Errata Designer Notes, October 2023

Greetings adventurers!

Today we will share with you some insights into the functional part of the first errata of Eldfall Chronicles.

You can find the documents with implemented changes under Resources, here.

For the Changelog (full list of changes) under Resources, here.

You can read on here or access the .pdf document with the same text by clicking the button below.

Extracted Text

But first let us set the stage a bit to provide context. Eldfall is a relatively young game, with the skirmish game having been available in retail for less than a year. However, despite this, we believe that interesting and balanced gameplay is key to the success of the game. To this end, we began collecting data as soon as people got their hands on the rules and started reporting their results some 3 years ago. Simultaneously, we kept a watchlist of interactions and continually tested them to determine where things might need adjustments. Through these efforts, we have reached a point where we believe we’ve identified the meaningful changes that will improve the game.
As you will see, most of the changes simply bring things in line with our vision, or correct an oversight on our part. Nonetheless, there are a few areas where we recognized the need for alterations to the balance of the game.

In this article, we will specifically focus on changes that directly impact gameplay.

These alterations primarily target player-versus-player gameplay, as imbalances in this context can most easily result in negative playing experiences and frustration. However, we encourage everyone to apply these changes across all styles of play.

There is a separate list of changes to the rules in the “Changelog” file, which mainly consist of further clarifications or corrections of spelling and formatting errors. For the complete list of changes, please refer to said Changelog, which is published alongside the errata on the Resources subpage.

Now, without further ado, let us tackle the changes.

Changed the Effect on Claws Weapon to: First time each turn this model deals a Wound, this model gains an Activation Point and the wounded model loses an Activation Point, if it has any.
Designer note: Gargoyles were found to be extremely dangerous in large numbers. This change lowers the ceiling on their activations. The effect of gaining extra Activation Points is still devastating, however a set of lucky dice rolls cannot result in a complete wipe anymore.

Flying Carpet Upgrade:
Added a sentence: This upgrade may be equipped only by models of Size Medium or smaller.
Designer note: The only reason for this change is that we found the Slayer Dragoon, mounted, was able to apply this Upgrade as well. That combination was immersion breaking as well as problematic for gameplay (the Upgrade making a 36” Dash possible was too much). This was the simplest way to remove that option while still leave Flying Carpet as a strong but expensive option.

First Aid Upgrade:
Changed this Upgrade’s Limit to 1.
Designer note: In our testing, First Aid was the strongest Upgrade by far. The ability to restore Incapacitated models before the Strategic Phase, thus allowing them to Activate normally is one of the strongest abilities in the game. We want to leave this powerful ability as an option in the game, however, multiples of First Aid proved problematic and resulted in games boiling down to either putting the models in the Dead state, or achieving nothing. So, capping the Limit at 1 seems like the correct choice. It allows players to access this ability, but stop it from warping games around it.

Pg. 43 Flying:
Changed line 5 from “Cannot become Engaged (state)” to “Cannot become Engaged (state) or cause Engaged (state)”.

Pg. 49 Flight:
Added a line at the end: A model cannot enter Flying (state) if it is Engaged (state).
Designer note: The two adjustments made to the Flying and Flight mechanics aim to introduce greater opportunities for countering flying models. Previously, these models exerted substantial battlefield control, particularly when equipped with a Spear. They could effectively keep other models Engaged while simultaneously preventing those same models from engaging with them, resulting in situations that felt impossible to escape. Our objective was to address this issue while retaining the significant mobility and defensive capabilities of the Flying mechanic, with the key change being the removal of its controlling aspect.

Pg. 55 Sweep I/II:
Changed both levels to read:
I: On a successful Attack roll, all models within this model’s LoS and Melee Weapon Reach suffer a Hit.
II: On a successful Attack roll, all models within this model’s Melee Weapon Reach suffer a Hit (including models behind this model).
Designer note: It was possible for a Helrin Expatriate equipped with a Crossbow to unintentionally bestow the Sweep ability to the Crossbow when under the influence of the Burning Hands spell. To address this unintended interaction, we have restricted the application of the Sweep ability to Melee Weapons only.

