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*'''Intoxication''':
 
*'''Intoxication''':
 
**Damage is no longer significantly reduced if 10 targets are simultaneously affected. This leads to an increase in upgrade 3 potential damage from max. 24570 to max. 37570 equally distributed across 10 targets.
 
**Damage is no longer significantly reduced if 10 targets are simultaneously affected. This leads to an increase in upgrade 3 potential damage from max. 24570 to max. 37570 equally distributed across 10 targets.
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|| {{c|Bug Fix|#E74C3C}}
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|-
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| style="text-align:left;vertical-align:top;" | <big>{{ci|Parasite Swarm|size=40px}}</big> || style="text-align:left;" |
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*Autocast ability '''Mind Blast''':
  +
**Changed displayed attack value from 780 to 800. Actual damage dealt was not changed.
 
|| {{c|Bug Fix|#E74C3C}}
 
|| {{c|Bug Fix|#E74C3C}}
 
|-
 
|-

Revision as of 21:14, 6 May 2021

Quick Navigation

Patches are a modification to the files of Skylords Reborn, issued by Project Staff. Every patch will contain one or more of the following materials:

  • New game content: Cards, Maps etc.
  • Balance changes: Changes made to even out the power balance between cards.
  • Bug fixes: Changes made to correct unintended behavior in the game.
  • Client/Backend/development changes: Technology or configuration changes that go on behind the scenes.
  • Patch Notes: An official documentation of the changes made.

Below are patches and their changelogs listed. For patches that went live before the Release Patch #400020 visit Patches/Pre-Release.

Patch #400028

This patch went live on 03 May 2021.[1]

