WindHunter Posted March 1 Share Posted March 1 Patch #400055 - Whispers of the Void Welcome to our newest patch. This update contains our twenty first balance patch for the game, the release of Season 3, 5 brand-new cards, quality of life changes, and much more! Patch Preview Face 43 new challenges and earn cosmetic and card rewards over four months as part of Season 3, Whispers of the Void! Five new cards and one new promo are now available! Jump in-game to collect Nightmare, Dark Maiden, Dark Mind, Devourer, Phantom Stampede and promo Overlord! Players can now purchase two new borders in the Relic Shop as well as any Season 1 & 2 cosmetics they missed. Substantial balance changes and reworks to Shadow and Lost Souls cards. A new way to organize your decks! Many fixes and QoL changes based on community requests. Season 3 - Whispers of the Void This patch introduces our third season. Our seasons system is based around challenges that the player will complete over a 4-month time period (in this case March 1st to June 30th). Shown below are all rewards available this season: We were fairly happy with the changes we made to last season's challenge and reward structure, so there are fewer changes going into season 3 than there were going into season 2. The biggest two changes are the introduction of new Maps of the Season and community-wide challenges. Maps of the Season are rPvE maps which will be standard for the entire length of the season, allowing players to choose the factions they want to fight against in rPvE. The community-wide challenges will give the season a larger sense of community, with the intention being that more active players can help less active players achieve more seasonal progress. As an added bonus, if the community finishes all three community challenges a special border will be unlocked for everyone who participated. Talking about rewards, we have moderately reduced the bfp value of the reward track cards to avoid overly depressing the marketplace like happened at the beginning of season 2. Since the community wide challenges will add some more easily available season points, we took the opportunity to increase the difficulty of the Nightmare challenges to help differentiate players at the top of the leaderboard more. Additionally, we made it easier to earn progress for the repeatable challenge to help other players in challenges. [ Repeatable Challenges ] These are repeatable challenges by which the player slowly accrues points while doing other challenges and simply playing the game. Available from March 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 Be among the 100 players with the most points earned at the end of the season. Challenge 1.2 Win official campaign scenarios that are the Map of the Day on different days on any difficulty. Challenge 1.3 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 1.4 Win random PvE scenarios that are the Map of the Month on different months on advanced+ (5) difficulty or higher. Challenge 1.5 Play cards in any game mode. Playing Shadow, Amii, Lost Souls, and Bandits cards rewards more mission progress. Challenge 1.6 Win random PvE scenarios. Completing maps both on higher difficulties and with you using decks that contain 10 or more Shadow, Amii, Lost Souls, or Bandits cards you will reward more mission progress. Challenge 1.7 Win official campaign or featured community maps on standard difficulty or higher. Completing maps both on higher difficulties and with you using decks that contain 10 or more Shadow, Amii, Lost Souls, or Bandits cards will reward more mission progress. Challenge 1.8 Spawn units via spell and ability effects (Lost Revenants count) Challenge 1.9 Transfer void power into actual power (normal void return does not count) Challenge 1.10 Be among the top 100 players with the most Elo-score in 1v1 ranked PvP at the end of the month. Challenge 1.11 Win PvP matches (ranked, sparring, BattleArena, etc.) Challenge 1.12 Spend time playing PvP (ranked, sparring, BattleArena, etc.) Challenge 1.13 Help fellow Skylords progress in seasonal challenges. Progress is gained if a Skylord in your party progresses in a non-repeatable challenge up to or below the point where you have already progressed in that challenge. [ One-time Challenges ] The first set of three one-time challenges available from March 1st. The next set