WindHunter Posted September 30, 2025 Share Posted September 30, 2025 Patch #400054 - Natural Selection Welcome to our newest patch. This update contains our twentieth balance patch for the game, the release of Season 2, 5 brand-new cards, quality of life changes, and much more! Patch Preview Face 39 new challenges and earn cosmetic and card rewards over four months as part of Season 2, Natural Selection! Five new cards and one new promo are now available! Jump in-game to collect Molt, Whisperer, Twilight Infestation, Skyscorcher, Woodland Watch and promo Forest Elder! Players can now purchase the Defensive Forge theme and all remaining NPC units and towers in the Relic Shop as well as any Season 1 cosmetics they missed. The first part of the Twilight rework and an expansion of Nature's T1 tools. Many new fixes and QoL changes based on community requests. Season 2 - Natural Selection This patch introduces our second season. Our new seasons system is based around challenges that the player will complete over a 4-month time period (in this case October 1st to January 31st). Here are all the rewards you will be able to earn during our first season: This season includes substantial changes to the seasonal reward structure. The reward track is more condensed in the beginning, with players now able to earn existing Nature and Twilight cards to help accelerate their deckbuilding. More challenges were added to all categories, giving players more opportunities to earn points by playing challenges they like and at lower difficulties. Standard challenges exist for players who are new or just returned and not yet ready to take on advanced. Repeatable challenges have been expanded and a maximum point cap of 400 points introduced. Overall, repeatable challenges will require both substantially less grinding and less daily play, and players should be able to earn the promo reward by completing all challenges at the advanced level. [ Repeatable Challenges ] These are repeatable challenges by which the player slowly accrues points while doing other challenges and simply playing the game. Available from October 1st. Only a maximum of 400 points can be earned from all repeatable challenges. While doing repeatable challenges beyond the 400 point maximum will not reward a player any points, completing any repeatable itself will reward a Relic. 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 cards in any game mode. Playing Nature or Twilight cards rewards more mission progress. Challenge 1.5 Win random PvE scenarios with you using decks that contain 10 or more Nature or Twilight cards. Completing maps on higher difficulties will reward more mission progress. Challenge 1.6 Win official campaign or featured community maps on standard difficulty or higher using decks with at least 10 Nature or Twilight cards. Completing maps on higher difficulties will reward more mission progress. Challenge 1.7 Trigger Twilight Transformation (Molt counts) Challenge 1.8 Spend power on units Challenge 1.9 Be among the top 100 players with the most Elo-score in 1v1 ranked PvP at the end of the month. Challenge 1.10 Win PvP matches (ranked, sparring, BattleArena, etc.) Challenge 1.11 Spend time playing PvP (ranked, sparring, BattleArena, etc.) Challenge 1.12 Help fellow Skylords progress in seasonal challenges. Progress is gained if a Skylord in your party progresses in a non-repeatable challenge you have already completed. [ One-time Challenges ] The first set of three one-time challenges available from October 1st. The next set with 6 challenges unlocks on November 1st and the last set with 4 challenges unlocks on December 1st. Players will have until the season ends on January 31st to complete them. Challenge 2.1 Be among the 100 players with the most points earned at the end of the season. Challenge 2.2 Win different campaign scenarios or featured community maps on advanced difficulty or higher. Beast and Forestkin units are not allowed. All cards played must be Nature or Twilight cards. These restrictions apply to all team members. Challenge 2.3 Win the 2-player scenarios Unexpected Visitors and The Insane God on advanced difficulty or higher. All cards played must be Nature or Twilight cards. These restrictions apply to all team members. Challenge 2.4 Win the 2-player featured community maps Elfmaster and Restoring Lyr V2 on advanced difficulty or higher. All cards played must be Nature or Twilight cards. Additionally, all units played Tier 2 and above must be Twilight units. These restrictions apply to all team members. Challenge 2.5 Win the 1-player scenario Heart of Trouble on standard difficulty or higher. The Challenger's Horn must not be activated. All cards played must be Nature or Twilight cards. Challenge 2.6 Win the 1-player scenario Heart of Trouble on standard difficulty or higher. The Challenger's Horn must be activated. All cards played must be Nature or Twilight cards. Challenge 2.7 Win the 4-player scenarios Bad Harvest and Blight on standard difficulty or higher. All cards played must be Nature cards. These restrictions apply to all team members. Challenge 2.8 Win the 1-player scenarios Ocean and Encounters with Twilight on standard difficulty or higher. All cards played must be Nature or Twilight cards. Completing the challenge with fewer of your units dying awards progressively more points. Challenge 2.9 Win a random PvE scenario that is Map of the Month or Infected Map of the Week in under 10 minutes on any difficulty. All cards played must be Nature or Twilight cards. These restrictions apply to all team members. Completing the challenge more quickly awards progressively more points. [ Nightmare Challenges ] The first set of two "Nightmare" challenges. The other set unlocks on December 1st. 