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high rated
Changelog for Patch 1.00.003 Arudha (added 22 July 2019):

- fixed a crash that prevented the game from being played on Windows 7
high rated
Patch 1.00.005 Arudha (24 July 2019)

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
high rated
Patch 1.00.011 Arudha (30 July 2019)


AI

AI evaluation bug fixed: Later moves in a sequence had inflated scores, making even bad moves look useful
AI decision system improved and more responsive to prioritization and unit positioning
AI is less allergic to having obstacles in the front column position
Enemy AI cleverness is affected by level (Ai is worse on lower levels)

Balancing

Enemies

- Enemy levels on map 1 changed to 1-2 (was 1-3)
- Enemy levels on last map changed to 7-10 (was 7-9)
- Enemy levels on crypt map changed to 10-12 (was 9-10)
- Enemy decks adjusted to be easier on lower levels
- Scion Bloodhand deck adjusted: Fewer charge followers in early maps
- Scion High Priest deck adjusted: Only one Bodhisattva, no more danger of cycling them constantly

Cards

- Unconquered Ascetic: Lost Shielded keyword
- The Tireless changed to 4/3 (was 3/6)
- Mounting Pressure cost increased to 6 (was 5)
- Frazzle cost increased to 4 (was 3)
- Bold Strike cost increased to 4 (was 2)
- Shade cost increased to 3 (was 1)

Miscellaneous

- Reduced number of nodes in later maps slightly
- Reduced rest at initial crash site to 3 uses (was 5)
- Finally added rest options to the Crypt Gate (3 uses). You can now take a breather before diving in.
- Battery rewards reduced slightly across the board

Interface

- Improved visual quality of intro logos
- French translation updated

Bugfixes

- Soothing Shadows no longer triggers on moved obstacles or constructs
- Coordinated swarm no longer triggers on dead drones moving and no longer hits dead targets
- Defy Death is depleted on trigger, not on turn start
- Hedgehog Drone is depleted on trigger, not on turn start
- Battery mutator no longer has second player start with 10 Energy
- Wounded followers on the enemy side now start with 1 damage
- Rest button no longer vanishes on 4K displays
- Restarting game after loading a game no longer throws save game error
- Crypt Knowledge follow up events can no show up in the Crypt (no stars crashed into the Crypt)
- Surrender events in combat are now properly loaded
- Various minor text and event issues fixed
Still waiting for the new patch that was delivered on Steam 2 days ago -.-
high rated
(No Changelog for version 1.00.015 Arudha available/shown.)


Patch 1.00.023 Arudha (13 August 2019)

Balancing

- Scion Instigator now 2/4 (was (4/3)
- Raj Guard Gladiator & Leper Alchemist enemies tweaked
- Obstacles directly in front of a unit can now be attacked, even by non-frontline units
- Drone Factory Shelter fortification event made a bit easier (less drones on board at start)

Interface-

- Followers filter system completely updated
- Renamed followers have their name highlighted in yellow
- Followers can now be renamed with an empty name giving them a shame name (thanks to the Discord for providing ideas and inspiration!)
- Increased the size of the Show Battlefield button during the mulligan phase
- Rulebook and tutorial updated to reflect new attacking rules
- Ingame rulebook added
- Nowhere Prophet (a game by me!) intro logo added
- Attack positioning tutorial extended (obstacle attack rule) and image updated

Bugfixes

- Rock granted by custodian is a Leader card, as all other obstacles
- The first phase of Kaalrati is again marked as a Boss enemy
- Typos and corrections to some event text
- All valuables now sell properly without hiccups
- Fixed the order of the BUY and SELL tabs in the shop screen
- Union deserters event no longer is a fight against Machinists
- The order of triggers is no longer switched around every other time
- Suppressing buff triggers during mulligan draw phase now
high rated
Patch 1.01.001 Bhakta (20 August 2019)

Equipment Power Energy Cost

- Equipment powers now have an Energy Cost (ranging from 0-3)
- Row and neighbor attack powers now deal 3 damage (was 1)
- Row attack power also damages enemy leader
- Wild Blaze now discards a leader card and no longer deals damage to you

