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Watermelonseller liked a post in a topic by Metagross31 in 5.2. Challenge - Pure fire - Slave masters
Bonus: If you want to defend against the Twilight spawn building with minimal effort, play a Juggernaut and move it right next to the spawner. If you time a Stampede to go off right as the Twilight Manifestations spawns, you can destroy it without it spawning a single unit. The manifestation will respawn, but it takes a long enough time to allow the Stampede to recharge, so you can repeat this method indefinitely (assuming you have enough power at this point).
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GrubaSrb liked a post in a topic by Metagross31 in Deck Sorting Idea
You can already make PvP-only decks, which helps a lot with organizing your decks.
What Riviute says is a nice approach imo - make it possible to create more categories and allow players to open/close (or rather fold/unfold) them.
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Metagross31 liked a post in a topic by Majora in The growing concern that "I" have with Skylords Reborn
I'd like to clarify two things:
- Promo Sunderer will not drop from boosters after the season. It will be purchasable with Relics though.
- You will be able to collect Promo Sunderer in the season without doing Nightmare missions. You will need the 2nd and 3rd batch of challenges (in addition to some repeatable) though, which are releasing in July and August.
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Metagross31 liked a post in a topic by Watermelonseller in 5.2. Challenge - Pure fire - Slave masters
5.2. Challenge
Took care to mostly avoid overly expensive cards BFP wise (like Spitfire). While I used Thunder wagons for firepower against Ravenships, they're optional.
Core cards:
- Any swift units, preferably nomads to avoid edge cases against artillery.
- Magma hurlers + Undying breed. Unity comes close to mandatory.
- Fire dragons + bloodthirst. Earthshaker and firespheres will also make your life easy, one of the two is strongly recommended.
https://smj.cards/deck?code=40410m0q0r0u0o6A06600w4B6C070E45650p0t0x&name=Slave+master+no+buildings+pure+fire+challenge
Fire slave master.pmv
Strategy in short:
Wait untill the Twillight breaches the rightmost wall segment. Latest is the 1st abom spawn. Secure the fire emitter and activate it. Nomads sneaks into the wall segment (wallbreak if neccesary) without artillery fire.
Congrats, you skipped T2. Magma hurler + melee to secure T4. Optimizing Undying breed is crucial to build T4 army.
Fire Dragon + Emberstriker + Bloodthirst should secure the rest.
Deck is not meant to defend the emitter, only delay.
Rest of deck is free-style.
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Metagross31 liked a post in a topic by Watermelonseller in Pure fire Titans - Budget-ish edition
Took care to mostly avoid overly expensive cards BFP wise (like Spitfire). While I used Thunder wagons for firepower, they're optional.
Core cards:
- T1 Nomads(R), fire bombs (to deal with Deep Ones), Makeshift tower
- T2 Fire Stalkers, lava field
- T3, Magma hurlers + unity. Use Spitfire by preference but Voodoo shack at your starting is also a viable substitute to destroy MoTK and several other buildings
- T4, technically free style but Fire dragons + Bloodthirst is strongly preferred.
Deck used:
https://smj.cards/deck?code=40630b0d0m0q0r0u0304430o060N0l4B0E450p0t&name=Titans+pure+fire
Strategy in short:
Description is mostly for Pos 4 since it's the most difficult. I suggest going north first since it has 4 wells.
Red Nomads are used to 2-shot the Swamp drake. Go in with 4 Nomads incase 1 gets caught by Deep One or sniped by Living tower.
Use fire stalkers + spells to clear your way to T3.
Use Magma hurlers + Unity to get through the rest. Use by preference Spitfire but Voodoo shack can also be used from your starting position.
Finish off with fire dragons + bloodthirst.
Note:Jorne can be blocked with buildings at entry.
Titans pos 3.pmv
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Metagross31 liked a post in a topic by RadicalX in Into the Jungle solo Fire Guide (Fire Season Nightmare Challenge 5.3)
Introduction
Hello there,
After receiving several questions about this, I decided to make a short guide on solving the current Nightmare challenge of solo-ITJ with a pure Fire deck. The challenge is definitely one of the hardest ones the Fire season has to offer, but with some tips and tricks it is certainly managable. I will mostly try to cover the general concepts you need to understand in order to solve the map consistently. For those who just want to see a replay, I attached my personal solution at the end of this post.
In terms of deck building I will try to cover alternative options for expensive cards, whenever possible. Based on my experience, the only completely mandatory card from a high price range would be Mine (fortunately no charges required), even though I would heavily suggest running Shrine of War as well. Every other rare/ultra-rare can be replaced in some form.
The goal of this guide is about offering a consistent way to clear all three camps before the timer runs out. Theoretically, it is also possible to lean towards defending at later stages of the game as Tower of Flames, Pyromaniac (r) and Morklay Trap are reasonably powerful buildings, but this would be significantly slower and much more difficult to pull off. Every missed timer can potentially lead to a loss. After you learned how to clear the three camps in time consistently, it will be much easier to solve this challenge.
T1 Stage
Required Cards: Strikers*, Mine, Suppression, Blaster Cannon
*Can be replaced by Nomad (green), but I highly recommend using Strikers for this map. For those who don't know, damage reduction buffs get amplified on targets with unity effects like "Gang Up" making them almost twice as effective. This allows Strikers to scale as tanks into T2 when paired with Fire Force (blue), making them a stronger choice than Nomad on this map.
Task 1: Defending the waves
First of all you need to deal with two waves attacking your main base right away. Dealing with this isn't difficult per se, but when playing alone you want to spent as little power for your defense as possible. It is important to make a lot of early progress on the map and ideally clear some power wells to make up for the economy deficit as quickly as possible.
The important thing you need to know is that each of these two waves respawns two minutes after being cleared. Keeping one unit alive will delay the respawn of the entire wave. Clear the eastern wave first with Strikers and your Amii Phantoms, but keep one of the Maulers alive. The wall at your main base will keep it busy for minutes and you don't need to worry about additional attacks as long as the Mauler stays alive. Do NOT do this freeze with one of the ranged units as they are much more prone to follow your units around the side path instead of staying at the wall. It is the preferred method for speedrunning, but overly complicated for a normal playthrough. Also make sure you don't lose a unit until you have 4 Strikers. Once the Gang Up effect is active, it will be way easier to keep them alive. You can then clear the wave to your left entirely afterwards, you will be in time to deal with respawns without spending additional power besides keeping the wall.
