Again, I understand that patch notes don't always list all changes for several reasons. I just wanted to start this thread so that we can hash it all out.
Here are the actual notes for 1.17:
Bugs fixed:
- New Gravity pull code (should take care of most gravity pull bugs)
- Immortal icon does not persist anymore if the permanent is removed from the game
- The slot machine have a new icon for upgraded cards
- Upgraded alchemy cards pay the correct amount of money if sold
- Several AI improvements (AI learned how to use the new alchemy cards... hopefully)
- Fast clicking on a target should not multiply the effect of a card anymore (not tested yet)
New cards:
Aflatoxin, antimatter, luciferin and liquid shadow will be available soon.
Balance:
- Stone skin cost reduced
- Heal heals for 20 hp, card cost increased
- Spark is now a 3/0 creature ( 5/0 upgraded)
There were a lot more changes to the AI. A lot of it seems to be targeting, which is good. In the past, the AI seemed to "forget" to use abilities that they can play such as devour, firefly, paradox, infection, poison even though they have the quanta. That is no longer happening as far as I can tell except I noticed a failure to cast fireflies a couple of times. How the AI plays their cards is different too. They don't hold onto cards as long as they used to. For example, Seism is rewinding my creatures in the first few turns. I don't recall in hundreds of matches against him ever using it so early. Rainbow's timing is different as well. No more of that last minute steal fest. Not as late anyway. The FG's are also using protect artifact more often instead of holding onto it for several turns. Explosion got some major changes to how the AI plays it. It still can be wasted on bonewall but it will more often go after more important stuff like graveyard and feral bond.
Stuff I'm not sure about:
I can't seem to put my finger on it. Maybe I just went on a bad run but the AI seems to be so much faster in every way. It's like it they have cards up their sleeves. 3-4 turns and it has 6-8 creatures out. And no I'm not talking about Ferox. This could be because they are no longer holding onto cards as long as they were (assuming that I am correct about that).
Balance issues:
These seemingly minor changes to the AI is having a tremendous impact on game balance. Drawing 2 cards, being able to have huge decks, more than 6 of each card and 3 quanta instead of 1 is now probably too much of an advantage for the AI who we often beat simply because it made too many fatal errors in its decisions. Now that it is making better decisions the game has even more so become about luck of the draw instead of skill and the amount of luck required to win is now off the charts.
Reducing the Luck Factor:
These ideas are intended to be solutions that can be implemented with simple changes to the code and not a big rewrite. Let's face it. The ideas in the M:TG thread would require a total rewrite.
There should be a check in the beginning of each match that checks to see if each player has at least one tower/pillar in their initial draw. This is pretty standard in card battle games.
Increase the cost of explosion/rewind. The new AI is shutting us down a lot faster now.
Limit the number of each card the False Gods can have in their deck. Instead of giving Seism 12 Quicksands, maybe give him 8. Maybe 6 rewinds instead of 8. These sorts of cards should slow us down and force us to be more efficient instead of having the potential to shut us down completely which is much more often the case now. Whatever makes sense for balance in the overall changes to their decks
I'll add more tomorrow when I play another session.