COUNCIL UPDATES
Cleric heal-on-resurrection reduced from 450 to 400 - The extra 50 HP was often acting as an entire extra sustainable hit for resurrected units. Reducing the bonus to 400 will make the revived council units slightly more vulnerable.
DARK ELVES UPDATES
Phantom resist removed
DWARVES UPDATES
Increased Gunner splash damage from 50% to 66% - The gunner was lacking in ranged situations – he should be able to pack a rather large punch when upgraded with a scroll now.
Paladin gains a stacking 5% boost to power, defense, and resist to all allies in a 3x3 radius - Giving the Paladin an aura will help the dwarf units survive longer and deal a little more damage. The aura also works on crystals. We did this to incentivize players to move Paladins out into the field.
Engineer shield range up to 3 - The engineer will require less AP to maneuver and apply shields, which is a seemingly small but substantial boost.
Debuffs no longer apply if the target has an Engineer shield. This includes the debuffs from the Priestess and the Annihilator - The priestess will no longer be able to weaken units that have a shield on them, which is an inherent boost to the dwarves.
Pulverizer damage increased from 500 to 600 and now permanently removes physical armor - The Pulverizer now deals more damage and removes physical armor (non-helmets) upon hit. This will help them to take out armored units more easily.
BOARD CHANGES
Changed the forward crystals on the Dwarf board from medium to large, and changed the rear crystals from small to medium. This will allow more buffer time for combat before moving towards the rear crystal.
Moved the crystal back on the single crystal Board, as well as adjusting the premium square locations. Games were ending too quickly on this board. These changes should make it much more balanced.