with 6 challenges unlocks on April 1st and the last set with 5 challenges unlocks on May 1st. Players will have until the season ends on June 30th to complete them. Challenge 2.1 Win different campaign scenarios or featured community maps on standard difficulty or higher. Demon and Undead units are not allowed. Only Shadow, Lost Souls, or Neutral cards are allowed. These restrictions apply to all team members. Challenge 2.2 Win the 2-player scenarios Crusade and Convoy on standard difficulty or higher. Only Shadow or Lost Souls cards are allowed. Only cards of T2 and below are allowed. These restrictions apply to all team members. Challenge 2.3 Win the 1-player scenario Mo and the 1-player featured community map Rise of a Demon on advanced difficulty or higher. Only Shadow, Lost Souls, or Neutral cards are allowed. No unit cards are allowed. Challenge 2.4 Win 3 different 2-player random PvE scenario Map of the Season presets on Adv++ (6) difficulty. All cards played must cost 100 power or less. Only Shadow cards are allowed. These restrictions apply to all team members. Challenge 2.5 Win the 1-player featured community map A Thirsty Journey Home and the 2-player PvE scenario Sunbridge on advanced difficulty or higher. All cards played must cost between 70 and 150 power. Only Shadow, Lost Souls, or Frost cards are allowed. These restrictions apply to all team members. Challenge 2.6 Win the 4-player scenario Empire and the 2-player scenario Unexpected Visitors on advanced difficulty or higher. Only Shadow, Frost or Lost Souls cards are allowed. All units T2 and above must be Lost Souls units. All buildings must be Shadow or Lost Souls buildings. These restrictions apply to all team members. Challenge 2.7 Win the 4-player featured community map Dwarfen Stronghold Rework and the 4-player scenario King of the Giants on advanced difficulty or higher. Only Shadow, Lost Souls, Frost, or Neutral cards are allowed. All units must be undead units. These restrictions apply to all team members. Challenge 2.8 Win a random PvE scenario that is Map of the Season or Map of the Month under 10 minutes on any difficulty. Only Shadow or Lost Souls cards are allowed. 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 May 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 a 1p random PvE scenario Map of the Season preset on Expert+ (8) difficulty. Only Shadow or Lost Souls cards are allowed. Challenge 5.2 Win the 1-player scenario The Soultree on expert difficulty in under 18 minutes. Only Shadow or Lost Souls cards are allowed. Completing the challenge more quickly awards progressively more points. Challenge 5.3 Complete 3 different campaign maps on standard or advanced difficulty. Only Shadow cards are allowed. The only card allowed T2 or above is Shadow Phoenix. These restrictions apply to all team members. Challenge 5.4 Win a random PvE scenario that is Map of the Season on Std++ (3) difficulty or higher. Only cards of Tier 2 and below are allowed. All units and buildings played must be Shadow or Lost Souls 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 3, 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 April 1st. General Changes & Fixes The Bandit preset in random PvE has been rebalanced. Bandits should still be the easiest faction to play against, but with less of a gap between them and the other faction presets. As part of this rPvE rebalance, we added new units to the Bandit preset, such as Sand Skate, Bandit Cannoneer, both Raven ships, Bloodhorn, and Wasteland Terror. Additionally, we have added several new bosses, including Boggart and Ravenheart. A new "Map of the Season" function has been added to random PvE. Upon choosing Map of the Season, players will be prompted to choose among any of the existing faction presets (Bandits, Stonekin, Lost Souls, Twilight, Nature, and Fire). Each of these presets will remain available for the duration of the season. Added a new way to filter cards in the inventory and marketplace - "orbs": Typing orbs(na,sh) will search for cards that contain both Nature and Shadow orbs - matches T2, T3, T4 Amii cards Typing orbs=(na,sh) will search for cards that have both a Nature and a Shadow orb - matches T2 Amii cards only () Typing orbs<=(na,sh) will search for cards that fit a deck with 1 Nature and 1 Shadow orb in T2 - matches T1 Shadow () and T1 Nature cards () & T2 