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 100 fastest times at the end of the season on the 1p random PvE scenario Map of the Month on Expert+ (8) difficulty. All cards played must be Nature or Twilight cards. Challenge 5.2 Win the 2-player scenario Sunbridge on expert difficulty in under 24 minutes. All cards played must be Nature or Twilight cards. Additionally, all units and buildings played Tier 2 and above must be Twilight cards. These restrictions apply to all team members. Completing the challenge more quickly awards progressively more points. Challenge 5.3 Complete 3 different campaign maps on advanced difficulty or higher. Only Tier 1 cards are allowed. Cards from any faction may be played. These restrictions apply to all team members Challenge 5.4 Win a random PvE scenario that is Map of the Month or Infected Map of the Week on Std++ (3) difficulty or higher. Only cards of Tier 2 and below are allowed. All units and buildings played must be Nature or Twilight cards. Spells from any faction are allowed. These restrictions apply to all team members. Completing the challenge on higher difficulties awards progressively more points. To get started with Season 2, go to the new in-game icon shown at the top of this section which opens the Seasons window. The second round of challenges will unlock on November 1st. General Changes & Fixes Players can now automatically filter their card inventory based on the restrictions from a given season challenge. To use this feature, simply go to the Seasons Menu and press the small magnifying glass next to the challenge for which you want to build a deck. New Forge NPCs and a new Forge theme "Defense Forge" are now available in the Relic Shop, which can be found in the Seasons Menu. Fixed an issue where a map modifier was falsely displayed on non-infected replays in the replay viewer. Active map modifiers will now properly display their icons in the open lobbies list. Widened the search field in the card inventory. Completely redid the Challenge window in the Seasons Menu, adding filtering and a search function. Add "Open Next" button and "Auto Flip" checkbox to the booster window. Pressing space while hovering the button also opens the next booster. New Cards The following new cards have been added to the game. Please note that Whisperer, Twilight Infestation, and Woodland Watch are timely-exclusive, meaning they are tied to the season rewards and will not drop from booster packs or reforging while Season 2 is active. After the season has concluded, the non-promo cards will drop as usual. Molt and Skyscorcher will drop from boosters as usual from the beginning. Players who log in before November 1st will receive a free copy of Molt. Molt - 50p T2 Twilight Spell You will find the upgrades for this card on the map Heart of Trouble (U1/U2/U3). Molt is one of those cards which should have been included in the game when the Twilight faction released. Molt allows the player to instantaneously trigger a Twilight Transformation effect without actually transforming the unit. This gives the player a lot of flexibility and easier, less micro-intensive access to the increasingly numerous and increasingly strong Transformation effects we have been introducing into the game. The card should continue to get better as we control to flesh out the Twilight faction. Whisperer - 80p T2 Twilight Unit You will find the upgrades for this card on the maps Encounters with Twilight (U1) and Into the Jungle (U2/U3). We have long wanted to add iconic enemy Twilight Whisperer to the game but struggled to figure out a good design. The player Whisperer still has the iconic Blind, though it can no longer deal damage to enemies. At the same time, it has a healing chain effect, making it a good backline support unit in Twilight PvE decks. As a transformation effect, Whisperer can produce a temporary Mark of the Keeper effect on its location, increasing its crowd control capacities. Twilight Infestation - 140p T3 Twilight Spawner You will find the upgrades for this card on the maps Defending Hope (U1) and Unexpected Visitors (U2/U3). Bandit Hut was a major success and Twilight Infestation is more or less the Twilight equivalent. The main differences are that Infestation has stronger units on a longer cooldown, and that it comes with a built-in Twilight Infection which can be used to level up your leftover T1 and T2 units into T3 or T4 Twilight creatures. We also took the opportunity to improve the existing artworks for the Twilight Dancers and Twilight Devastator that the building spawns. Woodland Watch - 75p T2 Nature Tower You will find the upgrades for this card on the maps Titans (U1) and Into the Jungle (U2/U3). Nature's T2 faces an over-reliance root network cards for its defense, and even so it can struggle behind walls. Woodland Watch fixes this issue by giving Nature a non-root network T2 defense tower. The tower has multi-shot, allowing it to target two enemies at a time, and it can be augmented by adding a friendly elf squad to the tower. Adding an elf squad can trigger one of three different buffs, allowing Woodland Watch to combine with other factions to create the ideal tower defense. Skyscorcher - 90p T3 Twilight Tower You will find the upgrades for this card on the maps Slave Master (U1) and Unexpected Visitors (U2/U3). Twilight in T3 has a decent tower in Twilight Bombard, but it can only target ground units. To fill this gap and to allow players to go all-in on a Twilight themed deck we decided to add Skyscorcher to the game. Similar to its NPC counterpart it does massive damage to flying units, but unlike its NPC equivalent it can also target ground units. The anti-air attack can deal with those pesky Spitfires and Raven Battleships with its long range of 50m. Forest Elder - Promo Card You can get this special promo card by earning 900 seasonal points. After the season has concluded, promo Forest Elder will be purchasable in the new Relic shop, for those who did not get it during the season. Game Balance Changes [ Tier 1 Card Changes ] Amazon: 1. Mindweaving (formerly named Beast Mastery) - ability now works on all enemy units, not just beasts. Otherwise unchanged., 2. Wildlife Protection (nature affinity passive) - Now also causes Amazon to regenerate 10 life points per