Task 2: Clearing the first camps
After getting 5 Strikers you can move on to clear the first southern camp. I recomming using one mine for the melee units while charging onto the Spirit Hunters or some of the other small units. Use the Amii Phantoms to clear the spawn building quickly as the units do respawn quite early. If you keep this in mind, the camp is quite easy to clear.
Now there should be enough time to clear the camp to your left as it provides two power wells. Getting these early will make your life easier at later stage of the game. Prepare a Blaster Cannon for the Mana Wings. It can also be used to heal up your damaged units. Pull the nature units away from the Living Towers, so you don't have to deal with them at the same time. I would recommend pulling with a phantom as it doesn't get knocked around by the Living Tower. Use one Mine for the Fathom Lord and focus it after pulling. The Blaster Cannon will deal with the Mana Wings and can be destroyed afterwards. At last you can take out the buildings and use the Amii Phantoms to get those power wells quickly.
From here the wave you cleared at your main base will be respawned, you can just use your army to clear it again. Do not spend any additional power. It is not necessary and will be needed later on. The Mauler used for the Freeze can be ignored as it just dies to the orb eventually.
Task 3: Razorleaf fight
Fighting a buffed XL unit on T1 seems intimidating at first glance, but Fire has a very easy solution to this. You can stack three Mines in right in front of the Razorleaf as the explosion radius is larger than the spell placement blocking. The Razorleaf won't move, but you can pull the Dryads through those Mines to trigger them. This is already enough damage to kill the Razorleaf even without focussing it at all. Upon placing the third Mine you can engage with your Strikers (I usually have 6 of them at this point) and run right to the main camp. The Razorleaf might not respawn, but the Dryads and Mauler do, so getting rid of that spawn building should be the priority. Cast Suppression on the Living Towers. If you are fast you can suppress before the tower gets its first shot. You can keep the Phantoms out of the fight for safety reasons, but using them to clear the Strangleholds can save a few seconds. Now you can unlock your T2.
T2 Stage
Required Cards: Fire Force, Wildfire*, Firedancer**, Pyromaniac (red),
*Wildfire can be replaced by Lavafield. Having a damage spell at this stage of the game is important and Wildfire is certainly the stronger choice (more damage for lower cost), but alternatively this can be played whenever I mention the use of Wildfire.
**Firedancer can be replaced by Firestalker. It's slower due to inferior building dps, but you gain good S knockback when fighting units and as its base mode is melee, Firestalker will benefit from the Fire Force buff. If you delay your engagement on the second main camp and add 1-2 extra units, you should be fine.
Task 1: Preparations for the next stage
While building T2 you should use the side path to get the three Windweaver squads from the jungle path to your left. Then move back to your main base. Once your T2 is finished, cast Fire Force (blue) on one of your Strikers right away, keep all of them until T3. On a sidenote: There is a small bug, which probably will be fixed eventually, but right now the Amii Phantoms do count as melee units. They most likely won't get in danger here anyways, but the bonus damage reduction being an extra safety net is a nice bonus.
For the solo run it's probably best to ignore the Eastern and Southeastern camps for the entire game, so you need to continously defend against waves here. Rebuild the right wall and build Towers to defend. At first one Pyromaniac will be enough, but once the Island starts attacking, there needs to be a stronger defense.
Task 2: Clearing the way to the second camp
The next two camps are quite easy to clear as long as you keep an eye on two things: 1) Always use Suppression onto the Mindweavers. 2) Do not forget about the wave. If it overlaps while you are in the middle of a fight things might get tough. At this point you should have the power to use Wildfire to support your attack. You will get two additional power wells on the way, take them as soon as possible. If you have some spare power afterwards, you can start summoning Fire Dancers to progress more quickly and get rid of any annoying structure on the way. The second camp has the spawner for one of the waves, so you can leave the left side of your main base unguarded for the rest of the game.
10 Minutes into the game the Island will start sending waves to your main base. These will always hit the right wall, so you need to build more Towers there. At the bottom of your wall you might want to consider a second Pyromaniac to defend against the ground units and one Blaster Cannon at the top as there will be Parasite Swarms aswell. If you use only one Pyromaniac you probably need Wildfire against the big waves of Drones and Deep Ones, otherwise you might get in trouble once the wall goes down. Always make sure to repair these buildings between fights as these waves will hit your main base for the rest of your game and losing your orb might lead to a loss.
Task 3: The Bramblethorn fight
Once you have 6 Strikers and 5 Fire Dancers and enough power for one Wildfire you can start fighting the second main camp. You can just pull everything by destroying the Healing Gardens with your Fire Dancers from a safe distance. The key unit to considere here is the Bramblethorn. This Tempest-like unit deals massive damage over a long distance and roots on hit. Your Strikers can tank the damage, but once your Phantoms start getting hit, things will be dangerous. It is important to note, that unlike the units the Bramblethorns do not respawn after getting taken down. Bursting them early with Wildfire and unit focus is beneficial for that reason. Keep your Strikers close together and let them tank everything for your ranged units. Use Wildfire whenever possible. Move your Firedancers to the top and destroy the Living Towers one by one until you can focus the spawn building. From here you probably win rather easily, so keep an eye on your main base and check what happened to the wave from the Island.
T3 Stage
Required cards depend on strategy:
1) The Spitfire strategy: Spitfire, Hellhound*, Shrine of War, Unity (green), Dying Breed (purple), Morklay Trap (optional), Disenchant (optional)**
*Can be replaced by Juggernaut or Sunreaver (low budget)
**Can be replaced by Gladiatrix (also counts for strategy 2)
2) The Hellhound strategy
Hellhound, Aura of Pain, Shrine of War, Unity (green), Disenchant, Morklay Trap, Disenchant
3) The camp skip strategy
Any melee unit, Unity (green), Inferno, Magma Hurler, Eruption, Scorched Earth (red) (optional)
Task 1: Clearing the Hurler boss (strategy 2 & 3) and the first camp
After taking the power well and T3, build two Shrines of War and keep the buff up at all times. Void return is such a powerful mechanic and enables much more frequent spell usage. You can sacrifice your Strikers and Firedancers to get more power for T3 units. Clearing the Magma Hurler Boss opens up a path to ignore the fully buffed Razorleaf later on. This is good for the previously mentioned strategies 2 and 3. If you have either Hellhound or Virtuoso, this can be done quickly as they are L-counters and the Hurler Boss only takes less damage from ranged units. The next camp is rather weak, so you can clear it easily. If you have Dying Breed, use it to generate some extra power, also wait for SoW activation to get void return.
