Art of War: Red Tides cover
Art of War: Red Tides screenshot
Genre: Strategy, Indie

Art of War: Red Tides

Update: New 1V1 Mode, Improvements and Bug Fixes



We will have a server maintenance to deploy improvements, balance, bug fixes and so on. The maintenance is expected to last 2 hours and will start at:
00:50 PDT August 03
07:50 GMT August 03
15:50 GMT+8 August 03



The long-awaited 1v1 Joint Operation is coming!



This new 1v1 mode is set as an event in Arena, and it adopts a different game mechanics where players can use new strategies.

Introduction:

1. The Joint Operation will be available as an event in Arena.
2. Players can play one round for free every 5 days. Five victories or two defeats will end this free round.
3. Coins are required to buy tickets for new rounds. Ticket price will increase based on how many rounds a player has attended in 5 days. Ticket will drop to its lowest price at the beginning of the next 7-day period.
4. Players are allowed to choose two formations containing 20 units, and build 6 units from them in battle. Two formations belong to two different races.
5. Then players can choose three commander skills from those two races.

Rules:

1. Click the “Find Match” button and players will be matched according to their total victories in that round.
2. Battle preparation page is shown as below:



3. Players can choose two formations they have set in Army Setup. Please note that the two formations should belong to two different races.
4. The population cap will be the average population caps of the two chosen races.
5. The order of different units spawned each wave will be recalculated and rearranged.

Rewards and Leaderboard:

1. In each round, five victories or 2 defeats will end that round.
2. For each victory, players will be rewarded with coins.
3. For the third and fifth victory, players will be rewarded with bonus supply drops.
4. Core runes that can boost commander skills may be acquired from such supply drops.



5. Exclusive skins and avatars may be acquired from such supply drops.



6. Added two new achievements:

  • Joint Victory: achieve 5/10/25 victories in Joint Operation. Unlock 3 stars to gain an exclusive avatar.



  • Winning Streaks: achieve 1/5/10 five-winning-streaks in Joint Operation. Unlock 3 stars to gain an exclusive avatar.



7. During the Joint Operation event, there will be a new leaderboard displaying players’ rankings based on their total victories in Joint Operation.
8. When in Joint Operation, players can neither unlock the following achievements: Captain General, Whale King, Chieftain, Assassinator, Ninja, Razorclaw, Terran Skill, Atlac Skill and Yaoguai Skill, nor complete daily quests relating to killing units, playing games and winning games.



The adjustments on the unit/commander skill/racial trait balance of Art of War: Red Tides are always based on tremendous battle data from players. We also refer to players’ feedback. Such work is a long-lasting process, and we need sufficient time to test so as to guarantee that the adjustments are effective and reasonable. Therefore, commanders, please bear with us our regular balance adjustments, because these work is intended to provide you with more strategies and tactics, as well as better game experience.

1. Terran



Unit


Attack damage decreased from 11 to 8.

Commander Skill

Anti-Tank Gun
Armor increased from 4 to 6, and HP increased from 400 to 500.

2. Atlac



Unit


Basic attack and active abilities now cannot deal damage to enemy air units.


Basic attack and active abilities now cannot deal damage to enemy air units.


Vajra now doesn’t have shield before upgrading.
Upgrade Adjustments:
Lv.1: Acquires shield and cannot take more than 16 damage from an attack.
Lv.2: Cannot take more than 10 damage from an attack.
Lv.3: Shield increases by 40%.

Commander Skill

Lightning Tower
Armor increased from 4 to 6, but HP decreased from 600 to 500.

Essence Recycler
Armor increased from 4 to 6.

3. Yaoguai



Unit


Cost increased from 400 to 500.


Attack damage decreased from 20 to 15, armor decreased from 5 to 3, and HP decreased from 150 to 130. Energy consumption of its active ability increased from 10 to 20, healing targets decreased from 3 to 2, and HP restored decreased from 35 to 30. Each time its healing wave passes to the next friendly unit, the HP restored will decrease by 30%.
Upgrade Adjustments:
Lv.1: Heal max. 3 targets at a time.
Lv.2: HP restored +30%
Lv.3: HP restored +30%, and energy consumption reduced by 10



1. Eyeball, the detector summoned by the Gazer will now count as 1 population among the 120 population cap on the battlefield. Once the 120 population cap is reached, players cannot add more units unless the total population drops.
2. The fire spit by the Dragon of Soul Essence now only deals damage to ground units.
3. The Dragon Cub’s attack speed decreased from 1.6s to 2s.
4. The bombs dropped by the Mechanohound now can inflict damage on both ground and air units at the target location.
5. When the Mechanohound starts to aid a team, it now only launches missiles to attack. Its attack speed increased from 5s to 2.5s.
6. The cost of Tech Switch decreased from 5% per unit to 1% per unit.



1. Fixed the bug of the Restoration Deer not healing friendly units when there is no mechanical unit on the battlefield.
2. The Restoration Deer now doesn’t heal buildings.
3. The Medivac now doesn’t heal mechanical units.
4. Now if a player hasn’t reached commander level 15, s/he won’t be assigned daily quests relating to ranked games.
5. Fixed the bug of the Iron Maiden dealing damage to units outside its attack range after it crashes.
6. Fixed the incorrect friend online status.
7. Fixed the mismatch between commander skill names and icons in battle.
8. Fixed the occasional mismatch between commander names and avatars when players chat, use commander skills or send emotes.
9. Fixed the Lightning Tower’s attack not showing special effect.
10. Fixed the incorrect look of summoned units/buildings’ HP bar.

Commanders, thanks for your support. The faster you can offer feedback, the quicker we can respond to bugs and problems. We will continue to collect your opinions and advice, so again, please don’t hesitate to share them with us below!

See you on the battlefield,
The Art of War: Red Tides Team

Update: New 1V1 Mode, Improvements and Bug Fixes



We will have a server maintenance to deploy improvements, balance, bug fixes and so on. The maintenance is expected to last 2 hours and will start at:
00:50 PDT August 03
07:50 GMT August 03
15:50 GMT+8 August 03



The long-awaited 1v1 Joint Operation is coming!



This new 1v1 mode is set as an event in Arena, and it adopts a different game mechanics where players can use new strategies.