Pg. 60 Unrelenting Zeal:
Changed Effect to read: When the enchanted model would suffer a Wound, it may perform a M roll. If successful, that Wound is prevented and this Spell ends.
Change STK to 2 and RCH to 16
Designer note: Once again, we find the Slayer Dragoon to be the problem. If the model was enchanted with this Spell and in the Night Priestess’ Awareness, the Dragoon was invulnerable to all Attacks. By rewording the Spell, we limit the maximum Effect of the Spell. However, we amplified the utility by increasing the Reach and allowing you to put it on two targets with the same Action Point, bringing it more in line with other defensive spells, such as Protective Barrier.

Pg. 60 Agony:
Added a sentence at the end of Effect:
If a friendly model comes into Base Contact with the enchanted model, the Enchantment ends.
Designer note: Since Agony is an Enchantment and models cannot dodge it, the targeted models without Ranged Weapons were left without counterplay. This led to poor game experiences where two thirds of your force could be put under this Spell without any potential counterplay. With the change we allow counterplay, however, the Thenion player can still heavily punish bad positioning and force unfavourable Activation Sequences with this Spell.

Pg. 62 Arcane Shield:
Changed effect to:
Enchanted model gains +4 to its ARM value. This bonus cannot increase a model’s ARM value above 6. In addition, Critical Hits scored against this model do not ignore ARM.
Designer note: Arcane Shield posed significant issues when used in combination with models having high Armor values, like Helrin Expatriate with Additional Protection. In such cases, opponents would require a Power of 17 or higher to inflict any damage. To address this problem, we made a modification to the Spell: it now grants a fixed Armor bonus, capped at the maximum achievable with this bonus. If your Armor rating already exceeds this maximum, you won’t receive an increased Armor benefit, but you will still enjoy the second advantage. Additionally, we introduced a new line to emphasize the magical essence of this protection, providing models with a means to withstand critical strikes, as magical protection offers no vulnerabilities.

Pg. 34 Dodge:
Changed 4th line to:
If a model declares Dodge and did not have LoS at any point during the Active Models
Movement Step, the Dodge must be performed with a halved Agility attribute.
Designer note: This change corrects an oversight on our part and prevents models from exploiting the manoeuvre of running into an opponent’s Back Arc from the front to gain undue advantages.

Pg. 32 Broken Morale:
Changed first sentence to:
If at any time the number of models in a party would fall below half of their original number, the models of that party become affected by the Panicked state for the rest of the game.
Designer note: Again, an oversight on our part, but very important for games where one side is fielding an even number of models. This now allows those forces to break under pressure, as was intended.

Pg. 61 Confuse target:
Changed second line to:
The target model becomes Confused (state) until the start of caster’s next Strategic phase.
Added to effect:
– Ricochet (1)
– When casting this spell, the caster may spend 1 mana to gain +2 STK to this Spell.
Changed type to: Sorcery.
Designer note: The Confuse Target spell previously lacked a practical use. Imposing a debuff only until the end of the turn was, in 99% of cases, an inefficient allocation of Action Points. With the revised wording, Confuse Target remains a situational spell, but it now possesses distinct and meaningful use cases, aligning with our aim for the Wizardry school’s toolbox spells.

All in all, we are happy with the state of the game, and the required changes are minimal. However, we will be closely monitoring certain abilities and interactions. If they prove to be over or underpowered, we will intervene and make adjustments in both directions.

One significant omission from today’s announcements pertains to the Scheme cards. This doesn’t imply that we believe they are without need for change. While we consider them suitable for casual play, we acknowledge that some may be imbalanced for competitive play. This will be addressed in an upcoming competitive play document scheduled for release in the coming weeks. This document will contain information on formats, tiebreakers, and everything you need to organize a tournament. It will also feature a balancing patch for the Scheme cards tailored for competitive play, along with the introduction of five quests specially balanced for competitive gaming.

That’s all for today. Thank you for taking the time to read our updates, and please share your thoughts on these changes via our social media channels. Happy gaming!

– Samo

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