Balancing

- Worker is now (1/1) but generates 1 armor on Fury
- Choking Fog changed cost to 3 (was 4)
- Drone Batallion changed cost to 3 (was 5)
- Storm Signal changed cost to 1 (was 3) and stats to 0/2 (was 0/4)
- Kaalrati broken has cheese protection "Backup Systems" buff added

Interface

- Mutator Spite has a less ambiguous description
- Leader Deck during travel will no longer blink once player has seen level up hint once
- Added tooltip with enemy level and type in combat
- Changed label on loadout selection to make function of buttons clearer
- Unlocked convoy perks are clearer different from locked perks
- Show available Focus points in pre-combat screen
- Dismantling from combat and event rewards now possible
- Fixed buy/sell order in shop, again
- Cards in deck are less dark when shown in large card grid

Bugfixes

- Custodian text now properly references the Leader not Convoy Deck
- Ensured that "no target" widget is never responsive when not visible
- Minor event typos in EN, DE and FR
- Hotkeys while filling in follower text filter are suppressed
- Blackout also now properly removes stun
- Favorite followers now heal with priority
- Fixed some non-beast fights in beast events
- Pinned down no longer triggers when 0 health units move
- Attack Drone no longer targets dead units
- If a follower is blocked by a follower, they can't attack a blocking obstacle through the blocking follower
- Enemy AI now properly interacts with the new obstacle blocking rules
high rated
Patch 1.02.001 Chakra (17 September 2019)

Custom Game mode added

- Finish three games to unlock the game mode
- Select up to four game modifiers before you start your game
- Six new modifiers added: Diamond, Chased, Affluent, Cornucopia, Unwavering, Cramped and Sloth!

Six new leader cards

- Added Decoy Phalanx, Blistering Blow, Blinding Beam, Surprise Attack, Black Hole Trap and Gear Up
- Added Blinding Beam and Decoy Phalanx to Banshee (replacing Crippling Mudra and Sabotage)
- Leader cards added to items

New pioneers convoy

- Added a new convoy focused on Obstacles and Armor
- To unlock them you need to assist the rebel cell in Pit Nine

Balancing

- Warden changed to 3-cost 3/6 (was 2-cost 3/4)
- Added Warden to Traders convoy
- Bandit Executioner buff change: Now only triggers if you have no Energy left
- Signalbearer is now Rare and triggers for +1/+1 at the end of each turn
- Ordnance Runner is now Common and 2-cost 1/1 with Stealth, Blast (instead of 3/4)
- Union Sapper is now 3-cost 2/4 (was 2-cost 2/2)
- Expert Slinger is now 4/4 Sniper, Blast (was 4/2 First Strike, Blast)
- Zealot changed to 5/2 that destroys a random follower on Fury
- Demolitions expert changed to 1/4 that sets the health of all other followers to 1
- Deplete cost is now 2 (was 3)
- Janwar Bear changed to 4/2 (was 5/2)
- Cultist changed to 2/2 (was 3/2)
- Reduced cost of Arc Overload power to 1

Interface

- Fixed text on Scratch cards to refer to enemy "targets" in the frontline (not "units")
- Added new "thrown Bomb" visual effect
- Added new logo intro animation

Bugfixes

- Hand card sorting issue fixed
- Strain Chain & Buried Knowledge no longer waste triggers
- Strain Chain only triggers once each turn
- Fixed some faction-based fights using the right faction
- Rage no longer triggers on non-killing Robust units
- Disabled all hotkeys while using convoy cards text filter
- Coordinated Swarm status effect can properly target enemy leader again
high rated
Patch 1.03.001 Chakra (28 October 2019)

Board/Control Update!

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?

Fancy New Followers

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!

New Keyword: Brawl

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.

New Keyword: Stoic

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.

Recover Your Remains

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?

The Big Balancing

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.