Keep an eye on your main base and always repair your buildings. The attacks will continue as there is no time to destroy these spawners, but at least they won't grow any stronger. Your T3 orb will be attacked by Energy Parasites from the River. A Blaster Cannon at this position does solve this, but also needs to be repaired afterwards.
Task 2: The Abyssal Warder camp (difficult)
This is probably the hardest camp the map has to offer. Apart from the triple XL units with formidable dps here are numerous mechanics you need to consider here.
1. The Primeval Watcher's Statis Field: An AoE cc, which will be cast right at the start. It lowers your upfront damage significantly.
2. The Grove Spirits and their Revive mechanic. This will be cast onto some of the XL units, making the fight extremely tedious, especially when cast on the Abyssal Warders. This buff can be removed by Disenchant.
3. The Abyssal Warders: Apart from their tankiness due to summoning smaller versions on death the Crystal Spikes are a huge threat as they circumvent damage reductions, which can kill units through unity+fire force.
4. Mark of the Keeper prevents spell casting at the camp, so it's worth pulling units away from it.
5. The Spawner: Will resummon the Abyssal Warders quite quickly, so pulling to far bears a risk.
You need to approach this fight differently depending on the strategy you are using. Either way you should collect some power before taking this fight. Morklay Traps or maybe even Tower of Flames can be used for extra damage on a pull and you need a plan to destroy the spawner here. When playing Spitfire you want to pair them with melee units like Hellhound or Juggernaut, which tank the upfront damage. You can pull by destroying one of the Towers from huge range, ideally the Mind Weaver as it's in front of the spawn building), then focus the Primeval Watcher right away. The Primeval Watcher does not respawn, whereas the Abyssal Warders do. Then try to focus the spawner if possible and use unity to keep your units alive. Once it's destroyed you can play hit and run and slowly destroy the camp. If you play for Hellhounds I recommend stacking Aura of Pain, a quite underrated spell with incredible damage potential and pull the XL units into morklay traps to weaken the XL units. Then focus the spawn building and finish the fight. The ramp up on the damage reduction will make them incredibly tanky and as long as you keep an eye on Crystal Spikes and disenchant the Revive, this fight will be managable if you have at least 6 Hellhounds.
Now the slowest, but also easiest strategy to deal with this camp is to ignore it completely. You just stack a bunch of units, ideally bait out the Statis Field and try to reach the other side of the camp with at least one unit. You have to clear it later on, but prioritizing to clear the last spawner will guarantee you a win as this is the last hard loss condition which exists. Then you can clear this camp later with unlimited time to create a path for the Amii Phantoms. This can also be achieved with low budget strategies like the classic Magma Hurler stacking.
Task 3: The Razorleaf camp
If you cleared the Magma Hurler boss you can just use the new path and circumvent this one entirely (melee/skip strategy), but with Spitfires you can use melee units to bait and tank the razorleaf shots and focus it with Spitfires. Always try to resummon melee units to make sure your Spitfires don't get attacked, otherwise it will be devastating. From here you mainly fight Living Towers, that can be easily outranged or tanked by Hellhounds.
If you use the Spitfire strategy it is recommended to go into the south-western cave and kill the swamp drakes. Not only does this stop the Energy Parasite waves from spawning, it also will give you a unique angle onto the final camp to destroy it in time.
Task 4: The final timer
If you destroy this camp in time, the map is essentially won. It can be achieved in different ways, but difficulty usually depends on remaining time and your performance in previous encounters. If you use the Spitfire strategy, you can circumvent most stuff by flying across the River and attack the camp from there. For killing the units at the cave you will also get some free Swamp Drakes, which provide an additional health pool for Unity. Focus the spawner directly, it's fine to lose all units for it as long as it goes down in time. The Hellhound strategy can just take down the camp directly. Disenchant the revive from the Forst Elder and focus it with unity being active all the time. Suppression on the Howling Shrine is a game changer here. You can just use a brute force approach through this camp with Aura of Pain stacking. When playing the camp skip strategy you just build a massive army, and charge onto the spawner. Use unity (and fire force) to keep your units alive, then cast Scorched Earth, Inferno and Eruptions onto the Spawner. A small trick to remain ground presence for spells a little bit longer is to summon units right before losing your army as they are untargetable for a very short time depending on their spawn animation. As long as you destroy the spawner in time, you will win the game eventually as you have unlimited time from here to clear the remaining camps.
T4 Stage
Recommended cards: Moloch*, Fire Dragon, Bloodthirst, Fire Sphere
*Other unit card combinations will work aswell, but Moloch is the most reliable one as it makes your army virtually unkillable with unity. Comet Catcher is a good and reliable alternative to an army based approach.
Final Task: The Boss Fight
This is the easiest part of the map as there is no time limit anymore (still keep an eye on your main base and repair your towers). But to make the boss fight as smooth as possible, you need to clear the Living Towers first. This can be achieved by building a large XL unit army and supporting it with unity + bloodthirst. If you are afraid of running out of unity charges, you can guarantee full unity uptime by playing both affinities. Otherwise, Comet Catcher is a great tool to make permanent progress step by step. Once the Living Towers are destroyed you can enter the boss fight and focus Terra until the Howling Shrines lose their immunity. Switch their focus onto them and finish off Terra afterwards. If you reached this point, congratulations for finishing the achievement!
Replay and final words
Here is my replay for the map (used the Hellhound strategy for T3). Execution wasn't flawless, but it follows the strategy I described above. If you have any suggestions, further advices or questions, please let me know. I will try to improve this guide whenever possible and I hope this can help lots of players to tackle this challenge.
ITJ_solo_26min.pmv
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Metagross31 liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)
update:
- added new cards:
Fire Wormlings Hellhound Treasure Wagon Sunderer (Promo) - updated changed cards from the latest patch
- updated "Non-Unit" enum and filter value to simply "None"
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Metagross31 liked a post in a topic by Majora in Seasonal challenges
We like to stress that Nightmare challenges are aimed at the highest level of players, and are also not needed to reach the top rewards.
You will be able to collect Promo Sunderer in the season without doing Nightmare missions. You will need the 2nd and 3rd batch of challenges (in addition to most repeatable) though, which are releasing in July and August.
Additionally, the season lasts 4 months, and we are now on day 9. While some Nightmare missions can be frustratingly hard, every single challenge so far has been completed. I highly advice players to not burn out on a specific challenge if you are not having fun. We tried to put content for everyone into the season. This will result in some challenges being too easy, and others being too hard for certain players.