  • This is the second patch after Patch #400022 that contains Balancing Changes.
General Changes
  • Changed default achievement filter from "All" to "Not Completed".
  • Added the final versions of the changed 1vs1 PvP maps as official spectator maps.
General Fixes
  • Fixed a russian translation in the achievements filter.
  • Fix Easter Egg achievement using wrong year to calculate Easter Sunday.
Card Changes
  • Mischieveous Aura:
    • Increased the cooldown from 40 to 55 seconds.
While the cards zoning potential and capability to punish higher unit and energy density are working well overall, the constant uptime enables an overly strong defense on maps, that hinder multi-pronged attacks. To reduce this, we are increasing the cooldown to no longer offer constant uptime.
  • Soul Sacrifice:
    • Increased the radius of the healing aura from 15m to 20m.
Increasing Blood healing's range should improve its ease of use in mostly XL-armies in T4, where units are often more widely spread due to unit size.
Removing the granted ground presence prevents the crawlers from being used to skip parts of maps by bypassing terrain.
  • Spur:
    • Lowered duration from 20 / 25 / 30 / 30 seconds to 15 / 20 / 25 / 25 seconds.
Motivates long duration helps Shadow T1 especially in its match-up versus Fire, were the pressure can easily lead to map control. While map changes will help elevate this, we still think a slight duration reduction is in order.
  • Autocast ability Bombard:
    • Removed knockback against M-sized units.
    • Updated the description to now reflect that he actually attacks every 3.5 seconds, and not every 4.
  • Passive ability Galcier Shield:
    • Decreased the Ice shield's strength from 600 to 440.
Mountaineer is currently dominating several match ups by himself. The M knock back allows him to take out most size specific counters. The refreshing ice shield creates a very high dps demand to actually finish a kill. Short term the unit will be weakened by tweaking its stats. Long term the current existent attack cancelling bug can hopefully be fixed and the card will receive further changes. One of the factions most impacted by Mountaineer nerfs is pure Fire. All Frost splashes currently have strong match-ups into pure Fire partially due to Mountaineer. With the upcoming changes to Wildfire and Mountaineer we hope to strengthen pure Fire in its harder match-ups while weakening its strong ones.
  • Blessed Teleport:
    • Fixed tooltip on upgrade I (missing name).
    • Can now port every unit only once during its runtime. Interactions with cards that enable units to ignore Teleport Immunity still remain in place.
A bugfix targeted at Nether Warp (green) changed the way the port immunity of Nether Warp is applied. As a consequence you can no longer gain Immunity to the Nether Warp (Blue) port by quickly moving units back into the port. This has greatly increased the defensive strength of the card.
  • Gifted Teleport:
    • Can now port every unit only once during its runtime. Interactions with cards that enable units to ignore Teleport Immunity still remain in place.
Stonekin T2 is on the strong end of the spectrum and the faction is certainly one of the main profiteers of the already implemented changes to T1 balance. With upcoming map changes in mind, the current T1 weakness will be further diminished. Reducing the T2 strength of Stonekin is needed to stop the faction from overperforming. Razorshard Red has an increased amount of splash damage compared to other units (Its green affinity does not share its 150% splash but has the common 50% bonus). The atypical splash bonus leads to very high dps when targeting well clusters or multiple units. We consider the card to be overperforming when used in those scenarios. While the change could be considered a bug fix, it is a well deserved nerf to the cards strength overall.
  • Increased the card's energy cost from 50 to 55 power.
Pure Shadow is performing increasingly well at high level play. Nerfs to other factions will only amplify this and a small reduction in power might be warranted. Shadow Mage is an easy valve to adjust without hurting other Shadow splashes.
  • Changed the unit's attack type from L counter to XL counter.
  • Added the passive ability Life Stealer:
    35% of the damage dealt by the unit will be added to its life points.
Shadow Worm is the only T4 Pure Shadow card in the game and has been an inadequate payoff for giving up support from other factions, especially Nature support in the form of cards like Regrowth. The Lifesteal change should allow Shadow Worm to sustain itself and replenish its own life points after using disintegration. Changing its damage to XL will allow it to synergize better with Overlord's L-damage, giving an Overlord/Shadow Worm army better size coverage. Overall, we feel the changes make Shadow Worm a card worth playing, either in mixed decks with Overlord and even on its own in massed Shadow Worm armies.
  • Increased the card's energy cost from 110 to 120 power.
Stone Tempest is capable of deflecting most T1 unit compositions regardless of the outcome in early T1 fights. This makes commitments towards aggressive trading in the early game extremely unrewarding and punishable by an early T2. With its ability to knock down multiple M units at once, Stone Tempest also has the ability to remove some of his direct counters in T2 skirmishes. This leads to very oppressive gameplay against factions, which lack an effective counter unit. In these scenarios Tempest can be placed offensively and achieve positive trades with few counter options due to its strong knockback and the Adamant Skin + Surge of Light Card Icon.png Surge of Light synergy. By increasing the bound power of the Stone Tempest the amount of available support spells (e.g. Curse of Oink Card Icon.png Curse of Oink; Surge of Light Card Icon.png Surge of Light) will be reduced.
  • Looter:
    • Removed power gain against units and updated the description accordingly that it only works against buildings now.
Strikers recently overperformed especially in the mirror match-up but also versus Shadow due to the additional power they generate through Looter. As already discussed, Looter is an extremely toxic mechanic in PvP. The hidden nature of the energy gained by Looter makes it very hard for either player to understand, how good or bad a trade went while in-game. Overall Looter units heavily reward extended trading almost regardless of their outcome. On the long run this leads to very passive fight aversive approaches when playing against them. Therefore they remove a lot of healthy T1 interactions, that usually exist in the currently problematic match-ups. We will remove Looter with the next patch as we don't want to see such a mechanic in the early stages of PvP. We will try to find an appropriate compensation buff in the future to keep former Looter-units relevant in PvE use cases.
  • Removed the initial 10-second delay after completion of construction that prevented selection of a mode.
  • Active ability The Incredible Mo The Wrathful Mo Ability Icon.png The Wrathful Mo:
    • The statue now switches back immediately after the duration has run out.
This change aims to make the use of the card more intuitive and to reduce unnecessary additional actions by the player. The removal of the undescribed initial cool-down is intended as a quality of life change.
  • Rolling Fire:
    • Reduced damage against structures from 15 / 16 / 18 / 20 to 8 / 8 / 9 / 10.
Wildfire is a core spell in pure Fires arsenal. Its very high burst dps and zoning potential is a central part of pure Fire gameplay. While Wildfire already only deals reduced damage to buildings, most buildings are unable to move and still take high amounts of damage. This makes Wildfire very efficient when used to support attacking melee units versus defending melee units due to the added well damage. This is only amplified when attacking building clusters. Factions relying on melee troops to deal with medium units were struggling in higher energy t2 situations. When facing non Frost splashes. even simply besieging a cluster with Wildfire gets efficient quickly. Moving pure Fire away from using Wildfire as a tool to pressure building HP while reducing its most common weakness in Mountaineer should put the faction in a more healthy spot overall. In regards to PvE we would have preferred to only reduce damage dealt to Wells and Monuments. But due to the hard coded nature of Wildfire this was not possible.
  • Infused Defense:
    • Removed trample revenge damage and added +30% more damage for affected melee units.
We currently want to bring more diversity into Frost T1's play patterns. We aim to create overall healthier T1 interactions with mixed unit compositions in most match-ups. Currently Wintertide prevents this approach as it heavily scales with mass Master Archer compositions and attacks its direct counter, Dreadcharger, in the Shadow match-up. The trample reflect mechanic prevents higher amounts of Dreadchargers to be viable. We want to remove this interaction as a first step to bring Frost T1 into a more interesting place. This might be followed by additional changes towards Frost T1 in the future. To keep Wintertide (fire) appealing as a card, a new mechanic will be introduced. It will now amplify damage dealt by melee units and might also see additional changes in the future.
  • Active ability Wrecker Card Icon.png Rallying Cry:
    • Decreased the activation cost from 25 / 25 / 25 / 20 to 15 / 15 / 15 / 10 energy.
    • Decreased the duration of the effect from 30 to 25 seconds.
Fire versus Nature T1 was heavily impacted by the recent buffs to Nature T1 and the Swiftclaw Card Icon.png Swiftclaw in particular. This has shifted the match-up balance to a point were Fire is lacking behind a bit. Wrecker as a unit is most fitting for the Nature match-up and while his split attack options can be used more broadly, a Wrecker specific buff should mostly impact Nature versus Fire. Buffing Wrecker should hopefully increase Fires dazed fighting capabilities versus Nature.


Map Changes

One of the most important aspects of BattleForge PvP is the structure of the maps we play on. Depending on the map, you can expect match-ups to play out with a lead starting from T1 or be decided somewhere in T3. Varying distances to well and monument spots, cliffing opportunities or even starting energy greatly impacts, how strong different factions are.

The focus for early balance changes was to aim towards a more equal footing for all T1 factions. This lead to the question, which aspects should be adjusted by changing T1 factions themselves and which should be adjusted by changing the conditions maps create. While some progress could be made by altering T1 cards, some problems certainly had to be solved using the map editor. For example some maps stop Frost T1 from taking any wells or monuments in a position, where Frost T1 is able to consistently defend against early aggression. Using swift units to abuse long well distances would most likely result in an advantage for the attacking player. When properly executed this could even lead to a near auto-win scenario. To combat this, we will be changing several maps by diminishing early well distances. This should not only help out Frost T1, but also strengthen Nature T1 versus split attacks and weaken some T2 attack patterns for the better.