The Small Stuff

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
Post edited November 05, 2019 by FlockeSchnee
This all sounds excellent, thank you.
high rated
Patch 1.03.005 Drishti (27 November 2019)

Balancing

- Reduced required days for the wilderness wanderer achievement from 14.600 to 7.300
- Crippling Strike tweaked to deal -2/-1 and -4/-2 respectively (was -2/-0 and -4/-0)
- Slight tweak to available follower factions in recruiting locations
- Increased battery gains on Doomed (now equal to Burdened difficulty)

Interface

- Updating French translation in parts
- Added bomb visual FX to Crash Geneer (replacing Knife)

Bugfix

- Fixing an issue with an option within the tower event of the botanical dome location
- Brigand description now correctly says (4/2) in all languages
- AI now better handles enemy obstacles with Taunt
- Time descriptions in options menu now update when language is changed
high rated
Patch 1.04.001 Ekagrata (12 December 2019)

- 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!

The Seer

- 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.

The Spider

- 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.

Class tweaks

Apart from that a number of the other classes got slight tweaks to their starting decks and level up cards. Here's some of those:

Firebrand

- No big changes necessary
- Legendary: Replacing Bury with Bold Strike (was an Echo card)

Echo
Strengthening the debuff (-x/-x) presence in the echo's cards

- Common: Replacing Quick Reflexes with Infect
- Rare: Replacing Crippling Strike (was Mind Break)

Improving the Stun combos in Echo

- Rare: Point Blank replaced by Slash
- Rare: Slam adjusted to kill targets if they are already wounded
- Legendary: Bold Strike replaced by Stun Symbol

Starting Deck more in line with changes

- Blackout changed to Infect
- Mind Seize replaced by Slice
- Slash replaced by Choking Fog

Banshee

- No big changes ncessary
- Legendary: Coordinated Tactics replaced by new card Loyalty Shift

Starting deck adjusted to strengthen discard

- Infect replaced by Bolder
- Rally replaced by Riot (changed to sometimes force discard)

Tower

- Strengthened control through mass damage cards
- Rare: Unstable Weaponry replaced by Mind Seize
- Legendary: Battlefield Trance replaced by Mind Break

Starting deck adjusted accordingly

- Blessed Strength replaced by Static Charge
- Decoy replaced by Guard
- Unstable Weaponry replaced by Secure
- White Noise replaced by Mind Seize

The small stuff

- And here's the various smaller changes, taken straight from the changelog:

Tweaking leader cards

- A number of leader cards were changed and twewaked to harmonize with the new classes
- Riot: Now discards and draws cards
- Eye for an Eye: Ssacrifice a follower to destroy a random enemy follower
- Desperate Action: Only does two damage and draws a leader c ard
- Heavy Slug: No longer draws a leader card for the enemy
- Juggernaut: Now refreshes the target
- Crash Protocol: Targeted drone now fights a random enemy target
- All sacrifice effects now no longer deal a wound

More stats tracking

- A larger number of interesting gameplay stats are now being tracked by the game
- Your current and overall stats are now be visible in the collections stats and cargo screens

Balancing

- Reduced requirements for convoy perk unlocks to 20 fights (was 50), 5 milestones (was 15) and 8 bosses (was 25)
- All classes had their level up and starting decks tweaked slightly
- Feral Guide to 5/3 (was 6/3)
- The Tempest to 6/7 (was 6/6)
- Hired Gun to 3/4 (was 4/3)
- Sweeper to 5/4 (was 5/3)
- Chatri Matriarch to 5/5 (was 5/4)
- Rabid Lizard to 3/5 (was 3/4)
- Reclycer to 4/6 (was 6/4)
- Berserker to 4/4 (was 3/3)
- Caste Overseer to 5/7 (was 6/6)
- Matyr reduced to 4-cost 4/3 (was 5-cost 5/3)
- Company Agent reduced to 4 5-cost 4/5 (was 6-cost 4/7)
- Anointed inquisitor reduced to 7-cost and 3/8 (was 8-cost 7/6)
- Strategist reduced to 4-cost 2/2 and gained Stealth (was 7-cost 7/7)
- Shadow to 2/3 and gained Stealth (was 5/3)
- Lumbering Chambal to 3/6 (was 2/6) but only gains +3/+0 on Fury (was +4/+0)
- Savage Aibhana gained Brawl
- Protector now adds armor on revenge
- Deceiver now steals followers permanently
- Siege Breaker was set to rare by mistake, has been corrected to legendary

Interface

- Fixing a large number typos in UI text and events (Thanks to Ophidian for the event checks and everyone for the reports!)
- Can now click on the deck piles to look into the decks (only your own) and discard piles (all)

Bugfix

- Tea luxury item now heals properly again
- Ruster Lifter now heals over his starting HP again
- AI can now properly play Brawl followers
- Removed a few erroneous Attack tags from cards
- Can no longer spend two Focus points on one card by double clicking
- Wild shot can now also target obstacles as intended
high rated
Patch 1.04.005 Ekagrata (17 February 2020)

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.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.