Introduction:

1. The Joint Operation will be available as an event in Arena.
2. Players can play one round for free every 5 days. Five victories or two defeats will end this free round.
3. Coins are required to buy tickets for new rounds. Ticket price will increase based on how many rounds a player has attended in 5 days. Ticket will drop to its lowest price at the beginning of the next 7-day period.
4. Players are allowed to choose two formations containing 20 units, and build 6 units from them in battle. Two formations belong to two different races.
5. Then players can choose three commander skills from those two races.

Rules:

1. Click the “Find Match” button and players will be matched according to their total victories in that round.
2. Battle preparation page is shown as below:



3. Players can choose two formations they have set in Army Setup. Please note that the two formations should belong to two different races.
4. The population cap will be the average population caps of the two chosen races.
5. The order of different units spawned each wave will be recalculated and rearranged.

Rewards and Leaderboard:

1. In each round, five victories or 2 defeats will end that round.
2. For each victory, players will be rewarded with coins.
3. For the third and fifth victory, players will be rewarded with bonus supply drops.
4. Core runes that can boost commander skills may be acquired from such supply drops.



5. Exclusive skins and avatars may be acquired from such supply drops.



6. Added two new achievements:

  • Joint Victory: achieve 5/10/25 victories in Joint Operation. Unlock 3 stars to gain an exclusive avatar.



  • Winning Streaks: achieve 1/5/10 five-winning-streaks in Joint Operation. Unlock 3 stars to gain an exclusive avatar.



7. During the Joint Operation event, there will be a new leaderboard displaying players’ rankings based on their total victories in Joint Operation.
8. When in Joint Operation, players can neither unlock the following achievements: Captain General, Whale King, Chieftain, Assassinator, Ninja, Razorclaw, Terran Skill, Atlac Skill and Yaoguai Skill, nor complete daily quests relating to killing units, playing games and winning games.



The adjustments on the unit/commander skill/racial trait balance of Art of War: Red Tides are always based on tremendous battle data from players. We also refer to players’ feedback. Such work is a long-lasting process, and we need sufficient time to test so as to guarantee that the adjustments are effective and reasonable. Therefore, commanders, please bear with us our regular balance adjustments, because these work is intended to provide you with more strategies and tactics, as well as better game experience.

1. Terran



Unit


Attack damage decreased from 11 to 8.

Commander Skill

Anti-Tank Gun
Armor increased from 4 to 6, and HP increased from 400 to 500.

2. Atlac



Unit


Basic attack and active abilities now cannot deal damage to enemy air units.


Basic attack and active abilities now cannot deal damage to enemy air units.


Vajra now doesn’t have shield before upgrading.
Upgrade Adjustments:
Lv.1: Acquires shield and cannot take more than 16 damage from an attack.
Lv.2: Cannot take more than 10 damage from an attack.
Lv.3: Shield increases by 40%.

Commander Skill

Lightning Tower
Armor increased from 4 to 6, but HP decreased from 600 to 500.

Essence Recycler
Armor increased from 4 to 6.

3. Yaoguai



Unit


Cost increased from 400 to 500.


Attack damage decreased from 20 to 15, armor decreased from 5 to 3, and HP decreased from 150 to 130. Energy consumption of its active ability increased from 10 to 20, healing targets decreased from 3 to 2, and HP restored decreased from 35 to 30. Each time its healing wave passes to the next friendly unit, the HP restored will decrease by 30%.
Upgrade Adjustments:
Lv.1: Heal max. 3 targets at a time.
Lv.2: HP restored +30%
Lv.3: HP restored +30%, and energy consumption reduced by 10



1. Eyeball, the detector summoned by the Gazer will now count as 1 population among the 120 population cap on the battlefield. Once the 120 population cap is reached, players cannot add more units unless the total population drops.
2. The fire spit by the Dragon of Soul Essence now only deals damage to ground units.
3. The Dragon Cub’s attack speed decreased from 1.6s to 2s.
4. The bombs dropped by the Mechanohound now can inflict damage on both ground and air units at the target location.
5. When the Mechanohound starts to aid a team, it now only launches missiles to attack. Its attack speed increased from 5s to 2.5s.
6. The cost of Tech Switch decreased from 5% per unit to 1% per unit.



1. Fixed the bug of the Restoration Deer not healing friendly units when there is no mechanical unit on the battlefield.
2. The Restoration Deer now doesn’t heal buildings.
3. The Medivac now doesn’t heal mechanical units.
4. Now if a player hasn’t reached commander level 15, s/he won’t be assigned daily quests relating to ranked games.
5. Fixed the bug of the Iron Maiden dealing damage to units outside its attack range after it crashes.
6. Fixed the incorrect friend online status.
7. Fixed the mismatch between commander skill names and icons in battle.
8. Fixed the occasional mismatch between commander names and avatars when players chat, use commander skills or send emotes.
9. Fixed the Lightning Tower’s attack not showing special effect.
10. Fixed the incorrect look of summoned units/buildings’ HP bar.

Commanders, thanks for your support. The faster you can offer feedback, the quicker we can respond to bugs and problems. We will continue to collect your opinions and advice, so again, please don’t hesitate to share them with us below!

See you on the battlefield,
The Art of War: Red Tides Team

1V1 Joint Operation Coming



There will be no update nor server maintenance this week.

BUT, the Arena: Joint Operation will soon be available! This new mode allows players to:

  • send joint troops of two races, and
  • use commander skills of two races, e.g. Kunlun and Iron Maiden.

1V1 is coming again!



See you on the battlefield,
Art of War: Red Tides Team

Update: Improvements, Balance and Bug Fixes



We will have a server maintenance to deploy improvements, balance, bug fixes and so on. The maintenance is expected to last 2 hours and will start at:

00:50 PDT July 20
07:50 GMT July 20
15:50 GMT+8 July 20



1. Season Zero



The long-awaited Season Zero will start after this update!

  • Season Zero will start after the weekly update on July 20th and end before the weekly update on September 14th.
  • player records/history relating to ranks and tiers in the Preseason will be cleared. Commanders need to start from scratch on a new Leaderboard.
  • Commanders achieved at least Platinum will be awarded with special avatars representing the highest tier they achieved in the Season Zero.
  • Commanders achieved at least Gold will be awarded with Blessed Survivor, the limited edition skin for the Storm Hierophant.


