This is the last Patch before Season 1 Part 2 starts. We are adding many improvements for new Players and support Character Creation features. We’ve also added some changes to all Shooters to better fulfill their role of Range damage dealers.
NEW Content:
Better Start - overall redesigned starting steps to help new Players meet the core gameplay earlier. I.e. New players will receive access to creating Apostles from level 3 and they will receive 4 Apostles to play with instead 1 (any Player who already passed level 3 will receive up to 4 Apostles after leveling up).
Customization Unleashed - All players receive 8 Character Full Body Sets and 5 extra Weapons for Free (you can use it for any Apostles without any limitation).
Color your Dream - All players receive Full Color Palette to paint their Creations freely.
Build what you want - Unlocked access to most Cards & Abilities from level 3.
Testing Grounds - Character Card Builder receives a new button which allows you to test your creations with Muppet fighter before saving - you can easily check Cards and Abilities without unlocking.
Shooter Rebalance - We’ve found that the last change pushed the shooter into a very good direction, but they became too overwhelming in most scenarios. We’d like to keep and support that power, but we need some kind of weakness to be able to defeat them. We introduce a NEW mechanic : Range Missiles deal up to 50% less base damage depending on the target distance. If the target is very close (melee range) they will deal 50% base damage. The further away the target is, the greater the damage of the missiles up to 100% at ~ 200 range.
Shooter Buff - To compensate the loss of damage at short range, we slightly increase the overall damage dealt by Shooters to match the damage of Melee Characters - increased base Range Damage: 7 -> 8. - increased Altar Range Damage: 0.8 -> 1. - increased Level Up Range Damage: 1 -> 1.2. - increased Shooter Throw Speed: 0.5 -> 0.6. - increased Marksman Card damage: 1.25 -> 1.5. - increased Sniper Card damage: 2.75 -> 3. - increased Sniper (7) damage: 1.5 -> 2. - increased Javelin Card damage: 2.5 -> 3. - increased Assaulter (7) max damage: 3 -> 4.
Ground Card - To prevent the mass creation of repelling Shooter builds, we change the passive of the Ground Aegis to give Melee character a chance to fight with it : - NEW Ground (1): “Apostle creates Ground Aegis, which gives 5% of Damage Reduction. Receiving a Repel ignores it and increases Reduction to 50% for 1 second, then disables the Aegis.“
Elements Unlocked - you can buy 4 Elements from Season 1 Part 1 in the Shop.
Apostle Changes:
Dianne - She is a little more like a Pirate: change Water Gun to Explosive Bomb.
Eddie - He is a little more like a Farmer: change Explosive Bomb to Water Gun. add Ground (4).
Card Changes:
NEW Duelist (7): - Melee Hit makes the Apostle do a short dash in Target's direction.
Ground (4) (NEW): - changed from: “Fast Hardening - Using Ability reduces Repels by 50% for 2 seconds.” - to: “Grooming - Using Ability starts to regenerate 1% Health per second until receiving damage.”
Ability Changes:
Icicles: - time between charges decreased by ~60%.
Power Gatling: - decreased number of shots: 10 -> 8.
Fix issues with drawing custom Apostle Card Avatars. It was known as a “Rug problem”.
Updated English tutorial texts.
HOTFIX 1.20a
HOTFIX 1.20a
The Giga-Chad Patch was too powerful and we needed to adjust some things asap :)
Card Changes:
Focus - After all Mages changes and Ability Cost changes that Card needs a little Adjustments. : (passive) Focus decreased: 2.5 -> 1.5 (1/5) Focus decreased: 0.5 -> 0.3 (3) Focus decreased: 5->3, Duration increased: 2 -> 3 (7) changed to: “If both Abilities are off Cooldown, Apostle regenerates 6% of missing Stamina per second.”
Wizard (4): fixed to work properly
Caster (5): increased cooldown: 2 -> 3
Ability Changes:
Fireball: maximum range set to: 735 Cooldown increased: 4.5 -> 5. Stamina cost increased: 30 -> 35.
Fire Ring: revert damage change back to: 12 + 12 per second.
Changes & Bug Fixes:
Altar - Focus decreased: 2->1.2.
Level Up - Focus decreased: 2->1.5.
Fixed - Death Herald showing on many targets.
AI - improve dodging algorithms.
