Full patch notes for v2.3 of Judgement: Eternal Champions.
0AP attacks cannot execute the Push Combat Manoeuvre (page 46)
Note: Attacks with a cost of (0AP) cannot be used to apply the Push Combat Manoeuvre. They can, however, be used for other combat manoeuvres.
Monsters no longer attack effigies in 3v3. (page 73)
In the 3v3 game mode, Monsters will not attack Effigies under any circumstance and will ignore them during the Hunter phase of their movement.
Direct damage to Effigies (page 80)
Models that attack Effigies can only ever use the damage grid from their Basic Attack weapons. Any increase in damage, including artefacts, level-up bonuses, Innate Abilities, etc… to their Basic Attack weapons are ignored.
Similarly, bonuses to a model's attributes from any source are not applied while attacking Effigies. Any increase in attributes from artefacts, level-up bonuses, Innate or Active Abilities, etc… are ignored.
The Gang Up and Firing into Melee rules do not apply when a model attacks an opponent's Effigy.
Bonuses to the Attack dice pool are restricted to the charging and aiming bonuses. No other dice may be added to the pool while attacking an Effigy.
4th Golden Rule of Cards (page 29)
Abilities on cards that state 'once per activation' can only be activated by the Hero that the card belongs to, during their activation.
Order of Application (page 60)
Occasionally, an event may trigger multiple interrupts/other events. These are not resolved simultaneously but in sequential order, determined by the active player (unless stated otherwise). If the circumstances have changed in resolving one triggered event and the requirements to fulfil the remaining events are no longer present, then the remaining events are not triggered. For example, a Hero advances and triggers 2 Voodoo Idols. If the Hero dies from the first Idol, the second Idol does not trigger.
Elixir of Life
Ring of Teleportation
Bruelin
After several patches of changes trying to balance the AP efficiency of Rampage, and to make it beneficial to a greater number of Bruelin champions, we decided to re-write it.
Grul
We wanted to provide more opportunities for Grul players to benefit from their Warband Bonus.
Ista
The current Effigy Power provides too much of a board state reset so we are toning it down a touch.
Krognar
Closing a loophole that the little terror, Viktor, was exploiting.
Tomas
The play test team extensively tested Tomas to dig into why the Effigy Power was underwhelming, even though it was very thematic and, on the surface, looked strong.
Aschell
Heroes with a 2AP basic attack are an important variation to include in the game; however, they do require extra care when balancing them. Thrommel has been in a decent place for a long time; however, we felt Aschell was under the curve. We also believe we have made Critical Rage a viable option at levels 2 or 3.
Isabel
We continue to tweak Isabel to ensure she sits in the right spot. Improving her Paladin theme at the same time is a bonus.
Istariel
We have been sitting on Istariel changes for some time. She was one of the first heroes ever designed for the game and is a quintessential fire mage. However, she has been sitting above the curve for a while and we decided to pull the trigger reigning her in.
Kain
Kain has been in a solid place for some time and fills a really cool spot in the game. The goal was to balance out some of his level up choices.
Loribela
Everyone's favourite dwarf alchemist is just a little but too good.
Marcus
Standardising his wall with the way Gendris' forest works.
Masuzi
Masuzi had too many options in his kit that he could execute a little too easily. Toning him down a touch.
Onkura
A hero that the play test team really like and spent a lot of play testing on. A bunch of changes to make her compete with others in her slot and leaning in more into her signature ability.
Piper
Aligning Piper's Taunt ability with that of Summoned Al'garath. Piper is in a fantastic place.
Skoll
While Skoll brings a lot of versatility to the battlefield, he often loses out to his peers in the Defender role. We have increased his survivability and the protection he provides his allies.
Styx
We love what Styx brings to the table, but he is a little too safe doing it.
Viktor
The little man's impact was a little too big.
Yorgawth
We wanted to curb this sleeping giant before he woke up.
Al'garath
A few quality of life tweaks.
Gloom
Adding more threat to her kit and bringing her in line with Al'garath
Summons
Al'garath
The balance between what Al'garath brought to the table and the risk of doing so was out of whack. We want Warlock familiars to be impactful but there has to be counter balance.
Dor'gokaan
The big guy simply brought too much to the table when summoned. We have toned him down to reduce the impact of summoning the mighty Dorg.