<*>Commanders will get one of the following rewards according to the highest tier they achieved in the Season Zero:

  • 300 gems for Bronze
  • 500 gems for Silver
  • 1000 gems and Blessed Survivor, the limited edition skin for the Storm Hierophant, for Gold
  • 1500 gems, the limited edition skin Blessed Survivor and the honorable avatar Platinum General for Platinum
  • 2000 gems, the limited edition skin Blessed Survivor and the honorable avatar Diamond General for Diamond
  • 3000 gems, the limited edition skin Blessed Survivor and the honorable avatar Supreme Commander for Supreme Commander


    

All the rewards will be sent to commanders’ in-game inbox after Season Zero ends.

2. New Terran Trait to Replace Mass Production



Mass Production will be replaced by Tech Switch, a new Terran trait which returns the consumed tech points to degrade units at the expanse of some soul essence.

  • Players can set units for Tech Switch in Army Setup.
  • The set units can be degraded at the expanse of some soul essence.
  • The soul essence spent = total number of the unit to be degraded*the cost of this unit*total tech points to be returned after degrading*5%
  • Players press the Confirm button on a unit’s Tech Switch screen and the soul essence will be immediately spent. The whole process lasts 18 seconds. During the process, this unit cannot be degraded again or upgraded.
  • Tech points won’t be returned until the Tech Switch completes.
  • During the Tech Switch, this unit will retain level if respawned. If players add/reduce the number of this unit in the process, Tech Switch will still continue. If players remove this unit from the troop in the process, they won’t be refunded with the soul essence spent on Tech Switch, but the tech points will be returned.




The adjustments on the unit/commander skill/racial trait balance of Art of War: Red Tides are always based on tremendous battle data from players. We also refer to players’ feedback. Such work is a long-lasting process, and we need sufficient time to test so as to guarantee that the adjustments are effective and reasonable. Therefore, commanders, please bear with us our regular balance adjustments, because these work is intended to provide you with more strategies and tactics, as well as better game experience.

1. Terran



Unit


Attack damage increased from 8 to 10.


Attack damage decreased from 10 to 8.


Ability Shield Bash now can be acquired by upgrade.
Upgrade Adjustments:
Lv.1: Damage reflection of the Thornpavise increased to 10
Lv.2: Basic attack turns to Shield Bash. Inflict 20 damage to 3 nearby enemies.


Attack range decreased from 12 to 10.
Upgrade Adjustments:
Lv.1: Attack range increased to 15
Lv.2: Inflict 250% damage to biological units
Lv.3: Attack damage +20%


The radius of the sector to which it inflicts damage increased from 12 to 16.
Upgrade Adjustments:
Lv.1: Each attack inflicts damage to up to 3 enemies
Lv.2: Each attack deals bonus damage once to max. 3 ground enemies within a 180°and 6 radius sector

2. Atlac



Unit


Upgrade Adjustments:
Lv.1: Blade Dash temporarily grants her 10 armor
Lv.2: Blade Dash temporarily grants her 20 armor
Lv.3: Basic attack becomes Heavy Slash. Deal 10 damage respectively to max. 3 nearby enemies


The radius of its Thunder Orb’s affected area increased from 20 to 35.

3. Yaoguai



Unit


Attack range increased from 14 to 17, and attack speed increased from 2.4s to 1.8s.


Armor reduced from 4 to 3.
Upgrade Adjustments:
Lv.3: Inflict 250% damage to mechanical units


Cost increased from 1200 to 1400.

Commander Skill

Shrink
Now it can shrink the Lightning Tower and the Anti-Tank Gun.



1. The ranged damage reduction of the Mechanohound decreased from 45 to 30. After the Mechanohound starts to aid the team who defeated it, its ranged damage reduction is decreased from 30 to 20.



1. Fixed the occasional bug of the Savage Whale not attacking the enemy base.
2. Fixed the bug of some players being unable to acquire Yaoguai Commander Skill Ancient Egg.



1. In final battle when both sides are unable to respawn units, the XP for tech points now won’t be increased anymore.
2. Further optimized the validation method and punishment for AFKers.
3. Optimized the unit description in tooltips:

  • Added brief upgrade introduction to units in tooltips
  • Adjusted the description on unit ability for the following units: Terran A-76 Mortus, Q-50 Dauntless, Atlac Lightning Arhat, Yaoguai Silklash Spider, Shuriken Panda, Panda Monk, Chan Master and Restoration Deer. Instead of a general summary, the description now focuses on their single attack damage.
  • Removed the “Area Damage” tag for Terran Medivac, Yaoguai Kamikaze Beetle, Panda Monk and Restoration Deer.
  • Added the “Area Damage” tag for Terran Shotgun Motorcycle, Atlac Shield Slave, Silver Shield Slave, Sawblade Shield Slave, Lightning Ray, Lightning Arhat, Yaoguai Fiery Minotaur and Raging Minotaur.
  • Added the “Strong against: mechanical” tag for the Marauder.
  • Added “…restore HP for up to 3 ground biological units…” in the Medivac’s unit description.
  • Added “…inflicts 250% damage to biological units” in the Shadow Bat’s ability description.
  • Optimized some unit description in tooltips.

4. Withdrawal now can withdraw units directed by False Rally.
5. Now the tier stars will be fully filled if a player who can be promoted to a higher tier with one more star achieves a victory, but the tier won’t be promoted automatically. Also, if a player has a one-star tier and loses a match, s/he will lose that star instead of being demoted to a lower tier. But if the player has no stars at his/her current tier, s/he will be demoted to a lower tier.

Commanders, thanks for your support. The faster you can offer feedback, the quicker we can respond to various bugs and problems. We will continue to collect your opinions and advice, so again, please don’t hesitate to share them with us below!

See you on the battlefield,
The Art of War: Red Tides Team

Update: Improvements, Balance and Bug Fixes



We will have a server maintenance to deploy improvements, balance, bug fixes and so on. The maintenance is expected to last 2 hours and will start at:

00:50 PDT July 20
07:50 GMT July 20
15:50 GMT+8 July 20



1. Season Zero



The long-awaited Season Zero will start after this update!