I don't want to dismiss the feedback or even frustration players have with certain challenges, we will collect all feedback and take as much of it into account for the next season. But we build the season specifically so you can pick and choose what kind of challenge you want to do. Some of these harder challenges also cause players to figure out strategies (Radical just wrote a guide on ITJ for example:
Play whatever you find fun, there is plenty of time in the season left, and two complete batches of challenges (and another nightmare one) coming up too!
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Metagross31 liked a post in a topic by Riviute in Deck Sorting Idea
Maybe allow the player to create their own categories, like RPVE or Seasonal, and then you can add a tag to your decks that automatically arranges them in these categories. Then you could toggle your categories and it only shows the ones with these tags.
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Metagross31 liked a post in a topic by WindHunter in The growing concern that "I" have with Skylords Reborn
We did in fact remove standard difficulty for the 12p maps. Ascension standard was missing several key mechanics, like Viridya on map 2, so it did nothing to teach players how to beat the map on advanced and expert difficulty. On the other hand, Passage to Darkness on expert is equivalent to standard difficulty. The map has a less than 1% failure rate. In both cases, it was impossible to find standard matches, so we removed standard. We are doing a long term rework of the maps in line with community feedback though so changes will eventually be made again.
As regards the other feedback:
1. Future campaign maps with both be simpler and come with standard difficulty.
2. We are examining the seasonal challenges and we will likely add standard versions for many of the one-time versions going forward. I do not know if we will be able to make this change for this season but we will discuss it. Per the Nightmare challenges, just as we need to make sure lower skilled players have content to engage with, we also need to challenge our most skilled players and these challenges exist for their sake.
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Metagross31 liked a post in a topic by This Is Halloween_2 in The growing concern that "I" have with Skylords Reborn
The 2 new maps were the very 1st released by the dev team, and they did learn from it.
The fact that new maps require learning its mechanics 1st, which is intellectually time consuming in game (where you are often on a timer), means people must have access to an easy discovery phase of the map through a standard level.
This has been acknowledged by the team from what I heard, so you’re likely to have standard level for future maps.
For 12p maps, Path to Darkness is easy enough. edited.
I think most challenges from the new season are alright. Only the nightmare ones are really hard, but those are made for pro.
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Metagross31 liked a post in a topic by Velorio in A development update regarding our latest patch
Love the new patch!!
Good luck to the devs!
I must say the new Hellhound and Wormlings card artworks are just amazing. They look like cards from the first edition (quality wise) which is great as in my opinion you can see the artwork quality go down and down the more the game back then developed (Amii edition having probably the worst art in the game) so seeing these crispy creatures really warmed my heart!
Thank you for the good work!
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Metagross31 liked a post in a topic by Majora in Plans for long-term stability
Not sure why people keep necroing a thread from 2021. People come in for a new patch, and the latest comment is doomsaying about the dead of the game is not a good look. Not sure what people hope to gain with it. But anyway.. I'll try to answer the questions.
1. We are unfortunately not allowed to bring the game to Steam/GoG/etc. The BattleForge IP is from EA. We are not allowed to do paid advertisement either. We wish we could do more, but we cant. Player numbers have been stable over the years though.
2. I'm not sure if im understanding you correctly, but unlocking the amii monument on that map is an optional quests. If you lose the shrine thats powering it, it is indeed destroyed. That's just the unique design of the map, just like ITJ has the Phantoms building up Power Wells. It was a bit unclear when the map released how this mechanic worked, and we have learned to not overload the players with info/mechanics like that in future maps.
3. We already made various adjustments to Community Maps; including ''featured community maps'', increasing rewards, and making achievements/quests that care about them (even as recent as the patch from Sunday). While putting them on the world map comes up every so often, its not super easy to do so in a way that works satisfactory. Additionally; unfortunately there are barely any new maps being made by the community, even after we provided a extensive map making tutorial.
4. We had a bigger focus on PvP in the beginning, and were met with a lot of critique, even to this day. It has become clear the PvP scene is simply too small to carry the game. We still focus on both PvE and PvP, but PvP is not the lifeblood of the game. That being said, a new PvP map is scheduled to release soon.
I hope that answers your questions.
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Metagross31 liked a post in a topic by Ultralord in Crappy Card Drawing Collection
hehe, fun fact i was playing to draw something last week -> but that this crazy update hit the server and im now on there journey to spared the word of the best fire card there is
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Metagross31 liked a post in a topic by Majora in A development update regarding our latest patch
Greetings Skylords,
Our latest patch released on Sunday, bringing with it our first Season. With so many moving parts, there were bound to be some bugs, and our team has worked hard on fixing as many of them as fast as possible.
The server-wide freezes that plagued the game during the first few days seem to be resolved. There was also an issue regarding Fire Wormlings causing extreme lag spikes, which has hopefully been fixed as well with our latest hotfix. While there are still reports coming in of crashes, lag spikes, desyncs and other issues, they seem to be mostly individual based at this point.
We would like to ask for your help in further pinpointing these issues, so we can solve them as fast as possible.
To do so, please report bugs, freezes, crashes and weird interactions you come across. Let us know what you were doing when the issue happened, and please share your crash log data and replays. If you are experiencing a desync, please collect two different replays from players on the map, so we can investigate. The best way to do so, is through our Discord channels "report a bug" and "technical support".
While we absolutely understand the frustration in regards to these issues, raging at the team is not productive, and highly demotivating during these stressful times. Please try to be a bit more understanding. We are all volunteers here, combining our work on Skylords Reborn with our other life responsibilities. We would love to hear your feedback and reports, but the way you phrase it matters a lot. Please keep that in mind.
Thank you for your patience and understanding.
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Metagross31 liked a post in a topic by Majora in Crappy Card Drawing Collection
New promo dropped, when can we expect the next crappy drawing? 😛
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Metagross31 liked a post in a topic by Majora in The Skylords Reborn Spring Cup 2025 - 22.06.2025 at 15:30 CEST
Will try to see if I can join and keep the tradition going of losing in the first 2 rounds! 😄
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Metagross31 liked a post in a topic by Majora in Patch #400052 - 1 June 2025
Hey everyone,
We have received multiple supports regarding lag spikes to the point of unplayability surrounding the new Fire Wormlings card. Our investigation so far confirms that something is wrong with the Primordial Resonance ability. Until we are able to put out a hotfix (hopefully soon), we advice you to not play Wormlings alongside other primordial (Hellhound, Deep One, Deepcoil Worm, Fire Worm, Magma Fiend) units. We are sorry for the inconvenience.
We are also looking into the server-wide freezes. However, because those don't give any error message, we are not yet able to pinpoint their cause.