second when surrounded by at least 2 friendly forestkin and beast units., These changes are intended to buff up Amazon before the upcoming season, providing players with a more reliable alternative to Windweavers. The sustain changes should allow Amazon to survive without need from Fountain of Rebirth or Surge of Light in minor engagements. The change to Beast Mastery will give the unit much more flexibility, with a substantially expanded range of targets, as well as a way to deal with flying units. [ Tier 2 Card Changes ] Treefiend: 1. Orb cost: Fire, Nature, Hybrid (T3) ➜ Fire, Nature (T2) 2. Life points: 1530 ➜ 1230 3. Counter type: L-counter ➜ XL-counter 4. Gifted Acid Bath: A. The disarming and slow effect has been removed and replaced by a paralyze that lasts for 15 seconds. B. Description - The unit slowly accrues an acid substance. Once it has stored up enough, it unleashes an acid bath: enemies within a 20m radius will be paralyzed for 15 seconds. After the effect wears off, targets are immune against Paralyze for a while. We are moving Treefiend to T2 as we do not see a path to viability in T3. Here it should provide an alternative T2 strategy for an otherwise struggling Twilight. T2 will be more conducive for Treefiend's playstyle, as enemies are less dangerous, allowing for players to have the time to root and unroot successfully. We are changing the bizarre gifted affinity effect to paralyze, which is more fitting to Twilight as a faction. Vileblood: 1. Life points: 1250 ➜ 1170 Slight nerf to Vileblood to compensate for the introduction of Molt which will be particularly strong in conjunction with Vileblood's transformation effect. Willzapper: Complete Card Rework 1. Remove all existing effects: 2. Add "Evaporate" from Hatecaster as a paralyze ability. A. Infused Evaporate (r) description - The building evaporates noisome fume every 6 seconds: up to 4 hostile units within a 40m radius will be paralyzed for 15 seconds upon inhaling it. Additionally, paralyzed enemies are weakened and take 20% more damage. After the effect wears off, targets are immune against Paralyze for a while. B. Tainted Evaporate (p) description - The building evaporates noisome fume every 6 seconds: up to 4 hostile units within a 40m radius will be paralyzed for 15 seconds upon inhaling it. Additionally, paralyzed enemies are poisoned and lose 20 life points per second. After the effect wears off, targets are immune against Paralyze for a while. Rework Willzapper to be like its NPC equivalent. The existing design of Willzapper is unsalvageable. If it were viable in PvP, it would be toxic, and it is unusable in PvE. Therefore, we are moving in a completely different direction and making Willzapper the AoE paralyze support tower it was always meant to be. This change should give Twilight's otherwise lackluster defense a significant boost. [ Tier 3 Card Changes ] Dying Breed: 1. Two different instances of Dying Breed can no longer be applied to the same unit. Both affinity effects were never supposed to stack with each other, but the mechanic was used for the seasonal speedrun challenge, so we could not fix it until after the Fire season concluded to avoid giving early adopters an unfair advantage. Twilight Creeper: 1. Spit parasites: now deal 20 damage per second. 2. Spit is now available immediately after transforming. A. An ammo bar has been added to signal when the ranged attack has recharged. 3. Add new transformation effect A. Infused Host: If the unit is transformed, it will release infectious parasites into the environment that befall up to 5 hostile units. Infected targets deal 50% less damage and take 20 damage per second for 10 seconds. The parasites may pass over to other available targets within a 15m range and spread the infection among up to 5 units. B. Tainted Host: If the unit is transformed, it will release infectious parasites into the environment that befall up to 5 hostile units. Infected targets take 40% more damage and 20 damage per second for 10 seconds. The parasites may pass over to other available targets within a 15m range and spread the infection among up to 5 units. The damage on spit will give Twilight Creeper anti-air capabilities. Combined with the new transformation effect, which will synergize with the new Molt card, players can Spit, Molt, Transform, and Spit again to deal a substantial amount of damage very quickly, cleaning up enemies and allowing players to run Twilight Creeper without needing a dedicated anti-air unit to accompany it except on maps with very strong flying units. Twilight Slayers: 1. New ability “Elan”: If the unit is transformed it will incite friendly Twilight ranged units within a 25m radius to gain Multishot for 25 seconds. Inspired by its NPC counterpart, the new transformation ability will allow Twilight Slayers to combo with Twilight Hag and themselves to deal huge amount of damage. The ability does not work with either Evil Eye or Treefiend who do not have traditional ranged attacks. Twilight Warfare: 1. Summoning zone now reduces unit cost by 30% 2. Tainted Battling (p) lifesteal: 25% ➜ 50% 3. Infused Battling (r) damage buff: 25% ➜ 50% more damage Allow Twilight Warfare to act as a viable replacement for Breeding Grounds while also buffing its existing effects. [ Tier 4 Card Changes ] Evil Eye: 1. Conjugation is now an active ability costing 180p with a 30 second cooldown instead of a transformation effect. With the introduction of Molt, we had to change Evil Eye's transformation ability to an active ability. In general, Tier 4 Twilight creatures will no longer have Transformation effects as they are the apex of the faction, meaning you are supposed to transform into them, not out of them. Hatecaster: 1. Remove Evaporate (AoE paralyze). 2. Add new passive "Restoration" - Regenerates 50 life points every second. 