Intrinsic Perks

Here's a look at all the intrinsic perks! Can you figure out what convoy they go with?
Open Path: Your side of the battlefield always has at least one empty row. Can not gain Believer points.
Devoted to the Faith: Blessed units gain +0/+1 instead. You take no damage from an empty leader deck. Any drones added to the convoy are demolished.
Lost Legion: Start combat with 1 extra convoy card. Followers with an Energy cost of 4 or higher cost 4 extra batteries to recruit.
Stand Alone: Swap your starting and maximum hand count of both decks. Reduce the maximum convoy deck size by 12 cards. You take no damage from an empty convoy deck.
Strength of the Pack: Each recruiting location has at least 3 beasts. Non-beast followers in your convoy deck count as 4 cards.
Hunter-Gatherers: Gain 4 food whenever you reach a node in difficult terrain. Your leader heals 2 fewer damage each rest.
Hardened Outsiders: Heal 1 additional damage on your prophet or 1 additional follower wound when resting.
Battlefield Engineers: Fill rows with obstacles on both sides. You have a 50% chance to go second in combat
Fortune's Favors: Start combat with 1 extra convoy card and 1 extra leader card. You have no mulligan phase.
Mechanized Life: Each recruiting location has at least 3 drones. Healing followers costs 5 batteries instead.
Crafty & Stingy: Each market has 1 extra piece of equipment. Hope gain from shared luxury items is reduced by 4.

More Perks

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?

Unlocking Extras

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
high rated
Changelog for Patch 1.05.000 Guru (31 March 2020):

Another huge update! I'm excited to finally round out the classes to the full set I envisioned years ago. With the Breaker and the Stalker two brand new prophets enter the fray, so let's look at what they can do!

The Breaker
- 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:

Marking groups + AOE damage
- Marked is a new keyword that increases the damage a unit takes. The breaker is good at spreading out marked on groups of enemy targets and then to follow up with area of effect damage (Blast and other cards) to capitalize on their vulnerability.

Obstacles
- Putting down cover, throwing explosive barrels onto the enemy battlefield or just blocking off a column entirely. The Breaker knows how to handle and shape terrain.

Single, strong units
- The Breaker is good at fortifying individual units. Giving them stat boosts and other benefits to build up true juggernauts.

The Stalker
- 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.

Marking individuals + Double tap
- The Stalker also uses Marked but specifically to target individuals, to either make them more vulnerable or to disable their defensive capabilities. This combined with a new pair of attack cards that hit a single target multiple times allows them to really capitalize on that. This also makes these cards really good against Robust targets.

Beasts
- Like many members of the hilltribes, the Stalker has become a friend to beasts. They can bring them into battle to bolster their own ranks or to directly slam into the enemy. A number of cards feature strong Beast synergies.

Stealth
- Staying hidden is a part of the Stalkers strategy. A number of cards grant Stealth to their followers or capitalize on the units that are already in Stealth. And to make Stealth a bit more reliable, the keyword has been changed to only pop when taking damage from a follower or unit, not from the leader. This is usually going to be retaliation damage and it helps make Stealth a more robust investment during a battle.

Positioning
- With their knowledge of battlefield tactics the Stalker is an expert at pushing and pulling people around. The Stalker has a few cards that either harm or help units when they are moved around, combine this with cheap access to movement cards and interesting strategies come together.

New Keyword: Marked
- 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.

Balancing changes
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


Standalone installers updated: 1.04.005 Ekagrata ⇒ 1.05.000 Guru
GOG Update when?
Steam is updated since July...
Latest patch is July 2021, so I assume it has parity with Steam.