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Metagross31 liked a post in a topic by Armatores in Patch #400052 - 1 June 2025
The patch is incredible
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Metagross31 liked a post in a topic by UltDragon in Patch #400052 - 1 June 2025
Hotfixes
01 June 2025
Fix being able to get promos from reforging Fix some Repeatable challenges not progress, because the requirements were checking team rather than only yourself Fix infected rPvE maps being different each match Fix being able to do some challenges on non-featured community maps (destroy buildings, spend power on spells) Fix no bonus showing on postgame window for infected map of the week (resulting in negative values)
03 June 2025
Primordial Fire Season: Fix challenge 2.4, the correct description is: Win the 2-player featured community maps An Expedition South and Lyrish Uprising on advanced difficulty or higher, using only Fire cards, each under 40 minutes. Completing the challenge more quickly awards progressively more points.
Global Map Modifier: Neutral 12 (Poisonous): Decrease aura activation range from 100m to 15m for better performance.
Fire Wormlings: Autocast ability Worm Fire: Decreased damage over time duration from 8 seconds on all upgrades to 5/6/7/8 seconds. Improved description to be more consistent. Passive ability Primal Resonance: Increased damage reduction from 40/45/50/60% to 60% on all upgrades. Fixed an issue that could lead to significant performance loss.
Sunderer / Sunderer (Promo): Active ability Sundering / Sundering: Improved description to be more consistent.
Treasure Wagon: Toggle ability Avarice: Added a radius indicator on hover over the activation icon.
12 June 2025
General: Fix Tutorial Missions not progressing. Fix Primordial class on advanced filter having an additional space at the end.
Season UI: Add points orange progress bar overlapping the progress bar. Add infos about the challenge max values when hovering on the progress bar. Fix ordering when theres multiple challenges to claim. Fix visual bonus value having a different font size.
Season challenges: 1.2 - Modify bonus requirement from team to self. Fix visual bonus value being higher than intended. 1.3 - Modify bonus requirement from team to self. Fix visual bonus value being higher than intended. 1.4 - Modify description to: "Play cards in any game mode. Cards that are not Fire, Bandits, or Twilight grant decreased progress.". 1.6 - Fix info "Times map completed" showing a higher number than expected. 2.1 - Increase number of players from 50 to 100, leaderboard will show the top 200 players. 2.3 - Improved description to be more consistent in French. 2.7 - Allow players to upgrade bonus by doing different maps after the last milestone is reached. 5.1 - Increase number of players from 50 to 100, leaderboard will show the top 200 players. 5.4 - Fix not being able to upgrade map bonus by playing rPvE with different player count.
Cards: Strikers: Passive ability Bloodthirsty: Can no longer stack multiple instances of the healing. Treasure Wagon: Increase the card's rarity from Rare to Ultra Rare. Second Chance (Nature) / Second Chance (Shadow): Gifted Global Revive / Tainted Global Revive: Fixed an issue that lead to units reviving once even beyond the spells duration.
16 June 2025
Season: Fix challenge 2.4 description in all languages. Improve description of challenges bonus to be more consistent in Russian. Improve description of the titles Fire Lord / Fire Lady to be more consistent in Russian. Hellhound: Passive ability Magma Armor: Improve description to be more consistent in Russian.
19 June 2025
General: Add initial forge enemy Twilight Fighters to all players. Fix infected map bonus not showing for rPvE on postgame. Fix storybook audio for Slave Master - Conclusion. Remove incorrect storybook audio for Spitfire.
Season: Fix sometimes challenges not progressing correctly. Fix challenge 1.6 giving more progress than intended when beating a map for the first time. Fix challenge infos "Highest Difficulties" and "Fastest Times" not showing the map name when theres a single map. Update text for challenge bonus "Times map completed".
Cards: Systematic Changes: Worm units were already inherently immune to any knock back, but now we fixed an issue where worms would permanently lose that immunity after Paralysis (overwritten by Paralysis immunity). For all also adjusted: Passive ability Earth Dive: Improved description to be more consistent. Affected units: Fire Wormlings, Fire Worm, Fire Worm (NPC) Core Dredge (Fire), Core Dredge (Frost), Core Dredge(NPC), Dredgling (NPC) Deepcoil Worm, Deepcoil Worm (NPC) Shadow Worm Incubator (Fire): Active ability Infused Morphing: Fix to the summoned Mutating Frenzy to no longer stack its Deathwish ability in combination with The Incredible Mo's "The Benevolent Mo" without the damage-over-time penalty. Shadow Worm: Toggle ability Mass Disintegration: Reordered ability to be displayed as last ability.
29 June 2025
General: Fix map of the day flame not being greyed out when done on the worldmap events section and improve tooltip in hover to be more consistent. Fix "Time Spent in Matches" not showing full time on profile. Remove leaderboard confirmation being shown when pausing infected matches.
Season UI: Fix leaderboard groups not being locked when unavailable. Fix animation for season icon when theres collectables. Reduce vertical step when clicking on the vertical scroll button of the season leaderboard. Add tooltip "You have unclaimed rewards" to exclamation marks. Improve description on challenges 2.6 and 5.1.
Season Challenges: Fix beating infected map on expert not giving an additional relic by the achievement. Additional relics have been added to players accounts accordingly. Reduce final milestones of challenge 1.7 (destroy buildings) from 20k/30k to 15k/20k. Reduce final milestones of challenge 1.8 (spend power) from 4mil/8mil to 3mil/4mil. Reduce max progress of challenge 1.1 (map of the day) from 122 to 100.
Cards: Amazon (Frost) / Amazon (Nature): Active ability Beast Mastery: Decreased target restrictions from only S/M/L-sized units to any unit size. Energy Core: Active ability Pulse: Self-damage will now occur after cast animation is done (300ms faster). Self-damage can no longer affect other friendly units within a 2m radius. Active ability Overcharge: Self-damage can no longer affect other friendly units within a 3m radius. Energy Core (NPC): Autocast ability Pulse: Self-damage can no longer affect other friendly units within a 2m radius. Matter Master (Nature): Gifted Take-Over: Improved description to be more consistent in English. Improved tooltip shown on invalid targets in English. Matter Master (Shadow): Tainted Take-Over: Improved description to be more consistent in English. Nightguard (Fire) / Nightguard (Shadow): Active ability Swap: Decreased target restrictions from only S/M/L-sized units to any unit size. Parasite Swarm: Active ability Mind Control: Decreased target restrictions from only S/M/L-sized units to any unit size. Treasure Wagon: Increased the card's power cost from 130/130/130/120 to 150 power on all upgrades. Decreased the unit's life points from 750/850/1000/1000 to 750/825/900/1000.