Open space dazed fights currently favour Shadow in multiple match-ups. This results in early map control. Aiming for an even early dazed fight between all T1 factions is unrealistic so the advantage gained has to be reduced. Luckily this coincides with reducing early well distances but Elyon required further changes. Two monuments were added to allow for T3 without early map control.

Walls

One controversial topic in regards to maps is the use of walls to destroy enemy structures using archers protected by the walls damage reduction. This makes the small mistake of not seeing an enemy unit approaching potentially game ending. While we will keep some of those wall positions in play, most maps will no longer feature walls that can be used offensively. If an offensive use for a wall was left possible, the position he is contesting is a purely optional one. To achieve this, multiple walls have been moved. They are either no longer in archer range to the nearest structure or are close enough to the defending players structure, that the attacker can no longer take the wall. This increases the walls value as a defensive tool considering the defender no longer requires a unit to build it. All starting walls will now be set to 50 energy to keep the defensive strength in check.

Furthermore all starting walls now start destroyed and the starting void has been increased appropriately. Inexperienced players might not be aware of the bound power and would be at a disadvantage immediately. Destroying the wall at the start of the game should be expected anyways considering the wall can no longer be used offensively.
  • Starting positions (Wells and Monument) were slightly moved towards the map's centre.
  • Starting positions of player 1 and 2 were swapped.
  • Increased starting wall construction cost from 25 to 50 energy.
    • This wall is no longer pre-built at the start of the game.
  • Increased all player's starting void power from 400 to 425.
    • This results in the same starting void as before if the player destroyed the wall immediately.
  • Wells at positions 1 slightly repositioned to reduce cliffing opportunities.
  • Monuments added at positions 2 to reduce overall map control gained by center control.
  • The Minimap has been updated accordingly.

Elyon Minimap Old.jpg🡫🡩1122

 > 

New Minimap
  • Starting positions (Wells and Monument) were slightly moved towards the map's centre to reduce early well distances.
  • Starting positions of player 1 and 2 were swapped.
  • The Minimap has been updated accordingly.

Haladur Minimap Old.jpg🡯🡭

 > 

New Minimap
  • Walls 1 to 4 energy cost set to 50 energy.
  • Walls 1 to 3 moved/changed to prevent offensive walls.
  • The Minimap has been updated accordingly.

Lajesh Minimap Old.jpg11223344

 > 

New Minimap
  • Walls 1 moved to prevent offensive walls.
  • Walls 2 removed to prevent offensive walls and 50 m range use-cases.
  • Walls 3 moved to only contest the outer well on both sides.
  • Walls 4 slightly adjusted to only contest one well on both sides.
  • The Minimap has been updated accordingly.

Simai Minimap Old.jpg11223344

 > 

New Minimap
  • Heavily changed by opening up previous existing cliffs and terrain to reduce well distances and cliffing.
  • The Minimap has been updated accordingly.

Uro Minimap Old.jpg][][

 > 

New Minimap
  • Starting positions of player 1 and 2 were swapped.
  • Decreased starting wall construction cost from 75 to 50 energy.
    • This wall is no longer pre-built at the start of the game.
  • Increased all player's starting void power from 400 to 475.
    • This results in the same starting void as before if the player destroyed the wall immediately.

Patch #400027

This patch went live on 23 April 2021.[2]

General changes
  • Replaced the ingame news with an "Events" tab. You can see all active and upcoming challenges and tournaments in there. This will be the default tab when you start the game.
  • Added temporary Scratch Card Ids that are valid until May 5th. They can be used only once by a player and each yields BFP Icon.png 100 BattleForge Points:

Patch #400026

This patch went live on 07 April 2021.[3]

General changes
  • Fixed various causes of server crashes.
  • Added official spectator maps for the 1vs1 pvp maps. These maps are based on the recent reworks on the test server.
  • Added the completion date for achievements.
  • Reordered and added some loading screen hints. -translations done by LEBOVIM, Liorans, and Irisunna
  • Reworked russian translations for many UI-Texts (Mostly surrounding Quests) - translations done by Liorans
  • Removed Wazhai from the PvP ranked pool.
General fixes
  • Fixed edge case where the UI would say that the player had an active booster discount when they did not.

Patch #400025

This patch went live on 26 January 2021.[4]

General Changes
  • Many behind-the-scenes changes for stability.
  • Prevented the player state to automatically change from `Do Not Disturb` (DND) to another state by the game automatically. For example, previously if you had set your state to DND and then started a match, your state would automatically be changed to `Ingame`. This does not happen anymore and if the player now manually sets their state to DND it will remain in that state until the player chooses the `Online` state again.
General Fixes
  • Fixed in-game chat slow-mode also applying to group, team and match channels.

Patch #400024

This patch went live on 19 January 2021.[5]

General changes
  • Removed promotional code PROM-OMOU-NTAI-NEER from the shop.
  • Ended 100BFP discount to all boosters in the shop.
  • Added Do Not Disturb (DND). This can be toggled in the Contacts window in-game. When a player is in DND they don't receive any requests, cannot be whispered and cannot receive mails from other players.
    • More specifically, the requests they don't receive are:
      • Trade requests
      • Show deck requests
      • Request deck requests
      • Group invites
  • Added slow-mode to public chat channels in-game. Players can now only send messages every 10 seconds. This does not apply to whispers.
  • Adjusted the description of some achievements in French.
  • Improved error messages received when purchasing a booster fails.
  • Added localization for the match desynchronization message.
General fixes
  • Fixed error when certain characters were used to search for achievements by name in the achievements window.
  • Fixed map goals not updating when changing slots. They now change accordingly to reflect the goals of the player in that slot.
Mid-Patch Update of 19 January 2021
  • There seemed to be an issue where slow-mode also applied to group/team/match channels. Until this is fixed, the slow-mode time has been decreased to 1 second.

