
As summer comes to a close, things are heating up in Firestorm! We've been working hard to bring you a full set of changes that are sure to add depth and variety to your strategies.
Nature cards have an emphasis on being mobile and focus on survival. Enlists and control beasts to quickly bring the battle to your enemies. Use unit powers and healing herbs to boost their health and movement points. With a variety of new mechanics and ways to approach the battles, the choice of how to build your decks becomes even more important.
A base at which you can deploy units. If you lose all your bases, you are defeated.
A wagon can use an action point each turn to move.
Provides power (Nature) each turn.
A base at which you can deploy units. If you lose all your bases, you are defeated.
To upgrade from a Wagon to a Settlement, the wagon must not move for a certain number of turns. Note, this card is upgraded on the gameboard, instead of in your hand, and returns to a Wagon when discarded.
As an action each turn, this unit can heal units for a small amount at short range.
Provides power (Nature) each turn.
Standard nature beast for exploring and attacking.
A stronger version of the wolf.
To upgrade from a Wolf to a Dire Wolf, you must destroy units.
A strong wolf that remains hidden in forests. When hidden, this unit can only be seen by special units, or units that are directly adjacent to the wolf on the gameboard.
To play a shadow wolf, you must have a certain number of forests in your domain.
To upgrade from a Wolf to a Shadow Wolf, you must attack units in forests.
An herb that can be played on units within your domain to heal them. After being played, requires a cooldown before the card goes into your discard pile.
An herb that can be played on units within your domain to heal them each turn over several turns. After being played, requires a cooldown before the card goes into your discard pile.
To upgrade from a Balm Weed to an Everheal Herb, you must heal units.
An herb that can be played on units within your domain to heal and increase their max health for several turns. After being played, requires a cooldown before the card goes into your discard pile.
To upgrade from a Balm Weed to a Barkskin, you must heal units to full health.
A standard nature unit for exploring and attacking.
As an action, this unit can spend several turns searching a forest for an herb, creating a new card for your deck.
As a passive power, each herbalist reduces the cooldown of herbs before they go to your discard pile.
A standard nature unit, weak on it's own.
As a passive power, herbs can be played within a certain distance of a healer, even outside your domain.
To upgrade from an Herbalist to a Healer, you must use herbs near this unit.
A strong but simple ground unit.
As a passive power, all nearby beasts start their turn with increased movement points.
To upgrade from an Herbalist to a Beastmaster, you must use beasts to destroy units near this unit.
To play a Beastmaster, you must have a certain number of beasts already deployed.
A large beast with a very power attack.
To play a Giant Bear, you must have a certain number of Beastmasters already deployed.
We will continue to focus on fixing any bugs and maintaining a smooth running application for both Linux and Windows. This release includes many such improvements that were not already part of a recent patch. In particular, we have focused on creating a more stable multiplayer experience.
As always, any bugs are issues can be reported on our Steam forum, https://steamcommunity.com/app/4447420/discussions/, or to our support email, [email protected].
Any major release or significant update is bound to bring with it some bugs, so we will prioritize addressing these first.
General polish for the user interface, sound, music, etc.
A campaign to continue the story from the original campaign, introducing and showcasing the nature deck.
Expanded multiplayer, with more game options.