During the preseason, our designers and developers have been competing with you commanders every day, overwhelming the new comers or being whipped by pros. Overall, much of us have achieved above Lv100. On the other hand, however, we feel more urgently to improve Art of War: Red Tides.
Since the Art of War: Red Tides is a strategy game, our dev team has been always keeping a close eye on its difficulty. To be frank, we don’t think that the current unit/Commander Skill balance and variety are good enough, for instance,
There’s barely a change in strategy in a single battle, and players usually go with the same old strategy.
In 3V3 battles, three teammates are always rewarded the same amount of soul essence/tech points regardless of their performance, which makes pro players’ largely depend on their teammates and unable to lead the team.
1V1 mode intensified the imbalance in unit and race, making the overwhelmed player even weaker.
There are too many units that seldom show on the battlefield compared to the total unit number, and each race has this or that shortcomings. A lot of units’ battle performance hasn’t lived up to our expectation.
As for race traits, Mass Production is not very useful compared to Immolation.
So based on your feedback, our data analysis and our own game experience, our dev team will deploy some adjustments and improvements in terms of game mechanics in the update scheduled for July 6th. Therefore, Season Zero which should start on July 6th will be postponed by two weeks and start on July 20th, for the following reasons:
Give you some time to familiarize yourselves with new game mechanics and balance.
Give the dev team more time to see if the adjustments and improvements work.
We will share with you the details of the adjustments and improvements, as well as our design philosophy and the future direction of our game.
Commander, we sincerely ask you to join us in this expedition to the future full of uncertainties!
Art of War: Red Tides Team
Update: Improvements & Bug Fixes
We will have a server maintenance to deploy bug fixes, improvements and so on. The maintenance is expected to last for 2 hours, and starts at:
01:00 PDT June 29 08:00 GMT June 29 16:00 GMT+8 June 29
Fixed the occasional game crash in battle.
Fixed the bug of disbanded clan’s name still appearing in the clan ranking list
Fixed the bug of the 2500 soul essence being awarded to the team who didn’t kill the Dragon of Soul Essence.
Fixed the bug of the Chan Master’s bonus attack damage not showing in the description after the unit is upgraded to Lv3.
Fixed the error caused by inviting friends to compete in ranked game.
Fixed the incorrect stats under Summary screen, Profile.
Fixed the bug of the Lion Vanguard’s active ability not working occasionally.
Fixed the occasional game crash caused by the HEF Flamethrowers’ self-destruction when they are mind-controlled.
Fixed the Sacrifice’s incorrect damage output after it grows larger.
Fixed the bug of the soul essence not being increased after the Soul Essence Recycler explodes.
Fixed the incorrect description of Terran Anti-air Sentinel’s active ability Karna-2 Missile, as this ability actually only attacks 2 different air units.
Fixed the bug of units with 4 or 5 armor still being killed instantly by the Sawblade Shield Slave even if they carry the armor increasing Runes.
Fixed the problem of the Terran Butcher’s position being too behind the front line upon appearing on the battlefield. The Butcher is now placed in front of the infantries and motorcycles but behind the pavisers.
Clan leaders can now examine the personal information of commanders who apply to join their clans.
Optimized the movement of the soul essence mine after clicking it to upgrade.
Optimized the Atlac Thunder Hierophant’s automatic targeting after activating its ability.
Eased the tier restriction when inviting friends to team up. Players now can invite friends who are as much as 2 levels lower to compete in ranked game.
Optimized some commander avatars.
Softened the light effect of the Commander Skill Swap.
Corrected and optimized some in-game UI words.
Further shortened the matchmaking time.
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: New Units, Balance, Improvements & Bug Fixes
We will have a server maintenance to deploy bug fixes, new units, improvements and so on. The maintenance is expected to last for 2 hours, and starts at:
01:00 PDT June 22
08:00 GMT June 22
16:00 GMT+8 June 22
Jump Jet Infantry
As the cheapest unit with active ability, the Jump Jet Infantry will go up in the air after being activated, and attack enemy ground units. He attacks from the air in early game. So take care of your Kamikaze pets, commanders!
Multirole Motorcycle
The Multirole Motorcycle is excellent at anti-air & ground. After being upgraded, his true damage can overwhelm some front-row units.
Iron Guardian
He is stronger against the air force, and has higher attack damage compared with the Silver Guardian, making the Iron Guardian the air defense of the best cost performance in early game.
Sawblade Shield Slave
With the Sawblade Shield Slaves, countering units spam is never a problem. Units of low armor won’t stand a single blow. The Sawblade Shield Slave himself has higher HP and armor, thus can survive much longer on the battlefield. Even if they are confronting enemy force with high armor, Sawblade Shield Slaves can smash them when coordinating with Commander Skills.
Chan Master
The Panda returns! It is still the Master you are familiar with. Besides, the Chi Orb it generates will inflict AOE damage to enemy’s both air and ground units on the path.
Raging Minotaur
The Yaoguai gets another meat shield! As the Raging Minotaur won’t be impacted too much by the ranged attack, it can charge into the enemy troop to launch attack. As long as its shield is crushed, the Raging Minotaur will fall into fury.