Shadow splash (), T2 Nature splash () and T2 Amii cards () Typing orbs<=(na,sh,na) will search for cards that fit a deck with 2 Nature orbs and 1 Shadow orb in T3 () Added inventory filter unique_orbs - Typing unique_orbs=1 will search for cards that require at most 1 Fire, Frost, Nature, or Shadow orb. Many new Shadow textures added to the map editor for use in community and official campaign maps. New Cards The following new cards have been added to the game. Please note that Nightmare, Dark Maiden, and Devourer are timely-exclusive, meaning they are tied to the season rewards and will not drop from booster packs or reforging while the season is active. After the season has concluded, the non-promo cards will drop as usual. Dark Mind and Phantom Stampede will drop from boosters as usual from the beginning. Players who log in before April 1st will receive a free copy of Phantom Stampede. Nightmare - 70p T1 Shadow Spell You will find the upgrades for this card on the maps Nightmare Shard (U1) and Unexpected Visitors (U2/U3). Shadow is the only T1 faction which is unable to meaningfully help its allies via either spells or global effects. With Nightmare, Shadow players can now summon two ghostly steads which will blow themselves up to weaken enemies such that they deal less damage for a short time. This card should add much needed flexibility to Shadow T1, in both solo and multiplayer matches, by giving Shadow an indirect way to improve the survivability of its units and generate early corpses. Dark Maiden - 80p T2 Shadow Support Unit You will find the upgrades for this card on the map Heart of Trouble (U1/U2/U3). Shadow Mage is one of the most iconic units in the game but due to various PvP nerfs, most especially the bugfix to Nether Warp (g)'s healing, she has become largely unusable in PvE. This is a shame because she ought to provide a meaningful alternative to other T2 options like Shadow Phoenix and Harvester. Enter Dark Maiden. She is a Shadow-flavored glass cannon designed to also heal allies. Once Dark Maiden has dealt enough damage, she begins to passively emit healing waves while doubling her lifestealer capacities, perfectly synergizing with Shadow Mage and giving PvE players a new way to run Pure Shadow decks in T2. Dark Mind - 90p T2 Shadow Flying Unit You will find the upgrades for this card on the map Heart of Trouble (U1/U2/U3). Dark Mind is a T2 M-sized flying unit that uses a scaled up version of Parasite Swarm's model. The card is designed to be used in both PvP and PvE, giving Shadow T2 some badly needed crowd control. When Dark Mind attacks an enemy, it automatically applies a confusion effect similar to Amok. In PvP this will allow Pure Shadow to better counter L and XL-unit attacks, and in PvE it will act as a good compliment to Dark Maiden, with its crowd control helping to improve the survivability of the otherwise fragile Dark Maiden and Shadow Mage combo. Devourer - 230p T4 Shadow Unit You will find the upgrades for this card on the maps Nightmare's End (U1) and Unexpected Visitors (U2/U3). One of the project's first prioritizes was to make each pure faction viable in each tier. With the release of Devourer, we will have (hopefully) finally succeeded in achieving this goal. While T4 Pure Shadow already has two cards, it has always lacked a strong unit to become the primary vehicle for Shadow's powerful single target buffs. Shadow also has an identity as a swarm faction and Devourer's "Mincemeat" ability will enable players to turn those swarms directly into bombs. All in all, Devourer should feel like the apex Shadow unit which ties together most of the faction's major mechanics, similar to Frost's Dreadnought. Phantom Stampede - 120p T3 Lost Souls Spell You will find the upgrades for this card on the maps Empire (U1) and Unexpected Visitors (U2/U3). Ever wanted to have your own stampeding Lost Hulk? Phantom Stampede is a hybrid damage and support card which can damage enemy units and shield friendly units by summoning an revenant of a charging Lost Hulk. It can theoretically damage and shield an infinite amount of targets, which regards good targeting. The cards primary role is to give T3 Lost Souls an easy to use sustain tool which also synergizes with Blood Healing to let players keep their units in the battle for longer and with smaller downtimes between combat. Login