3. Add affinities to auto-attack and change name (Slimy Throw-Off ➜ Slime Throw) A. Tainted Slime Throw: i. Enemies directly hit take 25% more damage. Lasts for 10 seconds. ii. Enemies are also paralyzed on-hit for 10 seconds. CC immunity granted as normal. B. Gifted Slime Throw: i. Paralyzes on hit for 10 seconds. Paralyze does not grant CC immunity upon ending. We are removing the paralysis passive aura and moving it to the new Willzapper. In exchange, both affinities will now receive paralyze on-hit. To differentiate them, the green affinity will be able to permanently paralyze an enemy, while the tainted affinity will make them take 25% more damage from all sources. Additionally, Hatecaster will gain its NPC equivalent's self-healing. This will improve the tower's durability further and make it more self-and-forget when facing smaller waves. Twilight Pestilence: 1. Charge increase: 8 ➜ 12 2. Allied healing: 64 ➜ 160 life points per second 3. Infused (r) damage buff: 30% more damage ➜ 100% more damage Allow Twilight Pestilence to compete with Regrowth in Twilight-only decks. Massively increase the fire affinity's damage buff to enable more unit strategies and to make it competitive with the frost affinity's strong damage reduction effect. [ Map Modifiers ] Rejuvenation - Added a cap to the healing per tick. A maximum of 250 can be healed per tick to prevent bosses and other high life point enemies from healing excessively. [ Bugfixes & Minor Changes ] Lost Warlord should no longer negatively impact performance when the unit is selected. Fixed a visual bug where Simulacrum did not show it had summoning sickness. Changed the projectile trajectory of the player variant of Bandit Launcher from DirectLine to Arc. Forest Elder's Forest Charm now has a cooldown of 60 seconds on all upgrades. Fixed Forest Elder(g)'s Gifted Flower Power to allow it to reapply without allies having to exit and re-enter the aura. Flame Crystal (NPC variant) now properly interacts with Freeze and Spellblocker effects. Removed 3 non-functional towers from the game, including one which existed on Raven's End. This may cause issues with some community maps if they used the non-functional variants. Please report any instances of this problem so we can fix them. Archers mounted on walls should now gain vision range in accord with the attack range they gain by being mounted on walls. Same for Bandit Sorceress and other range increasing mechanics. All NPC towers have had their build-times increased from 0 seconds to 20 seconds. This means that they no longer instantly repair for the player when taken over by Matter Mastery but rather function like normal towers. Added faction classifications to all NPC towers, enabling them to properly interact with cards that have effects related to specific faction classifications. Added 6 more team colors (3 allied & 3 hostile) to support maps with multiple teams. Added the auto-attack, abilities, and damage per 20 second value to several NPC towers. Cleaned up descriptions across many cards in multiple languages. bergerb, Ultralord, WatcherOfSky and 7 others like this Link to comment Share on other sites More sharing options...
UltDragon Posted September 30, 2025 Share Posted September 30, 2025 Hotfixes 01 October 2025 Give missing season leaderboard rewards to players. Give missing achievement leaderboards rewards to players. Fix cards not showing up on players inventories after opening a booster. Fix challenges 1.2 and 1.3 not allowing Twilight and Neutral cards on bonuses requirements. Fix challenge 2.6 showing max relics 1, should be 0. 03 October 2025 Fix recurring error message related to season leaderboards. Fix season leaderboards refreshing even when the season window isn't open. Fix auto flip checkbox incorrectly enabling flip all cards even if they are already flipped. Fix challenge text formatting on postgame window. Change what's considered as unit dying (challenge 2.8): What counts as dying: Lethal damage from units, buildings and spell Sacrifice abilities Timed death Manual sacrifice Mind controlled enemies dying What doesn't count: Transformation (Twilight) Nightguard control swap Parasite Swarm mind control Bandit Sorceress entering building 05 October 2025 General Fix texts wrapping and cutting on season window for languages other than English. Fix challenges inventory filter not working for languages other than English. Fix infection of the week on worldmap events showing two Random PvE maps, should be one Campaign and one Random PvE. Global Sound Effects: Decreased sound effect range of the following units from 2500m to 100m: Bloodhorn (Fire) / Bloodhorn (Shadow) Forest Elder (Frost) / Forest ELder (Nature) / Forest Elder (Promo) Hellhound Thunder Wagon (Fire) / Thunder Wagon (Frost) Ancient of the Forest (NPC) Bandit Bloodhorn (NPC) Forest Elder (NPC) Leader of the Black Fangs (Strong) (NPC) Thunder Wagon (NPC) Cards Twilight Warfare (Shadow) / Twilight Warfare (Fire): Fixed 30% cost reduction not applying. Amazon (Frost) / Amazon (Nature): Passive ability Wildlife Affection / Wildlife Protection: Improve description to be more consistent in German. Crystal Fiend (Frost) / Crystal Fiend (Nature): Passive ability Blessed Use it well / Use it well!: Decrease heal sound volume from 80% to 35%. Decreased sound duration from 30 to 10 seconds. Improve description to be more consistent. Twilight Minions (Fire): Passive ability Infused Incentive: Fixed an issue where upgrade 3 applied the upgrade 1 buff. Improve status bar description on affected units to be more consistent. Twilight Minions (Nature): Passive ability Gifted Incentive: Improve status bar description on affected units to be more consistent. Nightshade Plant (Nature) / Nightshade Plant (Shadow) Increased the cost to transform into this unit from 180 to 182 power. Passive ability Adept Mutation: Decreased the transformation cost reduction from 28 to 26 power. Treefiend (Nature) / Treefiend (Shadow): Increased the cost to transform into this unit from 120 to 128 power. Twilight Crawlers Increased the cost to transform into this unit from 55 to 56 power. Decreased the transformation cost reduction from 13 to 12 power. Twilight faction ability Transformation: Improved description of bound power after transformation to be more detailed: 85% transformation cost: Tier 2 80% transformation cost: Tier 3 75% transformation cost: Tier 4 70% transformation cost: Nightshade Plant (Nature) / Nightshade Plant (Shadow) Twilight Crawlers 16 October 2025 Fix some monuments turning neutral when a player leaves the game. Fix challenge 1.10 (Win PvP matches) ending at 50, should be 100. Increase challenge 5.3 (Win campaign maps with T1) max progress to 8 and max points to 50. Now matches must last for at least 2 minutes for them to count for challenges that requires winning. Fix unique card counts on storybook showing 592 cards, should be 591. Fix challenges eligibility check not being cleared out on match end. Fix tooltip infos for border Jungle Maw, border Harvest Glow and texture Twilight. 