The adjustments on the 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, and better game experience.
The Terran
“We have been always keeping a close eye on extra economy left in the final battle due to the population restriction. The Terran may be the race that is affected the most. However, it is still unreasonable that the Asterion deals much higher damage to ground units than to air units.”
Units
Upgrade adjustments:
Lv1: No change
Lv2: No change
Lv3: Explosion deals 250% damage to biological units
Attack reduced from 9 to 8, defense reduced from 5 to 4, and corrected the ability description
Attack reduced from 7 to 6, defense reduced from 6 to 5, and corrected the ability description
Defense reduced from 3 to 2, and increased explosive damage after upgrade
Upgrade adjustments
Lv1: No change
Lv2: Inflicts 200% explosive damage to nearby enemy units upon dying
Lv3: Inflicts 400% explosive damage to nearby enemy units upon dying
Active ability only deals 50% damage to buildings
Range increased from 11 to 14
HP increased from 70 to 100, and range increased from 11 to 13
Asterion
Anti-ground attack speed decreased from 1.2s to 2s
Anti-ground attack speed decreased from 1.2s to 2s
Commander Skill
Full Alert
Duration increased from 5s to 9s
The Atlac
“The Atlac win ratio in Ranked 3V3 & 1V1 involving those high-ranking players is apparently much higher than that of the two other races, this is because of their strong mid game troop composition due to the low Transformation cost. Also, some Atlac units can bypass the turret without even being upgraded, which pushes the battle into garbage time and welcomes their victory rapidly. What’s more, our dev team are disgusted about overpowered units. Yeah, that’s the Azure Dragon. Right, we’ve also noticed that the Turtle Cub is not that powerful as an advanced unit.”
Units
Range reduced from 16 to 14
Attack increased from 12 to 18
Upgrade adjustments:
Lv1: Attack +5%
Lv2: Attack +11%
Lv3: Attack +16%
Initial duration of the Thunder Orb extended from 3s to 5s
Upgrade adjustments:
Lv1: No change
Lv2: Duration of the Thunder Orb extended to 8s
Lv3: No change
Attack speed increased from 2s to 1.3s, attack reduced from 38 to 30, range reduced from 26 to 22, and unable to petrify enemies before upgrading
Upgrade adjustments:
Lv1: Attack +6%
Lv2: Each attack petrify enemies for 2s
Lv3: Range increased to 26
Anti-air damage reduced from 100 to 50
Commander Skill
Kunlun
Initial cost increased from 800 to 1000
Quantum Propulsion
Besides increasing movement speed, permanently cloak the selected units, but no longer increase their attack
Transformation
Cost 20% of the transformed unit’s cost, so:
The cost of the Vajras—the Arhats increased to 340 each
The cost of the Turtles—the Dragons increased to 500 each
The cost of the Shield Slaves—the Templars increased to 220 each
The Yaoguai
“We are really into the quite changeable Yaoguai units, however, the output efficiency of air-to-air units are worrying, and the Toads and the Bear are quite powerful. Also, the Panda Monk and the Raging Bonekite are less used in battles compared to other Yaoguai units, and we are thinking about the issue.”
Units
The Gazer will release the eyeball right below, and the eyeball’s detecting range is enlarged from 40 to 55
HP increased from 120 to 160
Attack speed increased from 1.5s to 1.3s, and the upgrade increases its attack speed
Upgrade adjustments:
Lv1: Attack speed +8%
Lv2: Attack speed +16%
Lv3: Attack speed +25%
Attack increased from 40 to 90, and it will be strong against mechanical units after being upgraded
Upgrade adjustments:
Lv1: No change
Lv2: No change
Lv3: Deals 250% damage to mechanical units
HP reduced from 230 to 180
Units available to banning changed to all those owned by the two teams, instead of all those in two teams’ deck slots (excluding detectors)
E.g. Players all own the Great Whale, but if none of the team in a battle put the Great Whale in their deck slots, it will still be available when banning units. It guarantees fair play in Ranked 1V1.
Fixed a known issue that might cause the failure of logging in with Steam.
Fixed the bug of notifications in battle not changing.
Fixed the interactive problem and display bugs in Clan.
Fixed the purchase problem (#209).
Fixed the bug of the Mine being unable to upgrade to level 3 after being reconnected to the server.
Fixed the bug of no BMG in the final battle.
Corrected the wrong description of the Yaoguai unit Crimson Ratman’s Armor-piercing Spear that in fact deals 17 damage.
Corrected the wrong description of the Yaoguai unit Kamikaze Beetle’s from being strong against biological to strong against mechanical.
New 3D emotes available. Players are able to use them in battles!
Players who don’t want to be disturbed can mute opponents’ emotes in Settings.
Optimized the matchmaking in ranked game to shorten the matchmaking time for high-ranking players.
Players competing in the ranked game for the first time is able to be invited by players of Bronze and Silver to a premade team.
In Army Setup—Skin screen, click Paint button and the button is then changed to Painted.
Improved the descriptions for the Terran Mass Production, Atlac Transformation and Yaoguai Immolation.
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