  • Season Zero will start after the weekly update on July 20th and end before the weekly update on September 14th.
  • player records/history relating to ranks and tiers in the Preseason will be cleared. Commanders need to start from scratch on a new Leaderboard.
  • Commanders achieved at least Platinum will be awarded with special avatars representing the highest tier they achieved in the Season Zero.
  • Commanders achieved at least Gold will be awarded with Blessed Survivor, the limited edition skin for the Storm Hierophant.


<*>Commanders will get one of the following rewards according to the highest tier they achieved in the Season Zero:

  • 300 gems for Bronze
  • 500 gems for Silver
  • 1000 gems and Blessed Survivor, the limited edition skin for the Storm Hierophant, for Gold
  • 1500 gems, the limited edition skin Blessed Survivor and the honorable avatar Platinum General for Platinum
  • 2000 gems, the limited edition skin Blessed Survivor and the honorable avatar Diamond General for Diamond
  • 3000 gems, the limited edition skin Blessed Survivor and the honorable avatar Supreme Commander for Supreme Commander


    

All the rewards will be sent to commanders’ in-game inbox after Season Zero ends.

2. New Terran Trait to Replace Mass Production



Mass Production will be replaced by Tech Switch, a new Terran trait which returns the consumed tech points to degrade units at the expanse of some soul essence.

  • Players can set units for Tech Switch in Army Setup.
  • The set units can be degraded at the expanse of some soul essence.
  • The soul essence spent = total number of the unit to be degraded*the cost of this unit*total tech points to be returned after degrading*5%
  • Players press the Confirm button on a unit’s Tech Switch screen and the soul essence will be immediately spent. The whole process lasts 18 seconds. During the process, this unit cannot be degraded again or upgraded.
  • Tech points won’t be returned until the Tech Switch completes.
  • During the Tech Switch, this unit will retain level if respawned. If players add/reduce the number of this unit in the process, Tech Switch will still continue. If players remove this unit from the troop in the process, they won’t be refunded with the soul essence spent on Tech Switch, but the tech points will be returned.




The adjustments on the unit/commander skill/racial trait balance of Art of War: Red Tides are always based on tremendous battle data from players. We also refer to players’ feedback. Such work is a long-lasting process, and we need sufficient time to test so as to guarantee that the adjustments are effective and reasonable. Therefore, commanders, please bear with us our regular balance adjustments, because these work is intended to provide you with more strategies and tactics, as well as better game experience.

1. Terran



Unit


Attack damage increased from 8 to 10.


Attack damage decreased from 10 to 8.


Ability Shield Bash now can be acquired by upgrade.
Upgrade Adjustments:
Lv.1: Damage reflection of the Thornpavise increased to 10
Lv.2: Basic attack turns to Shield Bash. Inflict 20 damage to 3 nearby enemies.


Attack range decreased from 12 to 10.
Upgrade Adjustments:
Lv.1: Attack range increased to 15
Lv.2: Inflict 250% damage to biological units
Lv.3: Attack damage +20%


The radius of the sector to which it inflicts damage increased from 12 to 16.
Upgrade Adjustments:
Lv.1: Each attack inflicts damage to up to 3 enemies
Lv.2: Each attack deals bonus damage once to max. 3 ground enemies within a 180°and 6 radius sector

2. Atlac



Unit


Upgrade Adjustments:
Lv.1: Blade Dash temporarily grants her 10 armor
Lv.2: Blade Dash temporarily grants her 20 armor
Lv.3: Basic attack becomes Heavy Slash. Deal 10 damage respectively to max. 3 nearby enemies


The radius of its Thunder Orb’s affected area increased from 20 to 35.

3. Yaoguai



Unit


Attack range increased from 14 to 17, and attack speed increased from 2.4s to 1.8s.


Armor reduced from 4 to 3.
Upgrade Adjustments:
Lv.3: Inflict 250% damage to mechanical units


Cost increased from 1200 to 1400.

Commander Skill

Shrink
Now it can shrink the Lightning Tower and the Anti-Tank Gun.



1. The ranged damage reduction of the Mechanohound decreased from 45 to 30. After the Mechanohound starts to aid the team who defeated it, its ranged damage reduction is decreased from 30 to 20.



1. Fixed the occasional bug of the Savage Whale not attacking the enemy base.
2. Fixed the bug of some players being unable to acquire Yaoguai Commander Skill Ancient Egg.



1. In final battle when both sides are unable to respawn units, the XP for tech points now won’t be increased anymore.
2. Further optimized the validation method and punishment for AFKers.
3. Optimized the unit description in tooltips:

  • Added brief upgrade introduction to units in tooltips
  • Adjusted the description on unit ability for the following units: Terran A-76 Mortus, Q-50 Dauntless, Atlac Lightning Arhat, Yaoguai Silklash Spider, Shuriken Panda, Panda Monk, Chan Master and Restoration Deer. Instead of a general summary, the description now focuses on their single attack damage.
  • Removed the “Area Damage” tag for Terran Medivac, Yaoguai Kamikaze Beetle, Panda Monk and Restoration Deer.
  • Added the “Area Damage” tag for Terran Shotgun Motorcycle, Atlac Shield Slave, Silver Shield Slave, Sawblade Shield Slave, Lightning Ray, Lightning Arhat, Yaoguai Fiery Minotaur and Raging Minotaur.
  • Added the “Strong against: mechanical” tag for the Marauder.
  • Added “…restore HP for up to 3 ground biological units…” in the Medivac’s unit description.
  • Added “…inflicts 250% damage to biological units” in the Shadow Bat’s ability description.
  • Optimized some unit description in tooltips.

4. Withdrawal now can withdraw units directed by False Rally.
5. Now the tier stars will be fully filled if a player who can be promoted to a higher tier with one more star achieves a victory, but the tier won’t be promoted automatically. Also, if a player has a one-star tier and loses a match, s/he will lose that star instead of being demoted to a lower tier. But if the player has no stars at his/her current tier, s/he will be demoted to a lower tier.

Commanders, thanks for your support. The faster you can offer feedback, the quicker we can respond to various bugs and problems. We will continue to collect your opinions and advice, so again, please don’t hesitate to share them with us below!

See you on the battlefield,
The Art of War: Red Tides Team

1V1 Ranked will be temporarily unavailable in Season Zero, as we are reworking it.


