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Patch #400052 - 1 June 2025


WindHunter

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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!

 

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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.

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Seasons tab.pngSeason 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:

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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.

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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. 
  • 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. 

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Infected Icon.png 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 are immune to all map modifiers. 

[ Elemental Modifiers ]

fireOrb.png Fire Modifier 1 - Rage: Every enemy unit has Rage continuously dealing more damage over time. 

fireOrb.png Fire Modifier 2 - Swiftness: All enemies move 30% faster.

frostOrb.png Frost Modifier 1 - Freezer: Every 20 seconds, every hostile building in the game freezes hostile units within a 20m radius for 20 seconds. 

frostOrb.png 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.

natureOrb.png 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.

natureOrb.png Nature Modifier 2 - Paralyzer: Every hostile melee unit in the current game paralyzes units with their melee attacks for 8 seconds.

shadowOrb.png Shadow Modifier 1 - Incurable: Every friendly unit in the current game cannot be healed by spells or abilities.

shadowOrb.png 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.

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Relics Icon.pngNew 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.

rpve_bronze_1.png rpve_silver_2.png   rpve_gold_3.png rpve_diamond_2.png rpve_ember_1.png

 

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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 fireOrb.pngfireOrb.png
You will find the upgrades for this card on the maps Raven's End (U1) and Unexpected Visitors (U2/U3).

Fire Wormlings.pngA 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 fireOrb.pngfireOrb.pngfireOrb.png
You will find the upgrades for this card on the maps Bad Harvest (U1) and Into the Jungle (U2/U3).

Hellhound.pngHellhound 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 neutralOrb.pngneutralOrb.png
You will find the upgrades for this card on the maps Treasure Fleet (U1) and Into the Jungle (U2/U3).

Gold Wagon.pngIt 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 fireOrb.png

Promo_Sunderer_artwork.png

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. 

 

 

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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.png 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.png 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.png Bandit Lancer:
1. Branding cooldown (both affinities): 30 seconds ➜ 20 seconds

Burrow_Ritual.png 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.png Burrower:
1. Tunneling cooldown: 30 seconds ➜ 20 seconds

Drones.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png Rageflame:
1. Frostshower damage (U3): 80 dps (1600 dp20) ➜ 85 dps (1700 dp20)

Scorched_Earth.png 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.png Scythe Fiends:
1. Life points: 1040 ➜ 1120

Simulacrum.png 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.png Slaver:
1. Blowout damage against structures: 100% ➜ 50%

Spirit Gate.png 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.png 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.png Virtuoso:
1. Power cost: 120p ➜ 110p

 

[ Map Changes ]

Into the Jungle.png 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.  

 

image.png 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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GrubaSrb, DefAnske, Majora and 5 others like this
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  • Majora featured and pinned this topic
15 minutes ago, Hofrath said:

Usually I dont comment, but this is a huge and awesome patch! THANK YOU VERY MUCH!

Thank you for taking the time to comment! 🙂

DefAnske likes this
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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. 

DefAnske and Metagross31 like this
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17 hours ago, Majora said:

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. 

A hotfix has been released, please let us know if you still experience problems!

DefAnske likes this
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Please read our statement regarding the issues introduced in the latest patch.

As a token of goodwill, we’re also giving away two Fire Boosters via a redeemable code.
Thank you for your patience as we work to resolve the remaining issues.

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