Patch #400023

This patch went live on 06 January 2021.[6]

General changes
  • Changed e-mail input field in the login screen to only allow e-mails shorter than 140 characters.
  • Changed the post-game chat notification about received rewards to clarify that the received rewards are upgrades.
General fixes
  • Fixed players not receiving new quests, their daily boost not refilling or the game thinking they had already bought their daily discounted booster when they did not.
  • Fixed "Open all gold chests on campaign map" quest not working on The Treasure Fleet Minimap.jpg The Treasure Fleet.
  • Fixed client freeze when trying to whisper a player that contained characters from the Cyrillic alphabet.
  • Fixed gained upgrades after winning a match sometimes not showing in the players inventory.
Card changes
  • Improved the tooltip of Winter Witch Card Icon.png Winter Witch in Russian.
  • Reverted displayed attack type of Shadow Worm Card Icon.png Shadow Worm back to "L" instead of "XL", since the previous change of the attack type did not function correctly.

Patch #400022

This patch went live on 01 January 2021.[7]

  • Contains actual Balancing Changes for the first time in Skylords Reborn.
General changes
  • Added the option to select the reward distribution mode also for single player campaign.
General fixes
  • Fixed wrong amount of gained elo displayed after a ranked PvP match.
  • Hotfixes: These few changes were pushed a few hours after the release of the patch.
Card changes

There are 4 types of changes:

  • Balancing Change: The general type of change with balancing in mind.
  • QoL Change: A change aiming to make use of the card more player friendly.
  • Bug Fix: A change made to correct unintended behavior or functionality.
  • System Change: A change that would fall into one of the categories above but affects a big number of cards at the same time.
Subject Description Type
Adjustment of Card Classification: System Change
Adjustment of Construction Time Display: System Change
Adjustment of Legendary Play-Out restriction:
  • Removed the restriction that legendary cards can only be on the playing field once at a time. They can now be played simultaneously once per team, allowing them to be used at least once by both teams in PvP at the same time.
System Change
Alignment of Ability Ordering System Change
Removal of automatic Goto-Command System Change
Removal of Mode Change Cancel
  • Mode Changes like Forsaken Card Icon.png Forsaken's Forsaken Frenzy Ability Icon.png Frenzy or Spikeroot Card Icon.png Spikeroot's Spikeroot Root Ability Icon.png Root are no longer interruptable.
    • Bug Fix: Thus spamming mode change will no longer accumulate lots of void power if the ability has a cost.
System Change
Amazon Card Icon.pngAffinity Orb Frost.png Amazon (Frost) /
Amazon Card Icon.pngAffinity Orb Nature.png Amazon (Nature)
  • Decreased the card's energy cost from 80 to 75 power.
  • Card's attack has been increased by a flat 40 damage from 575 / 630 / 660 / 730 to 615 / 670 / 700 / 770.
Balancing Change
Artillery Card Icon.pngAffinity Orb Shadow.png Artillery (Shadow)
  • Autocast ability Boom Bomb:
    • Cannon was visually not rotating properly to fire at targets.
Bug Fix
Aura of Corruption Card Icon.png Aura of Corruption
  • Mischievous Aura:
    • Added a status bar icon on units currently within the active area of effect.
    • Fixed spelling errors on Russian card description.
QoL Change
Bandit Stalker Card Icon.pngAffinity Orb Nature.png Bandit Stalker (Nature)
  • Decreased the card's energy cost from 70 energy to 60 energy.
  • Increased the average damage dealt over 20 seconds from 750 to 900.
  • Decreased unit's health points by a flat 70 across upgrades from 660 / 680 / 730 / 790 to 590 / 610 / 660 / 720.
Balancing Change
Bandit Stalker Card Icon.pngAffinity Orb Shadow.png Bandit Stalker (Shadow)
  • Decreased the card's energy cost from 70 energy to 60 energy.
  • Increased the average damage dealt over 20 seconds from 750 to 900.
  • Decreased unit's health points by a flat 70 across upgrades from 660 / 680 / 730 / 790 to 590 / 610 / 660 / 720.
  • Added new passive ability Tainted Bite:
    • Attacked units may only move at walk speed for 5 / 7 / 10 / 15 seconds.
Balancing Change
Batariel Card Icon.pngAffinity Orb Shadow.png Batariel (Shadow)
  • Passive ability Tainted Purgatory:
    • Batariel now properly cycles through his 3 rage stages.
    • Basic Description: There are 3 stages of rage, Batariel enters them one after the other after having dealt 1250 / 2500 / 5400 damage.
      • During the first stage he applies a damaging aura around him, dealing 100 damage per second.
      • During the second stage he additionally applies a debuff to surrounding enemy entities. Each instance of damage they take will be increased by a flat 35 damage. Thus his damaging aura will deal 135 damage.
      • During the third stage he increases the applied debuff of damage taken to surrounding enemy entities to 75 flat damage. Thus his damaging aura will deal 175 damage.
Bug Fix
Battleship Card Icon.png Battleship
  • Decreased energy cost 300 to 260.
  • Active ability Battleship Barrage Ability Icon.png Barrage:
    • Decreased activation cost from 100 to 50 energy.
  • Added new passive ability Full Speed ahead!:
    • When under the effect of an Ice Shield the unit gains fast movement speed (8).
Balancing Change
Blaster Cannon Card Icon.pngAffinity Orb Fire.png Blaster Cannon (Fire) /
Blaster Cannon Card Icon.pngAffinity Orb Shadow.png Blaster Cannon (Shadow)
  • Fixed spelling errors on Russian card description.
  • Autocast ability Baneful Bolts:
    • Lethal damage dealt to a unit does no longer reduce the splash damage on the same attack to 0.
Bug Fix
Boom Brothers Card Icon.png Boom Brothers
  • Active ability Boom Brothers BOOM Ability Icon.png BOOM:
    • Increased damage from 850 / 900 / 1000 / 1100 (2100 / 2200 / 2400 / 2640 in total) to 2150 / 2200 / 2300 / 2400 (2660 / 2760 / 2960 / 3200 in total).
Balancing Change
Comet Catcher Card Icon.png Comet Catcher
  • Lowered construction time from 30 to 20 seconds to match default construction speed.
Balancing Change
Construction Hut Card Icon.png Construction Hut
  • Passive ability Construction Hut Card Icon.png Maintenance:
    • Background Information: The tooltip of upgrade 3 incorrectly stated a speed up in construction time of 55%, despite actually being 45% and thus weaker than the 50% on the other upgrades. It was decided no buff is necessary, and instead, only the usual progression of power is restored by swapping the U0/U1/U2 speed-up values with the upgrade 3 reality.
    • Updated tooltips to match actual construction time speed up and changed it from actual 50% / 50% / 50% / 45% to 45% / 45% / 45% / 50%.
Bug Fix
Crystal Fiend Card Icon.pngAffinity Orb Nature.png Crystal Fiend (Nature)
  • Removed 1 star on upgrade 2 in the status bar icon tooltip of units affected by Crystal Fiend Gifted Use it well Ability Icon.png Gifted Use it well to correctly reflect the upgrade of the card.
Bug Fix
Curse Well Card Icon.png Curse Well
  • Increased the card's energy cost from 160 / 160 / 160 / 150 to 210 / 210 / 210 / 200.
Balancing Change
Deathglider Card Icon.pngAffinity Orb Frost.png Deathglider (Frost) /
Deathglider Card Icon.pngAffinity Orb Nature.png Deathglider (Nature)
  • Autocast ability Blessed/Gifted Shriek:
    • Knockback pattern changed to that of the Frost Mage Card Icon.png Frost Mage (Small units no longer spread too much and end up taking no damage).
Bug Fix
Decomposer Card Icon.png Decomposer
  • Active ability Decomposer Card Icon.png Shred Them!:
    • Background Information: The tooltip of upgrade 3 incorrectly stated a power conversion rate of 60% into the power pool and 40% into the void power, despite the actual rate being 50%/50%. It was decided no buff is necessary, and instead, only the usual progression of power is restored by weakening upgrade 0 and then adjusting all tooltips to reality.
    • Updated tooltips to match actual conversion rate to power pool and changed it from actual 30% / 40% / 50% / 50% to 20% / 30% / 40% / 50%.
Bug Fix
Defense Tower Card Icon.png Defense Tower
  • Autocast ability Frost Bolt:
    • Increased damage from 50 / 55 / 60 / 68 (75 / 80 / 90 / 102 in total) to 60 / 65 / 70 / 78 per hit (90 / 95 / 105 / 117 in total).
    • Respectively adjusted the card attack value from 640 / 670 / 740 / 850 to 750 / 800 / 875 / 975.
Balancing Change
Dryad Card Icon.pngAffinity Orb Nature.png Dryad (Nature)
  • Passive aura Dryad Card Icon.png Gifted Genus Loci:
    • Now also grants affected allies immunity to the ability type "DisableMeleeAttack".
Balancing Change
Eliminator Card Icon.pngAffinity Orb Fire.png Eliminator (Fire) /
Eliminator Card Icon.pngAffinity Orb Frost.png Eliminator (Frost)
Balancing Change
Stonekin Earthkeeper Entity Icon.png Stonekin Earthkeeper
  • Disclaimer: This is about the NPC unit and not the playable card Earthkeeper Card Icon.pngAffinity Orb Fire.png Earthkeeper (Fire) / Earthkeeper Card Icon.pngAffinity Orb Frost.png Earthkeeper (Frost).