Reward: As a bonus, every player who logs in during March 2026 will receive a free copy of this new card! Overlord - Promo Card You can get this special promo card by earning 900 seasonal points. After the season has concluded, promo Overlord will be purchasable in the Relic shop, for those who did not get it during the season. Deck Tags BattleForge is the type of game which encourages the player to experiment with dozens or hundreds of different deck combinations. With the launch of seasons, this encouragement to experiment has become a requirement, and as such the amount of decks players have is multiplying. While the old deck menu was functional, we have long been unhappy with its organizational capacity. As such, we finally decided to sit down and rework the deck menu to give the player more tools. Players can now create and assign tags to each deck. Some tags come pre-included, such as tags for each official map and each official game mode. All tags can be customized with a plethora of assignable colors and icons. Additionally, as part of these changes, we are changing the "Suggested Decks" feature in the game lobby. Instead of showing decks you previously used on the map, it will now show decks with the relevant tags for that map. We hope this new system makes it easier for players to organize and find their various decks without resorting to endless scrolling, and that it encourages players to experiment with more types of decks in the future. Game Balance Changes Ice Shield Disenchant Interaction: All Ice Shields can now be disenchanted except for Avatar of Frost's in-built shield. [ Tier 1 Card Changes ] Ice Shield Tower: 1. Change the “Ice Shield” ability from auto-cast to passive. Ice Shield tower should no longer have its "Ice Shield" ability blocked by line of sight and it should also now properly apply new shields to unshielded units and not just repeatedly reshield the closest target in range. [ Tier 2 Card Changes ] Altar of Nihil: 1. Power cost: 50p ➜ 65p 2. Add an initial cooldown (60 seconds) Altar of Nihil has proven to be too strong and has become quite toxic in lower tier matches, so we are nerfing it accordingly. Infected Tower: 1. Virus: A. Now affected by population cap (150) B. Players can now suicide units under the effect of Virus. C. Ability power cost: 60p ➜ 90p D. Now longer retransforms existing Twilight Pests on death. 2. Slime Cannon now knocks back small units. While we know that some people liked the Infected Tower infinite bug deck, we sadly must remove it due to the crashes and lag spikes it caused when the mass of bugs are teleported or knocked back. To compensate, we are making it easier to trigger the Virus effect by allowing players to suicide their own units. This should make the deck archetype more viable in T2. Eventually, we will be reworking Fleshbender to continue fleshing out the bug archetype in Twilight. Lastly, we are adding small knockback to the tower's auto-attack to help its survivability. Gladiatrix: 1. Disenchant cost (both affinities): 55 ➜ 40 2. Shadow affinity (p) now also has swift 3. Nature affinity (g) Disenchant cooldown: 10 seconds ➜ 3 seconds Gladiatrix fell out of the meta for most factions as alternatives got buffed. This should give Fire splashes more counterplay to several buff and debuff mechanics and add a meaningful choice for affinity selection. Global Warming: 1. Fire affinity (r) Ice Shield damage: 660 ➜ 1000 2. Frost affinity (b) Ice Shield damage: 55 ➜ 90 damage per second 3. Both affinities now work on all enemies, including Amii structures. As the red affinity usually is the better one to play, Global Warming currently gets countered by the Ice Spike plus Ice Age combo. Since the cards sole purpose is to counter shield mechanics this needs to change and at least allow the player to break Ice Spike shields on activation. Lost Launcher (b): 1. Ice Shield now refreshes every 40 seconds and no longer regenerates by 5 life points per second. 