Although we always emphasize that the adjustments on balance “is a long-lasting process, and we need sufficient time to test so as to guarantee that the adjustments are effective and reasonable”, we will still post an announcement before implementing key updates and improvements to let players know in advance. This announcement serves for the same reason.

After the Preseason, players will have no access to 1V1 Ranked. But they can still play 1V1 Quick Play and 1V1 Versus A.I.

Don’t take this the wrong way. We all love 1V1. It is exciting. It is challenging. It is even more fascinating than 3V3 when both sides are pro players.

However, we decide to disable it temporarily because 1V1, as a mode focusing on strategy, has some fundamental flaws:

  1. Due to insufficient players participating in 1V1 and a limited options of units and Commander Skills for a single match, winning a 1V1 largely depends on fixed strategies and ban. After all, one deck can only accommodate 10 units. There’s not too much optional countermeasures in battle. Once a strategy fails, it will be harder for the player to find another one compared with that in 3V3.
  2. Let’s put the Immolation aside and talk about something else. Each wave of troops in 1V1 is a duplicate of the last wave, maybe some minor changes. A player can easily predict the opponent’s next move, because for each player, there’s always those 10 units from which s/he can choose.
  3. Because a player send almost the same troops in each wave, once s/he dominates, s/he can easily stack those powerful units such as the Great Whale, the Bear Vanguard and the Asterion. So the weaker side will be overwhelmed in a much shorter time compared with that in 3V3, turning the last several waves to garbage time.
  4. Furthermore, 1V1 intensified the unit imbalance, resulting in a lot of players getting defeated easily by some “overpowered” units. They grumble to us every day. Please take a look at some figures: according to the data collected from the recent 1V1 matches, each race has more than 1 unit that grant players 70% chance of winning the match once they send such units while their opponents don’t. However, this figure in 3V3 is only as high as 63% and it is claimed by the HEF Flamethrower.
  5. As the gold consumed by each Commander Skill will increase per time, both sides in a 1V1 don’t have too much chance and time to change strategies. Using Commander Skills is more like a routine: Players can only use three Commander Skills for a limited number of times, each time consuming a certain amount of gold. The opponents can easily predict their moves and adopt countermeasures in advance.

Anyway, 1V1 mode has various flaws that prevent players from trying different strategies and playing smart (the two are seen as the basics of the Art of War: Red Tides as a strategy game). So far, its performance hasn’t lived up to our expectations.

On the other hand, however, 1V1 mode has its unique features that have attracted so many commanders, including members of our dev team.
We are not going to cut it out. Instead, we are planning to rework it.

The new 1V1 mode is based on the following design goals:

  1. More optional units/Commander Skills.
  2. Eased rules and restrictions.
  3. Larger chance for players to change strategies.

In order to guarantee that the new 1V1 mode can survive the pro players’ scrutiny, we will work hard and try to bring it live again as a featured game mode in the Arena.

BTW, a new Terran trait will replace the Mass Production in the next update. Please stay tuned.

Steam has provided an open platform, which is a strong support for the Art of War: Red Tides’ Early Access. Commanders in the Steam Community are offering us the vital data regarding their game experience every day. Our goal is to make Art of War: Red Tides a multiplayer strategy game that allows all the players around the world can play it on the same server. On this long journey, we will bring you more overturning changes in the future.

Commanders, thanks for your support and enthusiasm. We will work hard to make Art of War: Red Tides better.

See you on the battlefield,
The Art of War: Red Tides Team

Update: Balance, Bug Fixes & Improvements



We will have a server maintenance to deploy improvements, balance, bug fixes and so on. The maintenance is expected to last 2 hours, and starts at:

00:50 PDT July 13
07:50 GMT July 13
15:50 GMT+8 July 13



The adjustments on the unit/commander skill/racial trait balance of Art of War: Red Tides are always based on tremendous battle data from players. We also refer to players’ feedback. Such work is a long-lasting process, and needs sufficient time to test so as to guarantee that the adjustments are effective and reasonable. Therefore, commanders, please bear with us our regular balance adjustments, because these work is intended to provide you with more strategies and tactics, as well as better game experience.

Terran



Unit


Upgrade adjustments:
Lv.2: Upon dying, inflict 150% explosive damage to nearby units
Lv.3: Upon dying, inflict 250% explosive damage to nearby units

Yaoguai



Unit


The Restoration Deer will go fight against the enemies even though there is no other friendly unit on the battlefield.



  1. Fixed the Fiery Minotaur’s HP reduction caused by its turning into a giant bull after being upgraded to Lv.3.
  2. Fixed the bug of the Light Templar’s attack against enemy air units not reducing their HP.
  3. Removed the Chan Master’s incorrect ability description “…It deals 250% to ground biological units…”, as it has never inflicted bonus damage to biological units.
  4. Added “Strong against: Mechanical” for the Acidtooth Pangolin, as it always inflicts 250% damage to mechanical units.
  5. Fixed the bug of Yaoguai Commander Skill Ancient Egg’s occasional incorrect look.
  6. Fixed the bug of the Dragon of Soul Essence inflicting damage on itself when spitting fire.
  7. Fixed the occasional disappearance of neutral units.
  8. Fixed the occasional incorrect notification of destroying turrets.
  9. Fixed the incorrect friends’ status.
  10. Fixed the occasional error caused by clicking a player’s own avatar on the Leaderboard.
  11. The gold is now rewarded to the team who destroyed the turret.
  12. After the Dragon of Soul Essence dies, its body generates a cloud of mist. If mind-controlled units that passed the mist die, soul essence is now refunded to the player who casted Mind Control.



  1. In Back Mine, after the large soul essence crate is broken, an Essence Guardian will appear to assist the team who broke the crate for some time.
  2. After the Dragon of Soul Essence dies, its body will generates a cloud of mist around it. Units passed the mist will get a buff: after they are destroyed, the commander who produced these units will get a refund of some soul essence. The refund is now decreased from 5% to 3% of those dead units’ total cost.



  1. Further optimized matchmaking to guarantee that players can battle against other players of the similar level in a shorter time.
  2. Players now can paint skins for Atlac units at the Transformation screen.