27 October 2025 General Fix challenge 5.3 rewarding wrong points. The points difference will be claimable as the hotfix is deployed. Fix max points for challenges categories 5 and 6. Fix players that created an account after Oct 1st not receiving the card Molt. It will be given to players as the hotfix is deployed. Move achievement Evacuation Expert from Intermediate to Veteran category. Cards Colossus: Active ability Thunderous Roar: Improved description to be more consistent in French and Russian. Envenom (Fire): Infused Intoxication: Fixed an issue that lead to the damage over time never running out, causing infinite damage if the spell was cast twice on the same unit. Improved description to be more consistent in German. Fire Force (Fire) / Fire Force (Frost): Infused Morale / Blessed Morale: Fixed an issue where the spell could be cast on allied instead of only own units. Lost Vigil (Nature): Passive abiility Gifted Invigoration: Improved description to be more consistent in French and Russian. Mine: Goblin Trap: Improved description to be more consistent in Russian. Mutating Maniac (Fire): Passive ability Infused Fervor: Improved tooltip description on affected entities to be more consistent in English. Santa Claus: Improve class description in German to be more consistent. Shrine of Martyrs: Active ability Blessing of the Martyr: Improved description to be more consistent in English. Shrine of War: Active ability Song of Battle: Improved description to be more consistent in English. Improved global tooltip description to be more consistent. Improved upgrade II and III description in non-English languages. Improved condition description that the ability is already active in German. Warden's Sigil (Nature): Active ability Gifted Sigil: Improve tooltip description on affected entity to be more consistent. 02 November 2025 General Now all seasonal achievements are once per account, rather than once per year. Fix challenge 5.3 - Win maps with T1, rewarding wrong **relics**. The relics difference will be claimable as the hotfix is deployed. Improve description for challenge 1.12 - Help skylords, add "Bonuses do not count" at the end. Fix description for challenge 3.5 - Win Titans and Raven's End, base difficulty should be Advanced. Fix description for challenge 3.6 - Win The Soultree, was displaying incorrect map Ochila. Fix description for challenge 5.3 - Win maps with T1, remove number 3 from text, as there the max progress is 8. Cards Hatecaster (Nature) / Hatecaster (Shadow): Change classification from Fortress to Tower. Fix it being able to be used on challenge 3.5 - No towers, fortress or shrines. Deepgorge (Frost): Passive ability Cold Clutch: Removed former affinity coloring on passive ability icon in the card tooltip and upgrade card. Twilight Slayers (Fire) / Twilight Slayers (Shadow): Passive ability Elan: Add visual effect on affected targets. Twilight Warfare (Fire) / Twilight Warfare (Shadow): Infused Battling / Tainted Battling: Immunity to summoning sickness and cost reduction now properly affects also friendly units instead of only own units. 03 November 2025 Fix Promise of Life and Second Chance not properly reviving units. 04 November 2025 Fix when using Twilight transformation, transformed units not inherit the original unit's group, selection, and commands. 11 November 2025 Apply discount to season shop cosmetics from past seasons based on the progress to the Promo from that season. E.g. If you earned 60% of the points to unlock the Promo, cosmetics you will cost 60% less. The discount is capped at 70% for general cosmetics. The discount is capped at 50% for the final title and the top 100 border reward. Rework progression filter on the season challenges tab, now it will be two checkboxes: Hide Max Progress and Hide Max Points. Fix the top 100 border reward from past seasons not showing up in the season shop. Fix some replays not showing played cards. Fix Twilight transformations not appearing as played cards on replays. Fix challenge 3.4 description, from Standard to Advanced. Fix challenge eligibility check having swapped texts for different week and different month. 12 November 2025 Fix season shop discount not applying to the Promo card. Discount is capped at 70%. 18 November 2025 Fix global modifiers being applied multiple times to entities spawned by spawn camps (particularly on rPvE). 26 November 2025 Add "Hide E-mail" checkbox to Login screen. 01 December 2025 Allow players to define a description during lobby creation. Descriptions will be shown on the game list and inside the lobby. Add Community Goals (more information on Community Update). Will become available at the daily reset on Dec 1st. Fix critical error on match end Fix crash when looking for matchup on Ranked Duel Fix rarity keyword on inventory filter not working for German Adjust Community Goals position on 4k resolution 05 December 2025 Fix max points for challenge 6.2 Fix error on the Contacts window (friends list) Fix error when buying Barbed 2 border on season shop 31 December 2025 Hide the lobby description in the lobby list when it’s empty. Metagross31 likes this Link to comment Share on other sites More sharing options...
