed that in the past a few of the convoys had a unique, always unlocked fourth perk. For example: the youngest convoy, the Pioneers and the very unique convoy the Hermit.The Big Perk Update
Each convoy now has a much stronger identity! All convoy perks are overhauled and unlocking has been tweaked!
Another content update! This one is all about making the most of the Convoys in the game. You may have noticed that in the past a few of the convoys had a unique, always unlocked fourth perk. For example: the youngest convoy, the Pioneers and the very unique convoy the Hermit.
Now with this update, ALL CONVOYS have a UNIQUE INTRINSIC PERK! This means the different convoys play much more differently, even beyond the cards they bring.
But that's not all. Beyond the new intrinsic perk, all other perks have been overhauled and tweaked to be a lot more interesting, diverse and interactive. There's a perk that grants a unique status effect in combat available on most convoys now! And there's different ways that the starting situation of the convoys can improve!
But, how do you get these perks?
In the past, each perk was unlocked by completing the same target but using a different convoy. This was pretty repetitive, but also took a very long time. To make the process more fun this update also tweaks unlocks:
Each convoy has their own targets for unlocks now! And the target numbers should mean that unlocks are generally enabled much quicker now!
For example, one Convoy will have you dismantle items to progress, while another needs to destroy obstacles or play followers of a specific type.
And that's mostly it! Of course this update features a bunch of other minor improvements and bugfixes, which you can find in the changelog!
Stay hydrated,
Martin
The Seer and Spider are here. New prophets for the wasteland.
This free update contains two brand new playable prophets to find and unlock!
This winter on Soma brings and early present for everyone:
Two brand new prophet classes to unlock and play! And of course these come with a set of brand new leader cards. And then there's a host of other tweaks and changes to the cards and game! Read on to find out more!
Quiet and introspective, the seer has the talent of sight. A seer can glance through space and time to stay one step ahead. A gift and a burden at once.
Mechanically the Seer's give of sight is done with Locate. Locate is a brand new mechanic that allows you to select a card from up to three presented to you. By default these cards are pulled from your deck and allow you to get what you need, when you need it.
Precognition is a simple card that allows you to locate a card from among your next three leader cards.
However the Seer also has a more sinister mechanic: Sacrifice. By sacrificing your own units (which will not wound them) you can get even more value out of your people.
Eye for an Eye, which was changed in this update, is one such card. By sacrificing one of your followers you can destroy a random enemy follower. This can set up quite favorable traits, if you manage to control the battlefield enough.
To unlock the Seer, all you need to do is meet the hermit Shree Kha in his cave and get him to join you.
A friend to machines, the spider has mastered speaking to the things made of metal. This makes him an excellent ally, if a tad unpredictable.
The spider is a strange recluse that works well with the machines of Soma. He combines well with the drone keyword followers.
Crash Protocol which was updated and now buffs a drone for +2/+0 and makes it fight against a random enemy target. That's great for just one Energy but since the drones are unpredictable, you can never know what it'll go up against.
This unpredictability also makes his way into the Spider's mind and actions. Many of his effects have random targets and effects, like:
Mind Shredder, which deals 2 damage to a random unit. And it does that for a total of 8 times. Note that it is truly random and might hit your units as well!
To unlock the Spider you need to leave a follower behind at the fallen star's sibling.
Time for a big update! 42 creepy new followers, new cards, balancing changes and more!
I've been busy working on this update for a while. Some of you might have played around with it in the PREVIEW branch but I finally have all the artwork here and in place so it's time to roll this out to everyone!
So, what's in it?
This is the big one! Over 40 new units have been added to the game. Four for each faction (1 common, 2 rares, 1 legendary) plus two unique spawnables....
And just in time for halloween, some of these boys, girls, beasts and drones are of the creepy and spooky variety! Check out the thornhide skulker, a massive spider-like creature sporting a carapace reinforced with razor sharp quills. Or the wretched sadhu, a cultist that prowls burial grounds and wears the ashes of the cremated as decoration. And then there's the pious feeder. The devoted caretaker of his horrific master, the accumulator drone! This tentacled monstrosity consumes biomass of the living and the dead to steadily grow in strength, size and ferocity.