Steam Trading Cards for Art of War: Red Tides will be online in 7 days.
Commanders can get trading cards by playing the game. Collect a set of cards to craft a Red Tides badge, and get an emoticon item created for the game (can use in chat or discussions) and a profile background item created for the game (can use on players’ Steam Community profile).



Commanders, thanks for your support. The faster you can offer feedback, the quicker we can respond to various bugs and problems. We will continue to collect your opinions and advice, so again, please don’t hesitate to share them with us below!

See you on the battlefield,
The Art of War: Red Tides Team

Update: Balance, Bug Fixes & Improvements



We will have a server maintenance to deploy improvements, balance, bug fixes and so on. The maintenance is expected to last 2 hours, and starts at:

00:50 PDT July 13
07:50 GMT July 13
15:50 GMT+8 July 13



The adjustments on the unit/commander skill/racial trait balance of Art of War: Red Tides are always based on tremendous battle data from players. We also refer to players’ feedback. Such work is a long-lasting process, and needs sufficient time to test so as to guarantee that the adjustments are effective and reasonable. Therefore, commanders, please bear with us our regular balance adjustments, because these work is intended to provide you with more strategies and tactics, as well as better game experience.

Terran



Unit


Upgrade adjustments:
Lv.2: Upon dying, inflict 150% explosive damage to nearby units
Lv.3: Upon dying, inflict 250% explosive damage to nearby units

Yaoguai



Unit


The Restoration Deer will go fight against the enemies even though there is no other friendly unit on the battlefield.



  1. Fixed the Fiery Minotaur’s HP reduction caused by its turning into a giant bull after being upgraded to Lv.3.
  2. Fixed the bug of the Light Templar’s attack against enemy air units not reducing their HP.
  3. Removed the Chan Master’s incorrect ability description “…It deals 250% to ground biological units…”, as it has never inflicted bonus damage to biological units.
  4. Added “Strong against: Mechanical” for the Acidtooth Pangolin, as it always inflicts 250% damage to mechanical units.
  5. Fixed the bug of Yaoguai Commander Skill Ancient Egg’s occasional incorrect look.
  6. Fixed the bug of the Dragon of Soul Essence inflicting damage on itself when spitting fire.
  7. Fixed the occasional disappearance of neutral units.
  8. Fixed the occasional incorrect notification of destroying turrets.
  9. Fixed the incorrect friends’ status.
  10. Fixed the occasional error caused by clicking a player’s own avatar on the Leaderboard.
  11. The gold is now rewarded to the team who destroyed the turret.
  12. After the Dragon of Soul Essence dies, its body generates a cloud of mist. If mind-controlled units that passed the mist die, soul essence is now refunded to the player who casted Mind Control.



  1. In Back Mine, after the large soul essence crate is broken, an Essence Guardian will appear to assist the team who broke the crate for some time.
  2. After the Dragon of Soul Essence dies, its body will generates a cloud of mist around it. Units passed the mist will get a buff: after they are destroyed, the commander who produced these units will get a refund of some soul essence. The refund is now decreased from 5% to 3% of those dead units’ total cost.



  1. Further optimized matchmaking to guarantee that players can battle against other players of the similar level in a shorter time.
  2. Players now can paint skins for Atlac units at the Transformation screen.



Steam Trading Cards for Art of War: Red Tides will be online in 7 days.
Commanders can get trading cards by playing the game. Collect a set of cards to craft a Red Tides badge, and get an emoticon item created for the game (can use in chat or discussions) and a profile background item created for the game (can use on players’ Steam Community profile).



Commanders, thanks for your support. The faster you can offer feedback, the quicker we can respond to various bugs and problems. We will continue to collect your opinions and advice, so again, please don’t hesitate to share them with us below!

See you on the battlefield,
The Art of War: Red Tides Team

Update: Improvements, New Neutral Units, Balance & Bug Fixes


We will have a server maintenance to deploy improvements, balance, bug fixes and so on. The maintenance is expected to last 2 hours, and starts at:

01:00 PDT July 06
08:00 GMT July 06
16:00 GMT+8 July 06



The key improvements this time are related to the changes in battle mechanics, including new neutral units and resource acquisition. Unit balance, Mass Production as well as other critical adjustments and improvements are also in our plan.

The improvements serve for the following design goals:

  • Enable smarter play and encourage more changeable strategies in the battle.
  • Commander who did perform much better than others in a battle should get bonus reward.

It is unavoidable that these improvements and adjustments will cause some influence to you. So, to give you time to familiarize yourselves with the new mechanics, the Season Zero which is supposed to start on July 6th will be postponed to July 20th or an even later date.

We will always keep a close eye on how these improvements work, and implement further adjustments at any time if necessary. Again, we are grateful for your support!

New Neutral Unit



1. The Forest of Soul Essence: Dragon

  • The soul essence crates in wave 1 will be replaced by the soul essence eggs laid by the dragon. Destroy them and you will still be rewarded with soul essence.
  • After the larger egg in the center is broken, a dragon cub will get out from it to assist the player who broke the egg. It has 70 attack damage and 28 attack range.
  • The Dragon of Soul Essence flying to the battlefield in wave 25 is an air unit, thus can only be affected by anti-air attacks.
  • For each attack the Dragon of Soul Essence takes, the attacker(s) will be rewarded with some soul essence based on the HP the Dragon is reduced. After it dies, all teammates of the team who killed the Dragon of Soul Essence will be rewarded with a large amount of soul essence.
  • After the Dragon of Soul Essence dies, its body will generates a cloud of mist around it. Units passing the mist will get a buff: after they are destroyed, the commander who produced these units will get a refund of some soul essence.

2. Black Mine: Mechanohound

  • Destroy the neutral crates in the early stage and you and your teammates will be rewarded with gold.
  • The crates float in the air and can only be affected by anti-air attacks.
  • The neutral unit comes to the battlefield in wave 25 is a Mechanohound. It can largely reduce the ranged damage on it, and won’t be targeted by anti-air attacks. Ground melee units are recommended.
  • For each attack the Mechanohound takes, the attacker(s) will be rewarded with some gold based on the HP the Mechanohound is reduced. After it dies, all teammates of the team who killed the Mechanohound will be rewarded with a large amount of gold.
  • After being killed, the Mechanohound will come to life again to assist the team who killed it.
  • We are still testing the difficulty of this new unit. Commanders below a certain level may have no access to this map.