This Is Halloween_2 Posted October 1, 2025 Share Posted October 1, 2025 (edited) Well well, that is an amazing amount on new contents ! For the new cards : Molt : 40s. I still find that it is a lot, after previous remarks made. The spell is cool, but realistically, considering cost the previous up to twilight transformation, it's only trully usage is with vileblood (which got nerfed XD). Perhaps mutating maniac at T3 ? Whisperer, woodland watch & twilight infestation : it was talked about a lot. Waiting for the real in game numbers. Wait and see ^_^ Skyscorcher : a pleasant surprise. The AA part seems fine in term of damage (2500 for 90 power, reasonable). However 1625 ground dp20 is quite low. Stone launcher for example has 2700 dp20 vs both air and ground. It cost +10 power, has -10m range vs air and doesn't slow ground units sure, but I find 1625 to be quite a low number 😕. Not sure it will find a place. Promo Forest Elder looks AMAZING !!! He's beautiful. great art work ! For the balance changes : Amazon : Wow. That's a massive buff for nature T1. It may have the potential to be as impacting as striker change was for fire T1, but with less scaling potential. It is also more map dependent. We'll need to see if speedrunners can make something out of her. Treefiend : I hope he will now be useful. 150 power is still a lot. My biggest issue is still the fact that is acid bath charge is still useless because he auto-cast it even without ennemies in range. If only he could keep it in stock ... Vileblood : Kind of a random pre-nerf 😕. His stats were already low for his cost. And now that we finally might enjoy a combo with him in PvE, he takes a hit. Willzapper : That one is game changing for twilight. Massive amount of paralysis in defense, for a 70 power building. Amazing. Dying breed : Fair. Twilight creeper : He might become useful. 20dmg is still low at T3, so wait & see. Twilight Slayers : .... @Cocofang doesn't listen to anyone eh ? Dunno why we bother with the Balance Discord sometimes. I tested, it doesn't work with deathglider (though the change hasn't got through for this one, I'm pretty sure that they won't combo now). For treefiend and evil eye, that's fine. But with the "future" death glider, ... A lot of "talk" about twilight synergy for that result .... well let's see when deathglider change is implemented. @WindHunter I'll put my faith in you ^_^ Twilight warfare : That card will now be useful I hope. Good change. Evil Eye : 180 power is a lot... The transformation effect wasn't used much in part becasue of the cost (of course i understand the need to break any combo with molt, it would have been broken XD). 120-150 would have been better, considering the only real use case is for cluster explosion (we got enough charges for the rest). Hatecaster : Well, Green affinity is becoming stronger, Purple one is getting a nerf I'd say. 25% more dmg is too low at T4, the tower used to spew it's paralyzing effect twice as fast as the Green one, with an additional +1000dmg on top of it. Overall, 1 affinity is stronger so the card will be played, but the split in power level between the 2 is now bigger. Twilight pestilence : FINALLY !!! Twilight will now have access to it's very own defining God level Spell, as stonekin, lost soul, shadow and fire have. There's now a big reward for going Fire-Fire-Nature-Nature at T4. A bit sad that planned change for abomination, brute and deathglider haven't made it, but overall feedback is positive but with a number of reserves on my side. Real testing will tell me if the twilight faction is now mostly fix, or still in needs of help. Edited October 1, 2025 by This Is Halloween_2 Link to comment Share on other sites More sharing options...
Majora Posted October 1, 2025 Share Posted October 1, 2025 Two questions that frequently come up: - Cards from boosters do not immediately show up in the inventory. Relogging should solve the issue while we work out a solution. Fixed - Rewards from the top leaderboard positions will be send out in the coming days. Link to comment Share on other sites More sharing options...
Carofex Posted October 1, 2025 Share Posted October 1, 2025 Is the PvP-impact of Amazon in any way tested? Looks very strong. Armatores likes this Link to comment Share on other sites More sharing options...
RadicalX Posted October 1, 2025 Share Posted October 1, 2025 27 minutes ago, Carofex said: Is the PvP-impact of Amazon in any way tested? Looks very strong. As the enemy gets an unbound unit in return, PvP usage should be quite limited. In most situations you can just cc or kite and generate massive economy advantages. Shadow spell restrictions are active to prevent sacrificing a target under temporary mind control. The strongest cases remain to be self-harming abilities like Nightcrawler Frenzy, but we will monitor performance in PvP. Due to the unique way nature T1 was designed, we have many levers to specifically buff up other factions directly targeting this matchup whenever necessary. Carofex and Armatores like this Link to comment Share on other sites More sharing options...