PATCH NOTES 1.20: Giga-Chad Patch
This week we are adding a lot of reworks as well as balancing and performance changes. We’d like to make the game as friendly to the players as we can. Next patch will bring many changes to the Character Creation System to unleash the potential of players' imagination and throw off the shackles of mundane currency. Coming back to this patch, we want to introduce a New Competitive World Order! Keep reading to learn more.
NEW Content:
Ranked Unleashed - Rankeds are now available anytime, they are not bounded by Happy Hours anymore!
Ranked - Bring Your Best - You can bring up to 4 Bishops to you ranked team, though they can’t be too similar to each other. Restrictions: max 1 same Ability and max 3 same Cards, compared to any other Apostle in the Band.
Melee Weapons are bigger by 15%. Many players complained that they would like to play Melee Fighters, but they have problems with hitting with those little knives… so we made all the Melee Weapons bigger and we will eye, if it helps the situation.
Apostle Changes:
Kalder - matching it to the current changes in the cards. Kalder can now choose whether to go down the path of frequent ranged shooting or a powerful short-range shotgun.
Fang - character was not very popular through high skill cap. The change in Icicle allows us to improve his skill set to focus on melee damage and retire range missiles.
Card Changes:
Warlock [REWORK] - This card did not offer many creation options, while its (7) was overpowered and toxic with short CD Abilities. We gave it a new powerful and unique skill (7) and multiple ways to achieve this power: (passive) Each Ability usage grants 5 Warlock Stacks (up to 45). Each Warlock Stack gives +1% Ability Damage. Reaching Maximum Stacks makes Apostle to Surfeit for 4 seconds - after this time all Stacks are lost. (⅕) Ability usage grants +1 Warlock Stack (max 5 times). (2) Melee Hit grants 9 Warlock Stack. (3) Range Hit grants 9 Warlock Stack. (4) Using Ability during Surfeit increases its Duration by 40% of the Ability's Max Cooldown. (5) Apostle's damage is Irresistible during Surfeit. (7) Reaching Surfeit gives each Ability additional 1 Usage stack (up to 9 stacks).
Champion [REWORK] - The Skillset of this card was outdated and did not offer many options for development, while it supported the ability to achieve massive damage without the difficulty that other cards required.: (new mini passive) Each point on this Card increases Melee and Range Weapon Size. (3) Range Hit increases Melee Damage by 25% for 3 seconds. (3) Melee Hit increases Range Damage by 25% for 3 seconds. (5) Melee and Range Hit gives a stack of Preparation for 3 seconds (max 5 stacks). Each stack increases Attack and Throw Speed by 5%. (7) 150% of Bonus Melee/Range Damage is added respectively to Free Range/Melee Hits as additional damage.
Fire [CHANGED] (4): before: “Using Ability gives resistance to Fire (can NOT be burnt and receives 50% less Fire damage) for 3 seconds.” now: “Using Ability gives Fireproof (can NOT be burnt and receives 25% less Fire damage) with tripled effectiveness for self Fire Damage for 3 seconds.”
Water (4): decreased Shield to Heal ration: 75% -> 60%.
Wizard: fixed issue with getting first stack with first Ability use.
Wizard (4) We change bug into the feature: (NEW) Using Ability gives a Wizardry Stacks if it is NOT in a sequence.
Witchcraft (2) (3): increased the Witchcraft on hit: Witchcraft 20 -> Witchcraft 40.
Mage (1): changed Ability Cost Reduction to flat Stamina.
Caster (4) this Skill was too versatile and we wanted to narrow it down to the builds which are using combinations of High Cooldown Abilities.: changed: 20% of Max Cooldown -> 25% of Current Cooldown
Elementalist (4): changed: 12% missing Stamina -> 10% current Stamina.
Ability Changes:
Power Shot [REWORKED] - This Ability was not very fun to play and needed too high skill cap for a basic Ability. What is more, it was really helpful with creating toxic builds… We hope that the new approach will bring many benefits to the game :): before: “Power Shot - Apostle shoots Power Shot which speeds up and deals 7.5 to first enemy Apostle. Power Shot hit reduces the cooldown of this Ability by 1 second.” now: ”Power Gatling - Apostle shoots series of 10 Power Shots which speeds up and deals up to 3 Damage depending on the distance traveled.” Cooldown increased 2.5 -> 6.5 seconds. Stamina Cost increased 25 -> 40.