Adjustments



1. XP and tech point

  • You can acquire up to 12 tech points instead of 10.
  • Kill any neutral unit and the killer will be rewarded with bonus XP.
  • Changed the XP needed for each tech point for a gentle upgrading curve.
  • Added special effect for the tech point ring at the bottom of the battle screen when players acquired a lot of XP at a time.

2. Notifications in battle

  • Raised the amount of rewarded soul essence after players routed/annihilated/smashed/conquered/revenged the enemy troops.
  • After a player manages to destroy a wave of enemy troops, s/he will acquire bonus XP whose amount is positively correlated with the total cost of the enemy troops s/he killed.
  • If the troops survive more than 54 seconds, though they are then annihilated by a player, the player won’t receive killing notification nor any reward.



Terrans



Units


HP increased from 200 to 220, attack speed increased from 1.4s to 1.2s, the range of the energy beam increased from 22 to 24, and the description of Particle Cannon changed from “…4 energy beams…dealing 20 damage” to “…2 energy beams…dealing 40 damage”; before upgrade, the plasma it spits can attack the target with more enemy units around.
Upgrade Adjustments:
Lv.2: Active ability deals 250% damage to biological units

Commander Skill

Flare
“…reduce the attack damage of all units in the target area by 5” changed to “…reduce the attack damage of all units in the target area by 30%”.

Atlac



Units


Attack range increased from 6 to 8, and attack speed increased from 1.6s to 1.2s.
Upgrade Adjustments:
Lv.1: Attack range increased to 10
Lv.2: Lightning bounces 4 times, attacking a single target each time
Lv.3: Attack damage +20%


Upgrade Adjustments:
Lv.1: Attack damage +10%
Lv.2: Max. shield +100%
Lv.3: Damage to mechanical units increased to 250%


HP increased from 100 to 140


Maximum damage on ground units decreased from 215 to 155

Yaoguai



Units


HP decreased from 40 to 35, attack damage decreased from 15 to 14, and attack speed decreased from 1s to 1.3s.
Upgrade Adjustments:
Lv.2: Attack speed +30%


HP decreased from 90 to 80, and it no longer deals 125% damage to biological units.


Chi Orb cannot attack air units.
Upgrade Adjustments:
Lv.2: Chi Orb's damage increased by 20% and attack range enlarged
Lv.3: Chi Orb still exists after the Chan Master dies


Friendly units upon its blanket will have their attack damage increased by 5% per second. Such increase can overlay up to 10s. After they leave the blanket, the effect will last as long as 10s.


Armor decreased from 10 to 8. It can no longer deal extra damage to mechanical units.
Upgrade Adjustments:
Lv.1: Armor +25%
Lv.2: Max. HP +15%
Lv.3: Deal 250% damage to mechanical units

Commander Skill

Sacrifice
Sacrifice now can only be released within the revealed area.



  1. Changed the mining rate of the soul essence mine in different levels respectively from 25/s, 50/s and 100/s to 25/s, 40/s and 80/s.
  2. Players can now acquire 100% gold if they killed enemy units survived longer than 30s.
  3. Unit A.I.

    1. The Yaoguai unit Bloodfeather’s Descend to the Ground now can be activated even there’s no enemy air units (only enemy ground units) on the battlefield.
    2. Melee units such as the Regular Paviser, the Regular Flamethrower, the HEF Flamethrower, the Shield Slave and the Sawblade Shield Slave will attack the direction with most enemy units around to improve attack efficiency.
    3. The Medic, the Medivac, the Maintenance Engineer and other units alike will first heal units being attacked, and they will choose their targets smarter.
    4. The Asterion, the Bowcat and other units alike will attack enemy air units first.




  1. Fixed the occasional game crash caused by players’ changing avatars.
  2. Fixed the occasional game crash caused by players’ purchasing eternium ingots in store.
  3. Fixed the bug of players still being able to send friend requests when the number of friends reached maximum.
  4. Fixed the bug of the Atlac Commander Skill Essence Recycler being unable to collect extra soul essence from the dead units.
  5. Fixed the bug of being unable to switch to Ranked 1V1 mode after being refused by friend(s) on Ranked 3V3 invitation.
  6. Fixed the bug of the Atlac Lightning Ray’s attack not inflicting damage.
  7. Corrected the description of the Yaoguai unit Blazefury Deer’s ability. It can actually deal 200% damage to buildings.



  1. Players can directly check the kills of a team or an individual commander in battle screen.
  2. Players can press Tab button to check the total soul essence they acquire from kills.
  3. Optimized matchmaking so that players are more likely to be matched with opponents of the similar level.
  4. Optimized verification methods on AFKers. The verification methods and rules will be stricter and more reasonable.

Commanders, thanks for your support. The faster you can offer feedback, the quicker we can respond to various bugs and problems. We will continue to collect your opinions and advice, so again, please don’t hesitate to share them with us below!

See you on the battlefield,
The Art of War: Red Tides Team

Update: Improvements, New Neutral Units, Balance & Bug Fixes


We will have a server maintenance to deploy improvements, balance, bug fixes and so on. The maintenance is expected to last 2 hours, and starts at:

01:00 PDT July 06
08:00 GMT July 06
16:00 GMT+8 July 06



The key improvements this time are related to the changes in battle mechanics, including new neutral units and resource acquisition. Unit balance, Mass Production as well as other critical adjustments and improvements are also in our plan.

The improvements serve for the following design goals:

  • Enable smarter play and encourage more changeable strategies in the battle.
  • Commander who did perform much better than others in a battle should get bonus reward.

It is unavoidable that these improvements and adjustments will cause some influence to you. So, to give you time to familiarize yourselves with the new mechanics, the Season Zero which is supposed to start on July 6th will be postponed to July 20th or an even later date.

We will always keep a close eye on how these improvements work, and implement further adjustments at any time if necessary. Again, we are grateful for your support!