WindHunter Posted October 1, 2025 Author Share Posted October 1, 2025 5 hours ago, This Is Halloween_2 said: Twilight Slayers : .... @Cocofang doesn't listen to anyone eh ? Dunno why we bother with the Balance Discord sometimes. I tested, it doesn't work with deathglider (though the change hasn't got through for this one, I'm pretty sure that they won't combo now). For treefiend and evil eye, that's fine. But with the "future" death glider, ... A lot of "talk" about twilight synergy for that result .... We did not have the time to implement the Deathglider rework since it was the equivalent of implementing an new fairly complex unit. Deathglider in its existing T2 state is unviable and has nearly no use case. It can work with Twilight Slayers' new Multishot ability, but the FX is not doubling like it should. As such we excluded it, its not viable anyway, while we work on fixing the FX to make it work with Twilight Slayers. So, like in many cases, I recommend withholding judgement until the final product is released. Majora and This Is Halloween_2 like this Link to comment Share on other sites More sharing options...
Fimion Posted October 1, 2025 Share Posted October 1, 2025 Amazon should be able to take over Lost Vigils that would give Nature T1 an effective counter for Lost Vigils at T2 at rPvE lvl 8. During the Nature Season alot of players will play nature T1 and if you encounter LS with Vigils at T2 and 2-3 of your teammates play nature T1 the match is over before it has even started. Link to comment Share on other sites More sharing options...
Draconnor Posted October 1, 2025 Share Posted October 1, 2025 why i cant printscreen anymore? 😛 Link to comment Share on other sites More sharing options...
This Is Halloween_2 Posted October 1, 2025 Share Posted October 1, 2025 (edited) 46 minutes ago, WindHunter said: We did not have the time to implement the Deathglider rework since it was the equivalent of implementing an new fairly complex unit. Deathglider in its existing T2 state is unviable and has nearly no use case. It can work with Twilight Slayers' new Multishot ability, but the FX is not doubling like it should. As such we excluded it, its not viable anyway, while we work on fixing the FX to make it work with Twilight Slayers. So, like in many cases, I recommend withholding judgement until the final product is released. Ah that is good news. I was afraid the combo would be dumped completely after the last exchange on the subject. If what you say is true, then I'll be more than happy to withhold my judgment 🥰. Edited October 1, 2025 by This Is Halloween_2 Link to comment Share on other sites More sharing options...
RadicalX Posted October 1, 2025 Share Posted October 1, 2025 38 minutes ago, Fimion said: Amazon should be able to take over Lost Vigils that would give Nature T1 an effective counter for Lost Vigils at T2 at rPvE lvl 8. During the Nature Season alot of players will play nature T1 and if you encounter LS with Vigils at T2 and 2-3 of your teammates play nature T1 the match is over before it has even started. Try stacking Envenoms to deal with Vigils. The damage is not as bad as it used to be since the red affinity ramps up now. Amazon swap can mindcontrol manabeasts to buy time if you are dealing with instant pulls. It's harder to coordinate compared to Fire, but the majority of LS seeds should be beatable in both single- and multiplayer. Link to comment Share on other sites More sharing options...
This Is Halloween_2 Posted October 1, 2025 Share Posted October 1, 2025 (edited) 1 hour ago, Fimion said: Amazon should be able to take over Lost Vigils that would give Nature T1 an effective counter for Lost Vigils at T2 at rPvE lvl 8. During the Nature Season alot of players will play nature T1 and if you encounter LS with Vigils at T2 and 2-3 of your teammates play nature T1 the match is over before it has even started. Windhunter stealthy change in November : Amazon mind control limit : 2 orbs and 150 power --> 2 orbs and 175 power NPC Lost Vigil cost : 3 orbs and 150 power --> 2 orbs and 175 power That would be busted 😆 Edited October 1, 2025 by This Is Halloween_2 Link to comment Share on other sites More sharing options...
Fimion Posted October 1, 2025 Share Posted October 1, 2025 (edited) Envenom is never going to work if you cant take over vigils instantly your T1 army wont even make it to the spawner Vigils also have knockback high range and HP regeneration when they are near a friendly building and it gets even harder when you have a close T2 side camp and a spawner at T3. Simply make NPC Vigils T2. Please show me a replay of a nature player dealing with Vigils at T2 ive been playing rPvE lvl 8 for many years and i have never seen a player with nature T1 who could deal with Vigils at T2 without the help of a fire player. Imo its just stupid that fire T1 is the only option for difficult lvl 8 LS maps... Edited October 1, 2025 by Fimion Link to comment Share on other sites More sharing options...
RadicalX Posted October 1, 2025 Share Posted October 1, 2025 A single Envenom (r) is enough to kill a Vigil even with the healing buff as long as she stays in combat, you can test it in the Forge. As the spell damage stacks you can get two Envenom casts per Vigil in a full nature 4p lobby to get rid of them quickly. I do understand and agree that Fire T1 being overly dominant for certain multiplayer rPvE 8 maps is not ideal and I am not opposed to helping other factions with some buffs, but T1 mind control on Vigils is trivializing what is supposed to be some of the hardest content in the game. Current 1p MotM is a Vigil LS seed, so I did a run with Nature on difficulty 8, replay is attached. LS_8_MotM_Nature.pmv Link to comment Share on other sites More sharing options...