  • During the application duration of his Ice Shield, it is for some cases no longer constantly refreshing its strength.
Bug Fix
Emberstrike Card Icon.png Emberstrike
  • Active ability Emberstrike Fire Lance Ability Icon.png Fire Lance:
    • Decreased activation cost from 50 to 20 energy.
    • Decreased cooldown from 30 to 20 seconds.
    • Increased damage from 850 / 900 / 1000 / 1100 (1300 / 1360 / 1500 / 1650 in total) to 1050 / 1100 / 1200 / 1300 (2900 / 2960 / 3100 / 3250 in total).
  • Passive ability Firey Birth:
    • Unit is now always being spawned undazed.
    • Minimum distance to be spawned near enemy buildings reduced from 10m to 0m (still 10m for walls).
    • Increased damage on all upgrades from 500 (750 in total) to 900 (2700 in total).
Balancing Change
Fire Sphere Card Icon.png Fire Sphere
  • Decreased the card's energy cost from 150 energy to 120 energy.
  • Increased total card charges from 4 / 6 / 7 / 8 to 8 / 11 / 14 / 16.
  • Massive Explosion:
    • Changed damage from 2240 / 2360 / 2600 / 2900 (6730 / 7100 / 7800 / 8600 in total) to 5340 / 5460 / 5700 / 6000 (6130 / 6500 / 7200 / 8000 in total).
    • Reduced cooldown from 20 seconds to 10 seconds.
  • Changed Card ID from 729 to 1664.
Balancing Change
Fire Worm Card Icon.png Fire Worm
  • Passive ability Percussive Birth:
    • Unit is now always being spawned undazed.
    • Minimum distance to be spawned near enemy buildings reduced from 10m to 0m (still 10m for walls).
Balancing Change
Forest Elder Card Icon.pngAffinity Orb Nature.png Forest Elder (Nature) /
Forest Elder Card Icon.pngAffinity Orb Shadow.png Forest Elder (Shadow)
  • Active ability Forest Elder Forest's Charm Ability Icon.png Forest's Charm:
    • Increased heal per 2 seconds from 88 / 92 / 100 / 100 to 250 / 275 / 300 / 300 health points.
    • Increased total heal amount per unit from 880 / 920 / 1000 / 1000 to 2500 / 2750 / 3000 / 3000 health points.
    • Increased the duration from 20 to 30 seconds.
    • Increased the cooldown from 30 to 60 seconds.
Balancing Change
Frost Bite Card Icon.pngAffinity Orb Shadow.png Frost Bite (Shadow)
  • Tainted Slowdown:
    • Debuff no longer lasts infinitely.
Bug Fix
Glyph of Frost Card Icon.png Glyph of Frost
  • Decreased the card's energy cost from 50 to 45 power.
  • Mark of Frost:
    • Increased number of potential affectable targets from 5 / 5 / 5 / 7 to 7 / 7 / 7 / 9.
Balancing Change
Grim Bahir Card Icon.pngAffinity Orb Fire.png Grim Bahir (Fire)
  • Health points gained on upgrade 1 have been increased by 10 and health points gained on upgrade 2 have been decreased by 10, so that it matches the other affinity.
    • New health points overview per upgrade for both affinities: 2710 / 2860 / 3140 / 3450
Bug Fix
Grim Bahir Card Icon.pngAffinity Orb Fire.png Grim Bahir (Fire) /
Grim Bahir Card Icon.pngAffinity Orb Nature.png Grim Bahir (Nature)
  • Autocast Infectious Spit:
    • Added an icon with a timer to the Nether Crawlers' status bar indicating their remaining time until they die.
QoL Change
Grimvine Card Icon.png Grimvine
  • Active ability Grimvine Strangling Vines Ability Icon.png Strangling Vines:
    • Reduced activation cost from 100 to 25 energy.
    • The (hidden) cap on how many units can be affected has been removed.
Balancing Change
Imperials Card Icon.png Imperials
  • Toggle ability Imperials Card Icon.png Defensive Stance:
    • Reduced the toggle cost from 30 to 20 energy.
Balancing Change
Inferno Card Icon.png Inferno
  • Increased total card charges from 1 / 2 / 3 / 4 to 4 / 6 / 7 / 8.
Balancing Change
Ironclad Card Icon.pngAffinity Orb Fire.png Ironclad (Fire)
  • Active ability Ironclad Infused Winterfall Ability Icon.png Infused Winterfall:
    • The status bar icon tooltip on the casting Ironclad displayed a wrong percentage and has been corrected for all upgrades.
Bug Fix
Lifestream Card Icon.png Lifestream
  • Lowered construction time from 30 to 20 seconds to match default construction speed.
Balancing Change
Lost Horror Card Icon.pngAffinity Orb Fire.png Lost Horror (Fire)
  • Active ability Lost Horror Card Icon.png Revenant's Doom:
    • Now properly spawns the fire affinity as revenant and no longer the nature affinity variant.
Bug Fix
Magma Fiend Card Icon.png Magma Fiend
  • The passive ability Slow is now properly shown on the card and explained in its tooltip.
QoL Change
Mindweaver Card Icon.png Mindweaver
  • Active ability Mindweaver Edict of Command Ability Icon.png Edict of Command:
    • Reduced activation cost from 100 to 30 energy.
Balancing Change
Mortar Tower Card Icon.png Mortar Tower
  • Active ability Mortar Tower Mortar Attack Ability Icon.png Mortar Attack:
    • Added an initial cooldown of 20 seconds until the ability can be used for the first time after the construction of the tower has finished.
Balancing Change
Mountain Rowdy Card Icon.pngAffinity Orb Frost.png Mountain Rowdy (Frost) /
Mountain Rowdy Card Icon.pngAffinity Orb Shadow.png Mountain Rowdy (Shadow)
  • Decreased the card's energy cost from 60 to 55 energy.
Balancing Change
Mutating Maniac Card Icon.pngAffinity Orb Fire.png Mutating Maniac (Fire) /
Mutating Maniac Card Icon.pngAffinity Orb Nature.png Mutating Maniac (Nature)
  • Decreased the card's energy cost from 140 to 120.
  • Active ability Toxic Cloud:
    • Reduced activation cost from 100 / 100 / 90 / 90 to 60 / 60 / 50 / 50 energy.
  • Transformation:
    • Now properly costs energy and the transformed unit properly binds power.
Balancing Change
Nether Warp Card Icon.pngAffinity Orb Nature.png Nether Warp (Nature) /
Nether Warp Card Icon.pngAffinity Orb Frost.png Nether Warp (Frost)
  • Blessed / Gifted Teleport:
    • Healing and teleport immunity is now applied correctly (for 10 seconds).
Bug Fix
Nightshade Plant Card Icon.pngAffinity Orb Nature.png Nightshade Plant (Nature) /
Nightshade Plant Card Icon.pngAffinity Orb Shadow.png Nightshade Plant (Shadow)
  • Increased card's health points and attack to be the inverse of Grimvine Card Icon.png Grimvine's statistics across upgrades:
    • Attack increased from 4920 / 5200 / 5700 / 6250 to 5000 / 5270 / 5800 / 6380.
    • Health points increased from 5300 on all upgrades to 5800 on all upgrades.
  • Now properly counts as Forestkin creature for interactions with both affinities of Amazon Card Icon.png Amazon.
Balancing Change
Nomad Card Icon.pngAffinity Orb Fire.png Nomad (Fire) /
Nomad Card Icon.pngAffinity Orb Nature.png Nomad (Nature)
  • Active ability Nomad Sky Scare Ability Icon.png Sky Scare:
    • Reduced activation cost from -- / 100 / 100 / 90 to -- / 80 / 80 / 70.
Balancing Change
Northern Keep Card Icon.pngAffinity Orb Fire.png Northern Keep (Fire) /
Northern Keep Card Icon.pngAffinity Orb Frost.png Northern Keep (Frost)
  • Autocast ability Glacial Shot:
    • Splash damage on upgrade 3 reduced to 108 from 180.
Balancing Change
Northstar Card Icon.pngAffinity Orb Frost.png Northstar (Frost) /
Northstar Card Icon.pngAffinity Orb Nature.png Northstar (Nature)
  • Adjusted the card's energy cost from 40 on all upgrades to 50 / 40 / 40 / 40.
  • Adjusted construction time per upgrade from 20 / 15 / 10 / 10 to 20 / 10 / 10 / 10 seconds.
QoL Change
Noxious Cloud Card Icon.png Noxious Cloud
  • Intoxication:
    • Damage is no longer significantly reduced if 10 targets are simultaneously affected. This leads to an increase in upgrade 3 potential damage from max. 24570 to max. 37570 equally distributed across 10 targets.
