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Patch #400056 - 1 May 2026


WindHunter

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Patch #400056 - The Shifting Temple

Welcome to our newest patch. This update contains our 4th original Campaign Map, our 22nd balance patch, a new featured survival community map, balance changes to Unexpected Visitors and Heart of Trouble, and more. 

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Patch Preview

  • A brand-new campaign map! The Shifting Temple is our third 2-player campaign map and our fourth new campaign map overall, accompanied by two seasonal challenges.
  • New Defensive PvE Map. Random Wall Defense is a featured survival map where you defend against one of randomized three factions in hopes of surviving to the end. 
  • Balance changes for Unexpected Visitors and Heart of Trouble. The lower difficulties of these maps have proven a bit too strong, so we are adjusting them accordingly.
  • Several card balance changes, mostly to Stonekin and Frost cards.


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New Campaign Map

The Shifting Temple, 2-player campaign map
In The Shifting Temple, a pair of Skylords battle against both Twilight and Shadow forces in an attempt to unearth the secrets of the mysterious Shifting Temple. Upon entering the temple, one of four paths is unlocked, giving the map a unique labyrinthian feel. And what would any labyrinth be without its Minotaur?

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The Shifting Temple can be found on the world map after The Insane God:
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Storybook pages can be found at:
Plot ➜ Twilight ➜ The Twilight Taint ➜ Page 17+

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New Featured Survival Map (Beta Release)

Random Wall Defense, 4-player defensive random PvE map
Random Wall Defense is a featured community survival map. This means that players earn gold based on how long they survive, not whether they win the map. This map is a rework of our original attempt at what has been called dPvE or defensive PvE, first announced approximately 5 years ago. We recently dusted it off the shelf and gave it a full overhaul. Players can enjoy fighting against randomly chosen enemies from 3 factions with up to 3 other players. Comes with standard, advanced, and expert difficulties.

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Map Changes

Unexpected Visitors (advanced difficulty):
1. Removed one unit from all incoming attack waves. 
2. Increased the time before the Amii city siege automatically begins from 5 minutes ➜ 7 minutes.
3. Rebalanced several Lost Souls camps in front of the Amii city and the northern Power Shrine.
4. Removed the patrolling Mountaineer at the player's T2 location.

Overall, these changes ought to make Unexpected Visitor's advanced difficulty more comparable to other official campaign maps and make it easier for players to overcome common failure points.

Heart of Trouble (standard and advanced difficulty):
Standard difficulty:
1. Removed the mine traps from the northern camps and the hurricane traps from the southern camps.
2. Reduced the life points of the Black and Yellow crystals from 2500 ➜ 1500 life points.
3. Increased the respawn time of all camp defenders and patrols by 10 seconds.
4. Increased the delay between cannon barrages by 10 seconds.

Advanced difficulty:
1. Increased the delay between cannon barrages by 5 seconds.

Heart of Trouble was our first attempt at making a standard difficulty map and it proved a bit too difficult for our new players. 

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Game Balance Changes

[ Player Card Changes ]

Battleship.png Battleship:
1. Barrage:
   A. Damage: 800, up to 2400 in total ➜ 1400, up to 3500 in total
   B. Now affects air units.

Battleship is still lagging behind other T4 options, so we are giving its ability a buff-up to reward using it wisely. Upcoming changes to Architect's Call will indirectly buff Battleship by making it easier to keep it moving swiftly. 

Defense_Tower.png Defense Tower: 
1. Frost Bolt attack speed: 2.86 seconds (683 dp20) ➜ 2.5 seconds (780 dp20)
2. Life points: 1500 ➜ 1400

Defense Tower has a wrong damage value due to a wrong attack speed. While we are not going to give it the 300 extra damage it claims to have, we will be adding another 100 damage in exchange for removing 100 life points, shifting the tower's power budget towards offense.

Earthen_Gift.png Earthen Gift: 
1. Blessed Earth (b):
   A. Life points per second: 10% of its maximum life points ➜ 6% of its maximum life points
   B. Healing cap: 4000 in total per structure ➜ 6000 in total per structure
2. Gifted Earth (g):
   A. Life points per second: 5% of its maximum life points ➜ 3.5% of its maximum life points
   B. Healing cap: 4000 in total per unit (Unchanged)

Adjusting the healing thresholds and percentages of the two affinities. The building affinity will heal less per second but more overall, this should make it a better compliment for Tectonic Shift strategies. The unit version is too strong right now, so we are moderately cutting down its healing per second while leaving the overall cap intact.

Grinder.png Grinder: 
1. Damage: 5000 ➜ 5500
2. Life points: 4500 ➜ 5000
3. Add XL-counter

These changes should help Grinder to tank better and focus down extra-large threats that Stonekin can sometimes struggle against, including bosses.

Makeshift_Tower.png Makeshift Tower: 
1. Grenade Launcher:
   A. Damage: 45 up to 65 in total (367 dp20) ➜ 54 up to 81 (450 dp20)

Makeshift Tower never had a correct damage value, so we are correcting that. Even so, it will remain the weakest tower in the game.

Primal_Defender.png Primal Defender: 
1. Power cost: 60p ➜ 70p
2. Earthstrike damage: 130 up to 195 in total (975 dp20) ➜ 155 up to 233 in total (1175 dp20)
   A. Fix attack speed description to say every 3.3 seconds.
3. Cloudstrike damage: 250, up to 375 in total (2030 dp20) ➜ 290, up to 435 in total (2355 dp20)
4. Life points: 1300 ➜ 1515

Primal Defender takes up more space than other comparable T1 towers, meaning that when placed behind a wall Nature T1 can fit less defensive towers than other factions. While a lower cost is often a benefit, when placed behind walls a wider but low cost tower is a hindrance because it has less stat density, which results in Nature T1 fitting less stats behind the wall overall. This is exasperated by most towers sight blocking each other, so you cannot simply place more towers in the back to make up for this. As such, we are increasing Primal Defender's cost and increasing its damage and health stats proportionally. These changes will allow the tower to be more stat dense and therefore better when placed in locations with limited space, while being power neutral in other situations.

Shatter_Ice.png Shatter Ice: 
1. Power cost: 100p ➜ 70p

Tectonic Shift.png Tectonic Shift: 
1. Ability range: 100m ➜ 150m
2. Ability cooldown: 20 seconds ➜ 30 seconds

We are increasing both the teleport distance and ability cooldown of Tectonic Shift by 50%. This should hopefully allow Stonekin lovers to better keep up with their fellow players in random PvE.

[ NPC Changes ]

 Moloch (NPC): 
1. Hardened Skin damage reduction: 90% ➜ 80% less damage from ranged and magical attacks

With the introduction of Random Wall Defense, Moloch's current damage reduction level is excessive and makes it nearly unkillable for many archetypes.

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General Fixes

  • Fixed worm movement causing desyncs. Movement might feel slightly different from before.
  • Skydancer should no longer be classified as an elf unit.
  • Added tooltip "Presets completed" to challenges 2.4, 2.8, and 6.4 to help players better keep track of their progress in challenges requiring MotS presets.
  • Fixed several grammar and typographical errors in the English lore book. 
  • Introduced various new Shadow units & buildings with the release of the Shifting Temple. 

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Hotfixes

03 May 2026
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  • Fix map of the season preset not being properly displayed on challenges tooltip.
  • Try fix season milestones not unlocking.
    • If you have one that should be unlocked, it will be unlocked upon reaching next milestone.
  • Update "Repair All" button sound.

 

 

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