The goal was to add a set of units that enable and improve a number of different deck builds and playstyles. Give them a whirl and see what you can come up with!
Brawl says: If this unit enters battle in a position from which it can attack, then it will fight the first target in the opposing row.
This is a pretty useful keyword, especially if you're behind in terms of board control. It's not quite as powerful as Charge, that lets you decide who to attack. And Brawl doesn't allow you to attack the leader, but it is very useful to set up some quick trades or get in that extra blow to break the enemies hold on the battlefield.
If you check out the new units you will see that it is very present with the Hilltribes, the Beasts and the Cultists.
Our second new keyword is Stoic. It reads: If a unit with stoic is destroyed it suffers no wound.
This is great to create some more resilient units, make more judicious use of Revenge effect and to mitigate some of that damage you take in slower strategies and builds.
Note that no unit has unconditional Stoic in all cases, but there are a few units that gain (or lose) Stoic under certain conditions. And there's a few ways to bestow Stoic upon units otherwise.
Stoic can be found primarily on Union soldiers, lepers, Shiram crusaders and drones.
Another big new feature is the ability to discover and salvage the remains of your previous run. If you played a campaign game and died, then some of your followers and items can be recovered on your next campaign run.
More will remain based on how far you made it and what you were using in your deck when you met you grisly end.
Can you make it to the quest node and recover some of what you lost?
A number of elements of the game were improved and rebalanced. Chiefly among them the enemy decks:
On lower levels enemy decks are less synergistic and they increase in strength more evenly as their level increases. Also some new cards have been added to the game and to the leaders to provide interesting threats that the player can play around. Watch out for traps, mines, automated weaponry and the occasional well-aimed boulder!
Besides enemies the cost of travel was also tweaked. General costs have been increased a tad across the board, while hope gain from luxury items has been reduced a tad. To make up for that reaching a milestone now grants a sizeable hope boost.
This makes for more focused and interesting decisions when it comes to travel without making travel to the next milestone harder. Together with that the chance for fights on the road has been dramatically reduced. Both these factors also help keep the length of sessions a bit more focused.
And lastly the chances for enemy surrenders were tweaked to make it a lot more manageable to force enemies into surrender if you can control the battlefield. This should make getting some of these unlocks a lot easier.
Of course there's also a lot of smaller changes to cards and effects. See the changelog for the full list but here's some of the more interesting tweaks:
The maximum size of the convoy deck was reduced to 24 cards (from 30). This change was made because 30 cards is usually an inefficient deck. Most fights can be won with a 10-15 card deck, only on long matches against bosses will you need more. To help players build a tad more effective and consistent decks the maximum was reduced. If you continue a game where you exceed this new maximum, then you will only be able to remove cards until you are below the new maximum.
The essential charge units (Cultist and Janwar Bear) were both tweaked down a tad by having their Strength reduced by 1 (to 2/2 and 4/2 respectively). This gets them a bit more in line with the other units while still keeping them strong and useful.
And that's it for this update! If you have any thoughts and feedback on the changes, please join the Nowhere Prophet Discord ( https://discord.gg/nowhereprophet ) and let me know!
And now: Have fun!
Martin
Reduced strength of passive enemy effects:
Leper Tormented: Now only provides +1/+0 (was +1/+1)
King lizard: Now only triggers once each turn
Raj Guard Gloryseeker: Now only triggers once each turn
Union Bulwark: Now only provides 3 armor per kill (was 4)
Limited or reduced number of effect triggers:
King Lizard
Ruster Lifter
Feral Javelin
Leper Tormented
Raj Guard Gloryseeker
Union Bulwark
Reduced deck synergy (on lower levels and difficulties):
King Lizard (fewer poison units)
Shiram Torchbearer (fewer direct leader damage cards)
Ruster Lifter (fewer regen units and self damage cards)
Feral Javelin (fewer poison units)
Leper Tormented (fewer regen units)
Raj Guard Gloryseeker (fewer strong fury units)
Union Bulwark (fewer Armor synergy cards)
Ruster Lifter fight guaranteed to be 5 rows wide, gives you more room to build up for a strong alpha strike