Bug Fix
Parasite Swarm Card Icon.png Parasite Swarm
  • Autocast ability Mind Blast:
    • Changed displayed attack value from 780 to 800. Actual damage dealt was not changed.
Bug Fix
Phase Tower Card Icon.png Phase Tower
  • Autocast ability Shadow Bolts:
    • Decreased damage from 110 (160 in total) to 95 (140 in total).
Balancing Change
Primeval Watcher Card Icon.png Primeval Watcher
  • Autocast ability "Gaze of the Watcher":
    • Increased damage to the first target from 500 to 600.
    • The damage reduction formula on subsequent targets is left unchanged (from 500 / 240 / 160 / 106 / 71 to 600 / 288 / 192 / 127 / 84.
Balancing Change
Promise of Life Card Icon.pngAffinity Orb Frost.png Promise of Life (Frost) /
Promise of Life Card Icon.pngAffinity Orb Nature.png Promise of Life (Nature)
  • Blessed/ Gifted Revive:
    • Does no longer check if certain card play conditions are met, hence units always get revived now.
QoL Change
Second Chance Card Icon.pngAffinity Orb Nature.png Second Chance (Nature) /
Second Chance Card Icon.pngAffinity Orb Shadow.png Second Chance (Shadow)
  • Gifted/ Tainted Global Revive:
    • Does no longer check if certain card play conditions are met, hence units always get revived now.
QoL Change
Shadow Worm Card Icon.png Shadow Worm
  • Changed the unit's displayed attack type from L counter to XL counter.
  • Fixed minor issues regarding the card's ATK value.
    • Changed attack speed from 3s to 2.5s, in order to match the displayed 4000 ATK.
  • Increased unit's health points by 500 from 3000 to 3500 on all upgrades.
  • Toggle ability Shadow Worm Mass Disintegration Ability Icon.png Mass Disintegration:
    • The first target does no longer incur the disintegration self-damage.
    • Disintegration self-damage per target has been lowered by a flat 10 from 70 / 60 / 50 / 45 to 60 / 50 / 40 / 35.
Balancing Change
Shrine of Martyrs Card Icon.png Shrine of Martyrs
  • Active ability Shrine of Martyrs Shield of the Martyr Ability Icon.png Shield of the Martyr reworked to active ability Shrine of Martyrs Shield of the Martyr Ability Icon.png Blessing of the Martyr:
    • Whenever an enemy unit is frozen 4% / 4% / 6% / 8% of the current void power will be transferred back to the actual power pool. Lasts for 20 / 30 / 30 / 30 seconds. Has a 60 seconds cool-down after the building was built. Reusable every 60 seconds.
Balancing Change
Shrine of Memory Card Icon.png Shrine of Memory
  • Active ability Shrine of Memory Echoes of the Past Ability Icon.png Echoes of the Past:
    • Now allow different team members to activate the ability of their own shrine while another team member's shrine is still active. The effect remains limited to the owner of the shrine.
Balancing Change
Soul Splicer Card Icon.pngAffinity Orb Fire.png Soul Splicer (Fire)
  • Passive ability Infused Necromancy:
    • Increased the granted damage buff to units from 25% to 50%.
Balancing Change
Soul Splicer Card Icon.pngAffinity Orb Fire.png Soul Splicer (Fire)
  • Passive ability Soul Splicer Card Icon.png Infused Necromancy:
    • The status bar icon on units still affected by Soul Splicer Card Icon.png Infused Necromancy, no longer gets invisible, if the status bar is updated after the granting Soul Splicer has already been destroyed.
    • Units already in the vicinity before the Soul Splicer had gathered souls, no longer need to leave the radius to get the Soul Splicer Card Icon.png Infused Necromancy buff applied.
Bug Fix
Soulhunter Card Icon.pngAffinity Orb Frost.png Soulhunter (Frost) /
Soulhunter Card Icon.pngAffinity Orb Shadow.png Soulhunter (Shadow)
  • Passive ability Blessed Birth / Tainted Birth:
    • Minimum distance to be spawned near enemy buildings reduced from 10m to 0m (still 10m for walls).
Balancing Change
Spearmen Card Icon.png Spearmen
  • Toggle ability Spearmen Weapon Change Ability Icon.png Weapon Change:
    • Reduced the toggle cost from 10 to 0 energy.
Balancing Change
Sunstriders Card Icon.png Sunstriders Bug Fix
Swiftclaw Card Icon.png Swiftclaw
  • Decreased the card's energy cost from 80 to 70 power.
  • Decreased the average damage dealt over 20 seconds from 660 to 600.
Balancing Change
Sylvan Gate Card Icon.pngAffinity Orb Fire.png Sylvan Gate (Fire)
  • Passive ability Infused Linked Fire:
    • It is now properly affecting both affinities of Treespirit Card Icon.png Treespirit and is also displayed in the Treespirit's status bar.
Bug Fix
The Incredible Mo Card Icon.png The Incredible Mo
  • Activatable global aura The Incredible Mo The Benevolent Mo Ability Icon.png The Benevolent Mo:
    • Now also grants affected allies immunity to the ability type "DisableMeleeAttack".
Balancing Change
Thugs Card Icon.png Thugs
  • Increased the average damage dealt over 20 seconds from 660 to 720.
  • Passive ability Looter:
    • Has been changed to no longer work against units, but only against buildings.
Balancing Change
Treespirit Card Icon.pngAffinity Orb Nature.png Treespirit (Nature)
  • Autocast ability Gifted Thorns:
    • Decreased damage dealt from 120 (180 in total) to 100 (150 in total).
    • Updated the description to correctly state, that the poison lasts 4 seconds, not 5.
Balancing Change
Treespirit Card Icon.pngAffinity Orb Shadow.png Treespirit (Shadow)
  • Autocast ability Tainted Thorns:
    • Decreased damage dealt from 120 (180 in total) to 100 (150 in total).
Balancing Change
Twilight Creeper Card Icon.pngAffinity Orb Fire.png Twilight Creeper (Fire)
  • Autocast ability Tainted Spit:
    • Has been renamed to "Infused Spit" to match the affinity naming convention now also on upgrade 3.
Bug Fix
Twilight Hag Card Icon.pngAffinity Orb Fire.png Twilight Hag (Fire) /
Twilight Hag Card Icon.pngAffinity Orb Nature.png Twilight Hag (Nature)
  • Increased unit's health points from 585 / 625 / 700 / 785 to 650 / 690 / 765 / 850.
  • Active ability Twilight Hag Infused Femme Fatale Ability Icon.png Infused / Gifted Femme Fatale:
    • Reduced activation cost from 100 to 50 energy.
    • Adjusted effect radius to match the animation radius by increasing it from 20m to 30m.
Balancing Change
Unity Card Icon.pngAffinity Orb Nature.png Unity (Nature) /
Unity Card Icon.pngAffinity Orb Frost.png Unity (Frost):
  • Increased total card charges from 4 / 6 / 7 / 8 to 6 / 8 / 10 / 12.
  • Gifted / Blessed Sharing:
    • Increased number of affected targets from 5 to 8 targets.
Balancing Change
Viridya Card Icon.png Viridya
  • Active ability Viridya Card Icon.png Call Treespirit:
    • Adjusted description of the tooltip to be more clear on different upgrades.
QoL Change
Werebeasts Card Icon.png Werebeasts
  • Decreased the card's energy cost from 75 to 65 power.
  • Reduced health points by 30 from 600 to 570.
Balancing Change
Winter Witch Card Icon.png Winter Witch
  • Changed orb requirements from 3 Frost + 1 Neutral to 2 Frost + 2 Neutral.
  • Increased her total health points from 1350 to 1700.
  • Active ability Winter Witch Gift of Winter Ability Icon.png Gift of Winter:
    • Reduced activation cost from 100 to 65 energy.
    • Increased the shield strength from 1250 / 1350 / 1500 / 1500 to 1350 / 1500 / 1800 / 1800.
    • Cooldown increased from 20 to 30 seconds.
    • After a 0.5 second delay, Winter Witch can now cast the shields at a target location 30 meters around her, the shield application area lasts for a maximum of 30 seconds or until the maximum of shields has been applied, during that time the Winter Witch can now move around freely.
Balancing Change