New Neutral Unit



1. The Forest of Soul Essence: Dragon

  • The soul essence crates in wave 1 will be replaced by the soul essence eggs laid by the dragon. Destroy them and you will still be rewarded with soul essence.
  • After the larger egg in the center is broken, a dragon cub will get out from it to assist the player who broke the egg. It has 70 attack damage and 28 attack range.
  • The Dragon of Soul Essence flying to the battlefield in wave 25 is an air unit, thus can only be affected by anti-air attacks.
  • For each attack the Dragon of Soul Essence takes, the attacker(s) will be rewarded with some soul essence based on the HP the Dragon is reduced. After it dies, all teammates of the team who killed the Dragon of Soul Essence will be rewarded with a large amount of soul essence.
  • After the Dragon of Soul Essence dies, its body will generates a cloud of mist around it. Units passing the mist will get a buff: after they are destroyed, the commander who produced these units will get a refund of some soul essence.

2. Black Mine: Mechanohound

  • Destroy the neutral crates in the early stage and you and your teammates will be rewarded with gold.
  • The crates float in the air and can only be affected by anti-air attacks.
  • The neutral unit comes to the battlefield in wave 25 is a Mechanohound. It can largely reduce the ranged damage on it, and won’t be targeted by anti-air attacks. Ground melee units are recommended.
  • For each attack the Mechanohound takes, the attacker(s) will be rewarded with some gold based on the HP the Mechanohound is reduced. After it dies, all teammates of the team who killed the Mechanohound will be rewarded with a large amount of gold.
  • After being killed, the Mechanohound will come to life again to assist the team who killed it.
  • We are still testing the difficulty of this new unit. Commanders below a certain level may have no access to this map.

Adjustments



1. XP and tech point

  • You can acquire up to 12 tech points instead of 10.
  • Kill any neutral unit and the killer will be rewarded with bonus XP.
  • Changed the XP needed for each tech point for a gentle upgrading curve.
  • Added special effect for the tech point ring at the bottom of the battle screen when players acquired a lot of XP at a time.

2. Notifications in battle

  • Raised the amount of rewarded soul essence after players routed/annihilated/smashed/conquered/revenged the enemy troops.
  • After a player manages to destroy a wave of enemy troops, s/he will acquire bonus XP whose amount is positively correlated with the total cost of the enemy troops s/he killed.
  • If the troops survive more than 54 seconds, though they are then annihilated by a player, the player won’t receive killing notification nor any reward.



Terrans



Units


HP increased from 200 to 220, attack speed increased from 1.4s to 1.2s, the range of the energy beam increased from 22 to 24, and the description of Particle Cannon changed from “…4 energy beams…dealing 20 damage” to “…2 energy beams…dealing 40 damage”; before upgrade, the plasma it spits can attack the target with more enemy units around.
Upgrade Adjustments:
Lv.2: Active ability deals 250% damage to biological units

Commander Skill

Flare
“…reduce the attack damage of all units in the target area by 5” changed to “…reduce the attack damage of all units in the target area by 30%”.

Atlac



Units


Attack range increased from 6 to 8, and attack speed increased from 1.6s to 1.2s.
Upgrade Adjustments:
Lv.1: Attack range increased to 10
Lv.2: Lightning bounces 4 times, attacking a single target each time
Lv.3: Attack damage +20%


Upgrade Adjustments:
Lv.1: Attack damage +10%
Lv.2: Max. shield +100%
Lv.3: Damage to mechanical units increased to 250%


HP increased from 100 to 140


Maximum damage on ground units decreased from 215 to 155

Yaoguai



Units


HP decreased from 40 to 35, attack damage decreased from 15 to 14, and attack speed decreased from 1s to 1.3s.
Upgrade Adjustments:
Lv.2: Attack speed +30%


HP decreased from 90 to 80, and it no longer deals 125% damage to biological units.


Chi Orb cannot attack air units.
Upgrade Adjustments:
Lv.2: Chi Orb's damage increased by 20% and attack range enlarged
Lv.3: Chi Orb still exists after the Chan Master dies


Friendly units upon its blanket will have their attack damage increased by 5% per second. Such increase can overlay up to 10s. After they leave the blanket, the effect will last as long as 10s.


Armor decreased from 10 to 8. It can no longer deal extra damage to mechanical units.
Upgrade Adjustments:
Lv.1: Armor +25%
Lv.2: Max. HP +15%
Lv.3: Deal 250% damage to mechanical units

Commander Skill

Sacrifice
Sacrifice now can only be released within the revealed area.



  1. Changed the mining rate of the soul essence mine in different levels respectively from 25/s, 50/s and 100/s to 25/s, 40/s and 80/s.
  2. Players can now acquire 100% gold if they killed enemy units survived longer than 30s.
  3. Unit A.I.

    1. The Yaoguai unit Bloodfeather’s Descend to the Ground now can be activated even there’s no enemy air units (only enemy ground units) on the battlefield.
    2. Melee units such as the Regular Paviser, the Regular Flamethrower, the HEF Flamethrower, the Shield Slave and the Sawblade Shield Slave will attack the direction with most enemy units around to improve attack efficiency.
    3. The Medic, the Medivac, the Maintenance Engineer and other units alike will first heal units being attacked, and they will choose their targets smarter.
    4. The Asterion, the Bowcat and other units alike will attack enemy air units first.




  1. Fixed the occasional game crash caused by players’ changing avatars.
  2. Fixed the occasional game crash caused by players’ purchasing eternium ingots in store.
  3. Fixed the bug of players still being able to send friend requests when the number of friends reached maximum.
  4. Fixed the bug of the Atlac Commander Skill Essence Recycler being unable to collect extra soul essence from the dead units.
  5. Fixed the bug of being unable to switch to Ranked 1V1 mode after being refused by friend(s) on Ranked 3V3 invitation.
  6. Fixed the bug of the Atlac Lightning Ray’s attack not inflicting damage.
  7. Corrected the description of the Yaoguai unit Blazefury Deer’s ability. It can actually deal 200% damage to buildings.



  1. Players can directly check the kills of a team or an individual commander in battle screen.
  2. Players can press Tab button to check the total soul essence they acquire from kills.
  3. Optimized matchmaking so that players are more likely to be matched with opponents of the similar level.
  4. Optimized verification methods on AFKers. The verification methods and rules will be stricter and more reasonable.

Commanders, thanks for your support. The faster you can offer feedback, the quicker we can respond to various bugs and problems. We will continue to collect your opinions and advice, so again, please don’t hesitate to share them with us below!

See you on the battlefield,
The Art of War: Red Tides Team