Water Gun [REWORKED] - We would like to give Water Gun some more flexibility, than only a short range shotgun.: before: “Apostle shoots 5 Water Drops. Each Drop deals 5 damage and slows for 2 seconds.” now: “Apostle shoots 5 Water Drops. Each Drop deals 7 damage and slows for 2 seconds. If the target has been hit recently with a Water Drop, the Damage is reduced by 75%, but the Slow is increased by 5%.”
Icicle [REWORKED] - What we didn't like was that Icicle had a big problem to work properly alone and needed a very small Cooldown, which supported the creation of toxic builds. The new approach solves those issues and brings the fresh shine to the Ability. before: “Icicle - Apostle shoots Icicle which deals 8 damage and inflicts 35 Freeze on enemy Apostle.” now: “Icicles - Apostle shoots a series of 3 Icicles, each deals 7 damage and inflicts 25 Freeze on enemy Apostle.”
Glorious Charge - We wanted to move Glorious out of the spot, where only stacking resistances is making the Ability viable.: changed “doubling resistance” to “+30% additively Resistances”. level up (1) changed from: “+0.5 Melee/Range Resistance” to: “+10% Resistances”.
Death Wind: Ability duration decreased by 10%. Size decreased by 6%.
Fire Ring: Initial Hit can be applied once. Increased initial Hit damage: 12 -> 16. decreased overtime damage: 12 -> 8.
Changes & Bug Fixes:
Loading time - We’ve changed some objects loading to decrease the time you spend in the Loading Screen. We managed to shorten the loading time by 60%! We will keep working on that to make the Loading Screens as short as they could be.
Any Fireproof passive (like in Fire Born or Hyper Hydration) blocks 25% Fire Damage instead of 50%.
Fighter & Warband Pages can now be unlocked with Orders.
Altar - Ability Cost value changed from 15% to 10%.
AI - bots respect invisibility much more.
AI - bots get more human-like algorithms for choosing targets.
AI - bots will be able to dodge missiles and projectiles more efficiently.
AI - bots can choose defensive Level Ups, if they decide that it will help them against many Enemies.
HOTFIX 1.19a
Hello
We've noticed that there was an issue with raising flags. The stuff is already fixed :) We've added some small improvements to AI in Rankeds as well.
PATCH NOTES 1.19: NEW STARTERS
Hey! We've started a series of improvements to players' first launch experience. The first improvement is a much better Starting Mission! The next on the scope will be Fighter Creator with much more possibilities right at the beginning. Stay tuned!
NEW Content:
Starting Tutorial - new Characters, new Enemies. Overall better start for new Players!
Card Changes:
Air: max pressure damage reduced: 8 -> 6. max pressure capacity reduced: 20 -> 15. pressure cumulation speed reduced by 20%.
Air (7): Movement Speed per missing Point increased: 2% -> 2.5%
Defender (5): Cooldown increased: 1 second -> 1.5 seconds. Cooldown reduction buffed: 0.5 second -> 1 second.
Death Wind - We noticed that the last hit is very crucial, if we want to bring the most from the Ability. We want to move that power to an earlier stage. Death Wind will bring more damage earlier but will not destroy with the last hit (which was really rarely anyway) : scaling damage changed to deal more with first hits and less with the final ones ( 1.5 / 2.0 / 2.6 / 3.5 / 4.5 / 6.3 / 8.4 / 11.3 / 15 ) -> ( 1.5 / 2.2 / 3.4 / 5.0 / 7.5 / 7.5 / 7.5 / 7.5 ). Cast Time increased: 0.4 -> 0.5 second.
Explosive Bomb: the bomb no longer explodes on the thrower's face, when moving too fast.
Changes & Bug Fixes:
Bots got AI buffs.
PATCH NOTES 1.18: Minor Adjustments
This week we have some minor changes for you. Next week we are planning to add some big changes for players that just started the game!
Ability Changes:
Fire Ring: The Ring was stronger than intended, so we make the adjustments ;) Damage per Second reduced: 20 -> 12.
Added more treasures to the Cosmetic Chest to fit the new Paint cost.
Story Character builds can not be copied.