2. Ice Shield strength: 600 life points ➜ 500 life points 3. An indicator now shows when the Ice Shield will refresh when the shield has been lost. The frost affinity of Lost Launcher had a one-time shield while the fire affinity has a permanent rage ability. We have solidified the frost affinity's identity as the beefier version by allowing its Ice Shield to refresh itself similar to Avatar of Frost. Lost Priest: 1. Exhaustion debuff strength (both affinities): 40% ➜ 50% While Lost Souls' T2 in PvE has become quite good, Lost Priest is still struggling to find his place so we can giving his ability another buff. Rippers: 1. Cannibalize regeneration: 35 ➜ 40 life points per second Rippers continue to perform poorly, so we are giving their regen another buff. This will also help the Rippers from Nox Carrier which is also receiving a buff this patch. Scorchlings: 1. Life points: 940 ➜ 1080 With the transition from Wormlings to Scorchlings the unit lost the damage reduction from worm movement, so we are giving it a small health increase to compensate. Whisperer: 1. Blind ability: A. Removed immunity to Blind that lingered for 10 seconds after the effect ran out. B. Now properly works vs all enemies and not just units. This change will allow Whisperer to perma-CC enemies and allow for the unit to disable building attacks. [ Tier 3 Card Changes ] Gate of Akylos: 1. Life points: 4400 ➜ 3400 2. Give up the Ghost new effect: For each unit sacrificed in this way, 14% of each player’s current void power will be transferred to the actual power pool. 3. Ethereal Anchor duration bonus: 25% ➜ 35% Improve the Lost Souls unit economy. Producing Revenant armies costs a lot of tempo and generates lots of unbound power, so Gate of Akylos can now help move that power back into the player's hands. This change will also help in any future seasonal challenge scenario if Shadow and Frost cards are banned and therefore void return is not readily available. Ethereal Storm: 1. Bonus damage now also gets triggered by Undead units. This change will make Ethereal Storm work with normal Lost Souls units, but also summons from Undead Army, making the spell easier to use overall. Lost Grigori: 1. Attraction General Changes: A. Ability type: Mode-change ➜ Active ability B. Now a one-time taunt that lasts 15 seconds C. Affinity effects unchanged This change to Grigori should allow it to function better as a tank in PvE for Lost Soul's T3 ranged arsenal such as Ashbone Pyro, Lost Manabeast, or Lost Horror. Simulacrum: 1. Simulacrum can now teleport using Spirit Gate when even self-rooted. This will allow players to mass port their Simulacrum armies without having to individually teleport or root/unroot each unit. It also makes it easier to use Simulacrum with other units, as you can walk the melee/tank forward first, then teleport all the Simulacrums to that unit at once. The ability to immediately re-teleport themselves with their own ability will play more into its identity as a kiting unit. Transcendence: 1. Spell type: Spell ➜ Arcane With this change, Transcendence will remain usable even without ground presence. This will prove especially powerful in conjunction with Skydancer + Energy Core decks. Twilight Creeper: 1. Spit parasites: 20 damage per second ➜ 17 damage per second We slightly overbuffed Twilight Creeper last patch and are now reining it back in. Twilight Infestation: 1. Twilight Dancer: A. Damage: 600 ➜ 900 dp20 B. Splash radius: 5m ➜ 10m C. Life points: 728 ➜ 800 Twilight Dancer was accidentally released with lower life points and damage than originally intended and we are rectifying that. Additionally, we are increasing its splash radius to allow it to more effectively kill squad units, hit moving targets, and to damage enemies positioned close to its target. Eliminator: 1. Size: M-sized ➜ L-sized 2. Orb cost: 1 Shadow, 1 Neutral (T2) ➜ 3 Shadow (T3) 3. Power cost: 60p ➜ 120p 4. Damage: 840 ➜ 2020 5. Life Points: 675 / 710 / 780 / 850 ➜ 1800 / 1860 / 1930 / 2020 6. Taming: A. Remove affinity effects B. Now works on Demons & Spirits instead of Demons & Undead C. Active ➜ Passive D. New effect - Reduces the self-damage of all friendly units in a 30m radius by 50%. 