03 July 2025
Fix challenge 3.2 not progressing when completing Behind Enemy Lines A script will be run to advance the challenge retroactively, if you didn't get it, send a message on #report-a-bug Add new keywords `type` and `tier` to advanced filter Type can be `squad`, `building` or `spell` and supports `=` Tier can be `1`, `2`, `3` or `4` and supports `=`, `<` and `>` Add new predefined advanced filter `freepvp`, alongside the existing `starter` Can be used by typing `*freepvp*`
31 July 2025
Reroll this week's Neutral Modifier Regeneration, because of the problematic interaction with the Grinder Boss on Convoy Added pagination to the Season's Leaderboard Other preparations for upcoming patches -
Metagross31 liked a post in a topic by WindHunter in Patch #400052 - 1 June 2025
Patch #400052 - Primordial Fire
Welcome to our newest patch. This update contains our eighteenth balance patch for the game, the new season feature, 3 brand-new cards, Infected Map of the Week, quality of life changes, and much more!
Patch Preview
Face 32 new challenges and earn cosmetic and card rewards over four months as part of Season 1, Primordial Fire! Three new cards and one new promo are now available! Jump in-game to collect Fire Wormlings, Hellhound, Treasure Wagon, and promo Sunderer! Experience a twist on old maps with the Beta-release of our new Infected Map of the Week feature. Players can now purchase NPC enemies to use in the Forge with our new Relic currency. Minor rebalances to multiple cards and a system-wide change to entities which spawn ground units. Many new fixes and QoL changes based on community requests.
Season 1 - Primordial Fire
This patch introduces our first season. Our new seasons system is based around approximately 30 challenges that the player will complete over a 4-month time period (in this case June 1st to September 30th). Here are all the rewards you will be able to earn during our first season:
Completing challenges rewards points and Relics which are used for unlocking card, booster, and cosmetic rewards. Most challenges can be completed on either advanced or expert difficulty, with expert providing more points. The goal is that this system allows players of all skill levels to participate and make real progress in unlocking seasonal rewards.
There are 3 batches of challenges, releasing in June, July, and August. Here are the challenges players will face from June 1st to the end of the season.
[ Repeatable Challenges ]
These are repeatable challenges by which the player slowly accrues points while doing other challenges and simply playing the game. Available from June 1st.
Challenge 1.1 Win official campaign scenarios that are the Map of the Day on different days on any difficulty.
Challenge 1.2 Win official campaign scenarios that are the Infection of the Week on different weeks on advanced difficulty or higher, or random PvE scenarios that are the Infection of the Week on different weeks on advanced+ (5) difficulty or higher.
Challenge 1.3 Win random PvE scenarios that are the Map of the Month on different months on advanced+ (5) difficulty or higher.
Challenge 1.4 Play Fire, Bandits, or Twilight cards in any game mode.
Challenge 1.5 Win random PvE scenarios with you using decks that contain 10 or more Fire, Twilight or Bandits cards. Completing maps on higher difficulties will reward more mission progress.
Challenge 1.6 Win official campaign or featured community maps on advanced difficulty or higher using decks with at least 10 Fire, Twilight, or Bandits cards. Expert grants increased progress while repeating maps grant reduced progress.
Challenge 1.7 Destroy enemy structures.
Challenge 1.8 Spend power on spells
[ One-time Challenges ]
The first set of three one-time challenges available from June 1st. The next set unlocks in July and the last set in August, both of which contain 4 challenges each. Players will have until the season ends on September 30th to complete them.
Challenge 2.1 Be among the players with the most points earned at the end of the season.
Challenge 2.2 Win the 2-player scenarios Slave Master and Convoy on advanced difficulty or higher, with all team members playing only Fire cards.
Challenge 2.3 Win the 1-player scenarios Encounters with Twilight, Defending Hope, and The Soultree on advanced difficulty or higher, with you playing only Fire cards.
Challenge 2.4 Win each of the 2-player featured community maps An Expedition South and Lyrish Uprising on advanced difficulty in 40 / 30 / 25 / 15 minutes or less, with all team members playing only Fire cards.
Challenge 2.5 Win the 4-player featured community maps Dwarfen Stronghold Rework and Twisted Legends on advanced difficulty or higher, with all team members using decks that contain 10 or more Fire, Twilight or Bandits cards.
Challenge 2.6 Complete 10 different campaign scenarios or featured community maps on advanced difficulty or higher, with all team members playing only Fire cards, and without playing any Human or Elemental units.
Challenge 2.7 Win the 4-player scenarios Titans and King of the Giants on advanced difficulty or higher, with all team members playing only Fire cards.
Challenge 2.8 Complete 5 different campaign maps or featured community maps on advanced difficulty or higher, with all team members using decks that contain only Fire, Twilight or Bandits cards, none of which are from the Twilight edition.
Challenge 2.9 Win a random PvE scenario in under 10 / 8 / 7 / 5 / 4 / 3 minutes on any difficulty, with all team members playing only Fire cards. Completing the challenge more quickly awards progressively more points.
[ Nightmare Challenges ]
The first set of two "Nightmare" challenges. The other set unlocks in August. These challenges are harder and meant for skilled veteran players, though most are still intended to be completable by the average player on lower difficulties, potentially with help from a guide.
Challenge 5.1 Be among the 50 fastest times at the end of the season on the 1p random PvE scenario Map of the Month on Expert+ (8) difficulty, with you playing only Fire cards.
Challenge 5.2 As a solo player, win the 2-player scenario Slave Master on advanced difficulty or higher, with you playing only Fire cards and no building cards.
Challenge 5.3 As a solo player, win the 2-player scenario Into the Jungle on advanced difficulty or higher, with you playing only Fire cards.
Challenge 5.4 Win a random PvE scenario on Std++ (3) difficulty or higher, with all team members playing only Fire cards of Tier 2 or below. Completing the challenge on higher difficulties awards progressively more points.
To get started with Season 1, go to the new in-game icon shown at the top of this section which opens the Seasons window.
General Changes & Fixes
The map codex has been changed. It now contains information related to the current Map of the Day, Infected Map of the Week, and PvP Happy Hours. Added a new Random option to the Forge menu which will randomly rotate between the different Forge themes a player owns. Fixed an unintended interaction where players could accidentally destroy the Shard of the Forge on the maps Nightmare Shard and Nightmare's End, making it impossible to finish the map. The Shard of the Forge is no longer destructible. Into the Jungle and Unexpected Visitors now have 6 gold chests like other 2p campaign maps and fixed issues where chests were not possible to be openend in Into the Jungle. Updated card descriptions for improved clarity across dozens of cards in all four languages. Razorleaf no longer causes screen shake when the player's camera is 200m away. Rename "Battleground" to "Random PvE" on multiple places, for clarity.