Fimion Posted October 1, 2025 Share Posted October 1, 2025 (edited) This map is a complete joke compared to difficult 4P and 2P maps there is plenty of room to walk around the enemies to get to the spawn fast no close bases and no T3 waves and the side base had Mindbenders. On a difficult map especially 4P you got no chance with a deck like this there is no point in even discussing that. There are plenty of LS maps where even a good team with 4 fire T1 players will have a very hard time. What makes Vigils so dangerous is their high range you can accidentally pull them even if you dont see them, walking around a camp like you did on that 1P map is not possible in most 4P and alot of 2P maps. Show me a replay of Nature T1 players beating a difficult 4P map with close bases T3 waves and Vigils in both bases ill be waiting. Edited October 1, 2025 by Fimion Link to comment Share on other sites More sharing options...
RadicalX Posted October 2, 2025 Share Posted October 2, 2025 Of course 4p seeds are more stacked, because you have 4 players working together to deal with them. More deck slot options, less cooldown restrictions from spells and much more combined starting power upon pushing the first player. I am not here to have a nitpicky discussion about this, because you know how rPvE8 teamplay works. I can tell from experience you can beat the vast majority of rPvE 8 seeds with full nature lobbies, but if you aren't convinced just play Fire T1. Link to comment Share on other sites More sharing options...
Fimion Posted October 2, 2025 Share Posted October 2, 2025 (edited) Yes you can beat most 4P rPvE 8 maps with nature T1 but you cant beat most Lost Souls rPvE 8 maps with nature T1. Maybe a good team of nature players could beat an easy LS map that is very much like that 1P map, no close bases no T3 spawner and no Vigils in both camps and lets not forget no open T3. But the majority of 4P LS maps are not like that and a team with 3-4 nature T1 players will have no chance in difficult situations. Like i said please show me how to beat a difficult 4P LS map with nature T1 id really like to see that but i already know thats not gonna happen because it never did and it never will if nature doesnt get a good counter for Vigils. Edited October 2, 2025 by Fimion Link to comment Share on other sites More sharing options...
Rankerz Posted October 7, 2025 Share Posted October 7, 2025 I have some feedback on 1.5 repetable challenge RPVE Season 1 awarded a total of 84 points for 720 progress. Season 2 awards a total of 70 points for the same 720 progress. The only difference is that you can get one extra point at rpve expert + which should not affect most of the playerbase Meaning an average player has to still grind 360 (!) rounds of rpve for even less points (84p vs 70p) than S1 How is it an improvement of the grind? Even if the rewards are more front loaded, you still need to play 90 hours (if avg match is 15 minutes) to get 70 points As you can see I grinded this quest hard S1 and cannot imagine doing the same for LESS points ! Link to comment Share on other sites More sharing options...
WindHunter Posted October 7, 2025 Author Share Posted October 7, 2025 As we already answered on the discord, but which I will repeat here for others: This specific challenge gives you less points overall but relatively you progress faster because the "Spent power summoning units" and "Use Twilight Transformation" spells progress substantially faster than their Fire season counterparts. At the same time, in S1 you needed to max out every repeatable to get all points. Now you do not need to max out a single repeatable to earn the maximum 400 points. So you have no need to grind this mission to completion for the sake of seasonal points, but if you do complete it for some reason, it will now reward a Relic. Additionally, many of the one-time challenges and Nightmare missions have had their points increased or made more accessible, and there are more one-time challenges overall. So the balance of overall points has shifted from grinding repeatables to max to doing challenges and being able to mix and match repeatables. Rankerz likes this Link to comment Share on other sites More sharing options...
WolvenX Posted October 9, 2025 Share Posted October 9, 2025 Is it possible to get a list of the beast and Forestkin cards. (Beast I should be able to figure out), but not too sure about Forestkin? Link to comment Share on other sites More sharing options...
Krapper Posted October 9, 2025 Share Posted October 9, 2025 39 minutes ago, WolvenX said: Is it possible to get a list of the beast and Forestkin cards. (Beast I should be able to figure out), but not too sure about Forestkin? You can use "class:beast" or "class:forestkin" to search for them in your inventory or in the marketplace. Alternatively you can go on smj.cards and filter by "Other Filters" and then "Unit Species". Link to comment Share on other sites More sharing options...
Majora Posted October 9, 2025 Share Posted October 9, 2025 Keep in mind this patch also introduced easy ingame ways to check. If you press the looking glass next to the quest, it will filter your deck for all available cards for that challenge. You can also check if your whole party is using the correct cards in the lobby. Metagross31 likes this Link to comment Share on other sites More sharing options...
Carofex Posted October 14, 2025 Share Posted October 14, 2025 (edited) challenge 2.8 Ocean on expert with 0 lost units. Maybe someone is interested. Ocean.pmv Edited October 14, 2025 by Carofex Titan, Metagross31 and F10 like this Link to comment Share on other sites More sharing options...
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