PATCH NOTES 1.17: LIFE CYCLE
Hey,
We've got massive adjustments update today. Overall we are changing Fire and Healing a lot. Fire doesn't reduce Healing anymore (only Regeneration) what makes it more oriented to counter beefy tanks and bruisers. Cause of Fire changes, we needed to tune down Healing a little, but it is much harder to counter now.
What is more we extend Season 1 - part 1 for a month (it ends March 22th) to let new players get all their rewards.
NEW Content:
Ranking System Adjustments for various Ranking Players - we’ve added bonus Ranking Points for players, who win against stronger enemies above their Ranking. Nevertheless, if a higher ranking player is playing with a lower ranking player and loses the game, the higher ranking player will lose more Ranking Points.
Card Changes:
Death: Death Touch - killing threshold changed from 10 + 2/point -> 7.5 + 1.5/point.
Death(5): Healing reduced 40 -> 30.
Fire - burning debuff CHANGED: changed -30% on Healing and Regeneration to -50% Regeneration.
Witch (5): changed to: Witch Curse reduces healing by 50%.
Defender (7): Healing reduced 25% -> 20% of Max Health. Timer of Invulnerability reduced 3 -> 2.5 seconds.
Life (5): Self Healing changed from 20 Healing -> 15 Recovery (unmodifiable value).
Life (7): Timer of Invulnerability reduced 3 -> 2.5 seconds.
Knight (4) Healing reduced 6 -> 5.
Knight (7) REWORKED- This skill was not really useful in most cases and nobody was interested in it so we’d like to show you a completely new approach. : Name changed from “Final Judgment” to “ Protector of the Realm”. Old effect removed. New effect: Killing an Enemy, which has at least 1 Kill, gives a Damage Reduction for 6 seconds. Damage Reduction equals 25% + 5% for each Kill that Enemy has.
Fire Ring CHANGED - old Fire Ring had very toxic relationship with nearly every other AoE Ability, which made it impossible to balance all the combinations or design a new fancy Ability. We remove the Repel to prevent such situations in future and keep integrity between all Fire Ability (none of the Abilities has a Repel in set). We moved a power of repel into damage, so be careful not to stand in Fire Ring! - No Repel - -5% size - damage significenlty increased 5 -> 12 + 20 per second - init timer 1.3 -> 1.1 seconds - stamina 65 -> 60 - CD 11->10
Changes & Bug Fixes:
Rankings - changed Ranked Points gained from Game from 14-26 to 15-25.
Legacy of the Gods - Zombification buff gives immunity to Death Touch.
Legacy of the Gods - Charming Stun duration increased: 0.75 -> 1 second.
Legacy of the Gods - NEW buffs:
- Divined "Apostle ignores 50% of enemy Damage Reduction and removes Invulnerability while hitting the Enemy."
- Salamander "Blocks 60% of Healing, Regeneration and Shielding Reductions received from Enemy."
HOTFIX 1.16.a
Hello, we answer to reported issues after the last patch. Have fun, keep warm :)
Card Fixes:
Fix description of Knight (5).
Fix Incarnation (1) to properly extends Clone life timers.
Fix Witch curse to apply Witch (7) on last hit as well.
Bug Fixes:
Fix queue warning about the wrong band, when it wasn’t really wrong.
Fix starting custom match bug.
Fix Blue Flag placing on Sky Castle map.
Fix Known name in Story mode.
PATCH NOTES 1.16: POTATO
NEW Content:
Hero: Red Element, not so beloved brother of Death Phantom has awakened! Red is a strong bruiser, who serves his own justice with his own fists. What is more, he wields 3 versatile elemental powers, so he is very likely to join many team compositions! Weekly Promotion: Get Hero for FREE on Official Discord.
Increasing AI recognition system - AI will now behave better in team-oriented situations.
Ability Changes:
Rock Growth (Potato) REWORK - The ability was very limited in use, and too strong in very specific builds. We are trying a new approach to give more space in coming up with new builds. - Rock explodes after 2 seconds (instead of 12). - Rock can be activated with stepping on it after 0.8 second instead of 1 second. - Root time decreased from 1 second to 0.8 second. - New Leveling options for the Ability.
Changes & Bug Fixes:
Fixed bug which caused AI to go panic mode and do not attack at all.
Adjustments to Enemy matching system in Rankeds
Hotfix 1.15.a
Hello,
We have a quick and important fixes for you:
Fix bug, which made default warbands unavailable for some time.