Overall goal was to make the game more streamlined, eventful and less prone to randomness. That’s mainly done by new resource system and scaling down on AP costs across the board. In addition to that, there are the usual balancing changes.
Resting is newly introduced as an optional special action: Pay 2AP with a hero and you get to draw 2 cards (old FP:s).
Sally
Improved the slow of needle & thread from -1SQ to -2SQ when hitting enemy.
Nightstade: Improved potential extra DMG to a D3 instead of D2.
Rag doll: Improved by removing 3D check.
Quinn
Flare Gun: Now costs 2 Cards instead of 2 FP, making pricing steeper but since it’s a weapon effect it’s also not possible to counter it, so balanced perhaps.
Therapy: Now costs 1 Greater Boost instead of 1AP & 1FP.
Bubble gum: Gums can now be refilled for 1 God of Fate/gum.
Femme fatale: Balanced it slightly by letting opponent draw a fate card if there are boosts available.
Hammer time: Now costs 1 Greater Boost.
Wonder
Bracers: Can be boosted, now costs 1 Surge instead of dice-check.
Leap: Improved from 2SQ to 3SQ, now costs 1 Surge instead.
Lasso of truth: AP cost removed. Now costs 1 Surge.
Lara
Dogde roll: Now costs 1S instead of 2FP.
Archeology: Easier to get 1VP, removed die-check, but 1SQ longer from enemies is now required (4SQ) stimulating chases. Costs 1 Greater Boost.
Super
Up & Away: Lowered cost from 2AP and 2FP to 1 Greater Boost and 1AP.
Burn: 2D check removed, costs 1GS instead.
Wallbreaker: Re-worded for clarity. Price changed to 1 God of Fate.
Alfred’s Calling: Now costs 1 Boost instead of 1AP & 1FP. Reworked so you get 1VP if you guess both the attacking hero and the victim. When failing to guess the opponent draws a card.
Bat
Dynamic Duo: Lowered range of allt to be in 4SQ from 5SQ, made cost steeper so it’s now 2 Boosts instead of 2FP.
Telescopic Lens: Now costs 2 Cards, any, instead of 2FP.
Harry
Hedwig: AP cost removed. Now costs 1 Boost. Hedwig can now move 3SQ for cost of 1 card.
Cloak of invisibility: Now costs 1 Greater Surge.
Magic Aura: Replaced with Alchemy that allows card conversion for player.
Patronus: Costs 1 Card & 1 God of Fate instead of the FPs. Lowered range from 5SQ to 4SQ.
Fate Points: Out
Removed in their previous form,
Restricted to only be awarded during your own turn and once per hero/turn to counter sheer luck or dice heavy heroes or heroes that have more instants than others.
Fate Cards: In
A common deck of 54 cards replaces the fate points. One card is equal to what was one point, however, the card info such as suit and value are used in various ways. It’s a more dynamic resource management system and also “currency” of the fate point system, leading to a lot more decision making from the players.
Underdog: The player with less heroes gets to draw 1 more card per round/missing hero. Underdog insta-compensation for dying with a hero is lowered to 3 cards from 5 FP.
Reworked all hero costs due to new fate card system.
Counter system: With the fate cards in place there is now a new deep counter system. It allows you to get out of a few tricky situations by planning ahead, making some aspects of self-balancing more viable.
Initiative rolls: Replaced by fate cards comparison instead.
Disengage rolls and AP costs: Are now gone, turtling game and made it luck dependent. Disengaging now cost 1 card, any.
Tactical Opportunity
Removed AP cost for tactical opportunity. It turtled down the game too much and also made TO only viable when rolled on first AP, which isn’t intuitive and in addition too luck dependent.