7. New affinity effect, “Tainted Homicide” - “Whenever a hostile unit directly attacked by Eliminator is killed, 6% of the current void power will be transferred to the actual power pool.” 8. New affinity effect, “Gifted Homicide” - “Whenever a hostile unit directly attacked by Eliminator is killed, its corpses explodes healing all allied units in a 10m radius by 660 life points.” We are moving Eliminator to T3 as we do not see a viable use case for the card in T2. It will maintain its identity as a hybrid brawler/support unit. The new Taming ability will synergize with Unstable Demon, Shadow Mage, Cultist Master, Mutating Maniac, and Ashbone Pyro. The idea is to make Pure Shadow's T3 a bit easier to pilot for the average player. Additionally, we have moved the affinity effects to a new on-hit, on-death ability. It simply seemed right that a card named "Eliminator" would do something when it eliminates enemies. As part of the changes, we have updated Eliminator's texture to make him a tad more handsome. Nox Carrier: 1. Tainted Necrostrike (p): A. Aura damage no longer affects orbs and wells B. Aura damage: 50 ➜ 230 damage per second 2. Push the Cart movement speed bonus now makes Nox Carrier move at sprint speed (6.4 m/s). With these PvE skewed buffs the purple affinity should be usable as a reliable tool to remove any spawner, something with which pure Shadow in particular can struggle. Ward of the North: 1. Orb cost: 2 Frost, 1 Neutral (T3) ➜ 1 Frost, 2 Neutral (T3) Given that 2 Frost orbs in T3 has enough other good options and that Ward of the North does not interact well with shield mechanics, we are loosening the orb restrictions to make it more splashable. Sleet Storm: 1. Spell delay: 4 seconds ➜ 3 seconds 2. Enchained duration: 15 seconds ➜ 20 seconds Sleet Storm is often used with Fire/Frost cards like Vulcan, Giant Slayer, and Virtuoso in T3 and Construct in T4. The problem is that these cards are completely dependent on the flying enemies being grounded to deal damage. So, we are increasing the enchained duration to ensure they can knock out enemies in one CC rotation. Vulcan: 1. New passive "Molten Breach": Attacked enemies heat up in such a way that Ice Shields melt down by 120 hp per second. The heat will also prevent enemies from getting an Ice Shield. Lasts for up to 7 seconds. This is pretty much an inbuilt Global Warming (b) effect. Avatar of Frost will be immune to the effect, but other units like Mountaineer and Ice Guardian can have reapplication of their in-built shields prevented. [ Tier 4 Card Changes ] Grim Bahir: 1. Infectious Spit: A. Now a 3-target chain attack B. Damage per target: 300 / 200 / 100 damage (4000 dp20) 2. Life Drain, General Changes: A. Damage: 120 ➜ 240 damage per second B. Target: XL-only ➜ L & XL-units C. Life Transfer: 120 ➜ 180 life points per second D. Ability length: 30m ➜ 40m (45m break point) E. New spawn effect: A unit which dies while being drained will spawn 2 Nether Crawlers out of its corpse. Grim Bahir is perhaps the most beautiful unit in the game, but even as a T4 Ultra-rare it has languished in a weak state. We are buffing it by more fully embracing its identity as a spawner of temporary crawlers. Its auto-attack is now a chain-attack, meaning it can infect 3x as many enemy units per attack. Additionally we are buffing up its Life Drain and adding a new crawler spawn to enemies which die while being drained. Incubator: 1. Remove Morphing cooldown 2. Infused Morphing (r): No longer loses 90 hp every 2 seconds. 3. Tainted Morphing (p): Damage buff 100% ➜ 200% Allowing army generation via Incubator (r) when paired with Infect, Grim Bahir, Undead Army etc. The card should be ideal to solve small side tasks with great cost efficiency. Second Chance: 1. Tainted Global Revive (p): A. No longer affects enemies B. Irrevocable death timer: 30 sec ➜ 25 seconds C. Can now suicide own units affected by Tainted Global Revive The shadow affinity has always been lackluster, so we are making it easier to use in the hopes of producing an alternative use for the card. Necrofury: 1. Nether Bomb radius: 10m ➜ 15m 2. Bone Shards radius: 10m ➜ 15m 3. Apply overflow damage fix to Bone Shards and Nether Bomb. These changes should make it easier for Necrofury to hit moving targets and have the size of its splash radius better fit the perceived strength of the attack visuals. Twilight Pestilence: 1. Allied healing: 160 ➜ 130 life points per second We overbuffed Twilight Pestilence last patch so we are toning it down to a more acceptable level. [ NPC Changes ] NPC Unit Cost Changes - The NPC versions of Lost Reaver (including its summoned Lost Crawlers), Bandit Sniper, Lost Spellbreaker, and Twilight Whisperer have had their orb and power costs changed from T3, 150p to T2, 175p. This change will allow them to be transformed by Twilight Curse without affecting any of the various cards which