Infected Map of the Week - Map Modifiers (BETA RELEASE)
Each week 1 campaign map and random PvE are infected by a set of map modifiers. These modifiers are the same for the course of the week creating an Infected Map of the Week. Infected maps always have one elemental modifier connected to one of the four primary factions (Fire, Frost, Nature, & Shadow) and one neutral modifier on standard / advanced difficulty and two neutral modifiers on expert difficulty. Completing the Infected Map of the Week on advanced difficulty or higher awards progress on the new Elemental Balance achievement which awards players 50 bfp and 2 Relics once a week. If the player completes the map on expert difficulty they earn an additional Relic for 3 in total. Infections are opt-in, so you do not have to interact with them if you do not wish to and you can play the chosen map for the week without modifiers. Additionally, bosses (entities with default Leader or Artifact immunity) are immune to all map modifiers.
[ Elemental Modifiers ]
Fire Modifier 1 - Rage: Every enemy unit has Rage continuously dealing more damage over time.
Fire Modifier 2 - Swiftness: All enemies move 30% faster.
Frost Modifier 1 - Freezer: Every 20 seconds, every hostile building in the game freezes hostile units within a 20m radius for 20 seconds.
Frost Modifier 2 - Payback: Every enemy is immune to slows from unit collision. Additionally, when an enemy unit is trampled it deals 150 damage to the attacker if it is S-sized and 450 damage if it is M-sized or larger.
Nature Modifier 1 - Immunities: Every enemy unit in the game will be immune against all major debuffs but may still be affected by spells like Freeze or Paralyze.
Nature Modifier 2 - Paralyzer: Every hostile melee unit in the current game paralyzes units with their melee attacks for 8 seconds.
Shadow Modifier 1 - Incurable: Every friendly unit in the current game cannot be healed by spells or abilities.
Shadow Modifier 2 - Second Chance: Every hostile unit in the current game will resurrect after 3 seconds if it dies before irrevocably dying after 15 seconds.
[ Neutral Modifiers ]
1. Steadfast - Every hostile unit in the current game cannot be knocked back.
2. Engineer's Blessing - Every hostile building in the current game regenerates 3% of its maximum life points every 4 seconds.
3. Life Stealer - Every hostile unit and building in the current game will restore 15% of damage dealt as own life points.
4. Armored - Every enemy in the current game takes 15% less damage.
5. Rise of the Giants - Every hostile extra-large unit in the current game deals 50% more damage and takes 50% less damage.
6. Piercing - Every hostile building and unit in the current game will deal 50% of its damage as piercing damage able to circumvent every buff and protective shield.
7. Elusive - Every hostile unit in the current game will have the duration of the immobilizing effects Freeze and Paralyze reduced by 50%.
8. Irreparable - Every friendly structure in the current game cannot be manually repaired.
9. Rejuvenation - Every hostile unit in the current game regenerates 3% of its maximum life points every 4 seconds.
10. Magical Shields - Every hostile unit in the current game takes 30% less damage from ranged and magical attacks.
11. Artillery - Every hostile building in the current game has its attack range increased by 15m.
12. Poisonous - Every hostile unit in the current game leaves poisonous spores wherever it walks. Units with larger sizes leave more potent spores.
Please note this is a Beta release!
While we tried our best to test each modifier, we expect individual modifiers as well as certain modifier combinations to be unbalanced and we ask for your aid in helping us rebalance them! Additionally, we would love to hear your suggestions for future modifiers, positive and negative, that you think would be good additions to the system.
New Currency - Relics & New Forge NPCs
As part of our new Seasons and Infected map features we are introducing a new in-game currency called Relics. Relics can be earned from completing season challenges and beating the Infected Map of the Week. Once earned, Relics can be used in our new Relic Shop, which can be found in the Season's window.
In the new Relic Shop players will be able to purchase exclusive cosmetics, NPC enemies, and cosmetic rewards from previous seasons - including the promo card from each season. For now the only thing available in the Relic Shop are NPC bosses and buildings. Once purchased, these enemies can be found under a new "Enemies" tab in the deckbuilding menu. From there players can summon them freely in the Forge, allowing players to create epic battles or test specific strategies against the game's classic enemies.
Additionally, a new achievement Artifact Hunter has been added. For every 50 relics a player collects, they will earn a progressive border. Each border color has three levels marked by stars along the top and the colors directly correspond to the PvE and PvP rank progression in-game similar to our recent progressive banners which can be earned by speedrunning Unexpected Visitors.
New Cards
The following new cards have been added to the game. Please note they are timely-exclusive, meaning they are tied to the season rewards and will not drop from booster packs or reforging while Season 1 is active. After the season has concluded, the non-promo cards will drop as usual.
Fire Wormlings - 140p T2 Fire Unit
You will find the upgrades for this card on the maps Raven's End (U1) and Unexpected Visitors (U2/U3).
A longtime problem with T2 Pure Fire is that the faction's cards have a strong PvP bent. Additionally, the faction lacks sustain while possessing exclusively squishy units. While the Fire Force rework gives the faction some more staying power, Pure Fire still relies on Skyfires, Gladiatrixes, and Blaster Cannons to deal with flying enemies in T2. Additionally, none of Fire's T2 units scale well in groups. Fire Wormlings attempt to address these problems by being bulky, scaling well as a group, and being capable anti-air units. Their burning spit also makes them strong damage dealers when combined with a team mate who has crowd control to lock enemies in place.
Hellhound - 160p T3 Fire Unit
You will find the upgrades for this card on the maps Bad Harvest (U1) and Into the Jungle (U2/U3).
Hellhound was the overall winner of our first community card creation contest. It receives less damage from ranged and magical sources, with this armor scaling the longer Hellhound is in combat. When the Magma Armor reaches full strength, Hellhound can cause the armor to explode outwards, dealing heavy damage but resetting its armor. This mechanic gives players a choice between more durability or more damage; it also allows the L-sized Hellhounds a way to deal with flying enemies without having to bring along a Spitfire or a mob of Magma Hurlers.
Treasure Wagon - 130p T2 Legendary Unit
You will find the upgrades for this card on the maps Treasure Fleet (U1) and Into the Jungle (U2/U3).