Patch #400021

This patch went live on 31 December 2020.[8]

General changes
  • Made mini boosters untradeable. These boosters were meant to be opened and not traded, and we noticed some players were trying to scam with this booster.
  • Added "Unlimited" PvP mode for sparring. In this sparring mode players can use both the free PvP cards and the cards from their own collection. This is unlike the "Collection" sparring PvP mode which was changed to allow players to only use cards from their own collection (and will not allow free PvP cards to be used). Ranked PvP works as before and players can freely choose what cards they would like to use.
  • Matches played alone will now not kick the player if they go AFK. Instead, they will not receive any BFP from their daily boost and will also not progress in any quest or achievement. They will still receive the rewards for completing the match (this includes the upgrades).
  • The Ravenheart card as reward from the achievement "Blight's Black Heart" is now tradable. All Ravenheart cards from this achievement have been made tradeable.
  • Added an option to save your password in the login screen.
General fixes
  • Improved the description and translations of several achievements and quests.
  • Minor adjustments to UI elements in the quests window.
  • Fixed very rarely being able to open gold chests multiple times.
  • Fixed various issues with distributing rewards and updating UI in the post-game screen.

Release Patch #400020

This patch went live on 12 December 2020 and with it the release.

General changes
  • Added a "Forgot password" button in the login screen.
  • Added a reminder of the multi-accounting rule when creating a character.
  • Added a special scratch card code "PROM-OMOU-NTAI-NEER", despite its name it yields 「 Click for spoiler 」「 Snapjaws (Promo) Card Icon.png Snapjaws (Promo) 」. The code will be redeemable in the ingame auction market until the 18th January.
  • Reduced all booster prices by 100BFP. The price reduction will be active until the 18th January
  • Added Northguards Card Icon.png Northguards to the pool of PvE starter cards.
  • Santa Claus (Promo) Card Icon.png Santa Claus (Promo) can now be traded and purchased.
General fixes
  • Added translations for "This card is not tradable" error message.
  • Fix minor issues with achievement descriptions and names.

References

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