can mind control enemies. New Shadow NPCs - Added many new Shadow NPCs which can be used by map makers in new community maps. Includes: Soul Weaver (Shadow Shaman), Executor, Soulstitcher (Shadow Kobold Engineer), Witchclaws, Eliminator, Knight of Chaos, Nightcrawler, Nox Carrier, Shadow Insect, Wrathgazer, Shadow Worm, Rifle Cultists, Necroblaster, Shadow Phoenix, and Stone of Torment. Boggart (HoT and rPvE boss) - Increased the delay between the casting animation and the first impact from 2 sec ➜ 4 seconds. This should allow players more time to react to Boggart's cannon barrage. [ Bugfixes & Minor Changes ] Fixed a problem where different methods of revenant life extension, such as Lost Manabeast and Revenant's Blessing, would overwrite each other and prevent the other method from reapplying. Fixed various Community Maps containing removed towers in patch 400044 causing them to instantly crashes at the beginning, including The ID-Forge, Simple Land 2, Frozen Death, and Nyxia. Fixed and improved the descriptions for dozens of player cards and NPCs in all four supported languages (English, French, German, and Russian). Clarified which cards are invalid targets for friendly killing spells and when a unit is immune to Nasty Surprise or Shadow Mage's Foul Play ability. Added a tooltip description to clarify what type of artifact immunity different building types possess (i.e. what spell effects they are immune against). Gold chests can no longer be attacked, damaged, or destroyed. Added preview radii to several player cards and their abilities. Amazon (Nature) - Passive ability Wildlife Protection: Fixed to be able to reapply the aura to affected targets in range that had already been under its effect. Banner of Glory, Forest Elder, and Lost Wanderer, Corsair's auras have been fixed in the same way. Corrected the displayed damage value of several player cards and NPCs to more accurately reflect their damage outputs over 20 seconds. Unhealable now prevents life stealer from healing units (affects the map modifier, Befallen's Curse, Blood Healing, and Promise of Life). MisterFreeze, SunWu, JohnSteel42 and 3 others like this Link to comment Share on other sites More sharing options...
UltDragon Posted March 1 Share Posted March 1 Hotfixes 01 March 2026 Try fix being kicked for inactivity even while actively playing. Try fix some players not receiving starter cards. Fix Revenants gaining unlimited duration after leaving an extension aura (Banestone, Revenant’s Blessing). Fix deck name search not matching partial text. 02 March 2026 Fix new players not receiving starter cards Fix promo cards not working for challenges that check power cost Fix deck level being wrong after updating cards or cover 03 March 2026 Fix tooltip for community goal "win different campaign maps" not properly tracking maps. Fix players incorrectly receiving rewards for community goal "complete all goals" when it did not reach milestone 3. Grigori border has been removed from players that received it. LEBOVIN and Metagross31 like this Link to comment Share on other sites More sharing options...
sylvix95 Posted March 1 Share Posted March 1 now we call it Grim buy-him Link to comment Share on other sites More sharing options...
Bini Inibitor Posted March 1 Share Posted March 1 There's a lot of pointless text I have to scroll through in order to see the only relevant change this patch: 7 hours ago, WindHunter said: Ward of the North: 1. Orb cost: 2 Frost, 1 Neutral (T3) ➜ 1 Frost, 2 Neutral (T3) Metagross31 likes this Link to comment Share on other sites More sharing options...
Carofex Posted March 1 Share Posted March 1 (edited) So I can tag my decks but I cant filter my decks using the tags. That makes it worse than before the patch. The PvP relevant decks where grouped together on the top. Now I cant see then on one screen any more. Edit: ok, I see. Its possible to filter for the tags using the search bar. Edited Monday at 08:29 AM by Carofex Link to comment Share on other sites More sharing options...
Metagross31 Posted Sunday at 06:43 PM Share Posted Sunday at 06:43 PM 13 hours ago, WindHunter said: As part of the changes, we have updated Eliminator's texture to make him a tad more handsome. Even more handsome?! Oh boy! Link to comment Share on other sites More sharing options...
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