It is difficult to design new legendary cards because you need to find a niche which will not outcompete faction cards. In Treasure Wagon's case we decided to lean fully into its story identity of being a highly desirable gold transport. While Treasure Wagon cannot attack, it can taunt all enemies in a 20m radius to attack it. This makes the card a good support tool which can draw aggro away from the player's army. And if the Wagon happens to die, two Thugs spawn from the remains ready to fight.
Sunderer - Promo Card
You can get this special promo card by earning 850 seasonal points. After the season has concluded, promo sunderer will be purchasable in the new Relic shop, for those who did not get it during the season.
Game Balance Changes
[ System-Wide Changes ]
Permanent ground entities summoned by other ground entities will now provide ground presence:
- Affects: Bandit Hut, Nox Carrier (both affinities), Satanael (both affinities), Treasure Wagon (new card), Viridya (normal and promo versions).
Permanent entities summoned by flying units or spells (i.e. Corsair) as well as non-permanent entities summoned in any way (i.e. Undead Army, Sunken Temple) will continue to not provide ground presence.
[ Tier 1 Card Changes ]
Altar of Nihil:
1. No longer works with Infected Tower’s Virus ability (units affected by Alter of Nihil are immune to the transformation revival)
2. Lifepoints: 670 ➜ 520
We are slightly nerfing Altar of Nihil by making it easier to destroy while also removing an unintended workaround to its no revival rule.
Bandit Hut:
1. Add lifestealer Bandit passive to Vanguards and Skyrake Alphas
2. Summon Vanguards power cost: 50p ➜ 65p
We have been mostly happy with Bandit Hut's release and as such as are only making some minor adjustments.
Bandit Lancer:
1. Branding cooldown (both affinities): 30 seconds ➜ 20 seconds
Burrow Ritual:
1. Power cost: 40p ➜ 35p
2. Unit cap: 5 own units ➜ 7 own units
Slightly increasing the efficiency of Burrow Ritual and allowing it to scale better with larger player armies.
Burrower:
1. Tunneling cooldown: 30 seconds ➜ 20 seconds
Drones:
1. Tunneling cooldown: 30 seconds ➜ 20 seconds
2. Movement Speed: 8.0 m/s ➜ 9.6 m/s
Drones will now move at the highest speed. This change is intended to help them as counter units in PvP.
Icespike:
1. Damage: 1780 dp20 ➜ 1880 dp20
2. Brrrr!: Now affects buildings in addition to units
We are generally happy with Icespike, but we think the frozen warrior could use some extra oomph as well as the ability to freeze buildings with its auto-attack.
Juggernaut:
1. Power cost: 220p ➜ 240p
2. Damage: 4745 dp20 ➜ 5245 dp20
3. Life points: 3550 ➜ 3650
4. Stampede:
A. Cooldown: 25 seconds ➜ 30 seconds
B. Ability cost: 65p ➜ 80p
We are weakening the most powerful PvP finisher while keeping its role as a stat efficient XL combat unit untouched. With several buffs to Fire cards across recent patches, there is enough room to incentivize different strategies than just rushing Juggernaut every game.
Lost Disruptor:
1. Disruption duration 20 seconds ➜ 30 seconds
2. Disruption cost: 20p ➜ 10p
Lost Disruptor is a good counter to global effects, especially in 2v2 PvP. This changes improves that.
Lost Spirit Ship:
1. The Crystal ability is now targeted, with radius 0m.
This is a long requested change which will allow players to fly to a specific location to cast the Crystal ability, and no longer cast all ships' abilities at once.
Mauler:
1. Slam now also affects structures in addition to units.
Improving Mauler's viability by allowing him to disable both buildings and units alike.
Nox Carrier:
1. Necro Strike now prevents buildings from attacking or using their special abilities for the next 30 seconds.
We are adding a new ability to Nox Carrier to continue expanding its usability to be more than an Orb-killing device in PvP.
Rageflame:
1. Frostshower damage (U3): 80 dps (1600 dp20) ➜ 85 dps (1700 dp20)
Scorched Earth:
1. New passive - Now also blocks special abilities from structures (ranged attacks still possible).
This change will increase the deck slot efficiency of Scorched Earth in PvP.
Scythe Fiends:
1. Life points: 1040 ➜ 1120
Simulacrum:
1. Damage: 70, up to 105 in total ➜ 76, up to 114 in total (1900 dp20)
2. Splash radius: 5m ➜ 8m
3. Relocation cooldown: 20 seconds ➜ 15 seconds
Mild improvements to Simulacrum. It has been underpowered since its release so we are giving it some more mobility and a slight damage bump.
Slaver:
1. Blowout damage against structures: 100% ➜ 50%
Spirit Gate:
1. The unit with Spirit Gate no longer needs to turn to face the target direction before the spell's teleport will be cast.
Viridya (normal & promo):
1. Viridya’s Blessing no longer stacks with itself.
Several patches ago, we changed the way healing works so that all rejuvenation effects stack with each other. While this fixed some issues like Fountain of Rebirth overwriting Wheel of Gift's healing effect it caused other problems. It was never our intention that Viridya's blessing could stack with itself and this interaction allows the promo and normal versions to heal a staggering 6% of every allied units maximum life points every 2 seconds. This is clearly unbalanced and so we are fixing it.
Virtuoso:
1. Power cost: 120p ➜ 110p
[ Map Changes ]
Into the Jungle:
1. Added two 600p Power Wells to the T3 location. Slightly adjusted the Monument positions to accommodate the new Power Wells without causing blocking problems.
2. Moved the wells at the camp with the caged Sunderers slightly to fix an issue where XL-units could get stuck between them.
Oracle:
1. Added flying and ground blocking at the map borders to prevent units leaving the playable area.
2. Slightly moved the spawn point of bottom hostile ships inwards to allow the Bandit Ship to vanish after dropping of the enemies (otherwise the newly added flying blocking would prevent it from exiting).
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Metagross31 liked a post in a topic by Vultagx in Community Update - June 2025
Thank you to @Dutchy for his great work and effort in the part as lead moderator and being a mentor. All the best for your tasks as HR coordinator and private life.
Whenever you - the community - are facing issues, concerns or feedback please be invited to reach out via official channels e.g. Discord ticket oder forum thread. We as moderation team are here to assist you and make this a welcoming place for everyone, as long as you follow the rules 😉
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Metagross31 liked a post in a topic by Hrdina_Imperia in Community Update - June 2025
Hype! Lots of great work, well done!
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Metagross31 liked a post in a topic by Easy in Community Update - June 2025
Ty for everything! looks amazing