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Puzzle Quest 3 screenshot
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Genre: Puzzle, Role-playing (RPG), Strategy, Adventure

Puzzle Quest 3

March Community Update


Happy March Adventurers!

with an abundance of announcements and goodies. We’ve got a lot of things to cover, so without delay, let’s dive into loads of exciting news!

🎉We’re coming to console!🎉


Mark your calendars folks, Puzzle Quest 3 is officially making its way to console on April 18th!

We’ve been working hard behind the scenes to bring the latest entry in the series to a TV near you, and we’re excited to share that players will soon have the ability to play Puzzle Quest 3 on Xbox Series X/S, Xbox One, PlayStation 5, and PlayStation 4. You’ll be able to experience everything PQ3 has to offer including all of the content updates we’ve introduce over the past year on current platforms, including the Mercenary and Warlock hero classes, all of the Seasonal Storyline via Archives, and of course, Adventure Mode!

We’re only a few weeks away, so stay tuned for more information as we get closer to launch!

Now let’s break out the cake!🎂


It has been a HUGE first year for Puzzle Quest 3. We’ve done a lot of work to the game since our launch on March 1st 2022 being driven by a pretty simple, but pretty big aim…

“Keep making Puzzle Quest 3 more Puzzle Quest.”

Being a free-to-play game did mean certain things would be a bit different to the previous Puzzle Quest games, but when we looked at the game we realized there were still so many opportunities for bringing that fun Puzzle Questy goodness front and center to the experience of our players.

Throughout Year One, we made a lot of changes driving at that goal, ultimately culminating in the introduction of Action Points and enemy turns which we think took a huge leap forward.

As we head into Year Two, we aren’t taking our foot off the break. As the very Aussie team says, we are “gunning it” into the future!

At this point, we want to take a moment to appreciate and acknowledge the entire Puzzle Quest 3 community who have continued to support us and provided feedback that has helped shape the game so far. We literally couldn’t have done this without you and we hope that you’ll be as excited about our 2023 year as we are!

We’re proud of how far Puzzle Quest 3 has come in just a year and want to celebrate this with our community. So, as we jump into our first update of year two, we wanted to give you some tokens of our appreciation!

Log in to collect your Birthday Cake skin!

Starting today, players can log into the game and collect their very own Birthday Cake skin in honor of Puzzle Quest 3 first anniversary! The skin will be available for 30 days so don’t forget to grab your piece of cake before its gone!

Free Puzzle Quest 3 Birthday Skins

We’re also celebrating this month with a few giveaways both in-game and on our social channels, so be sure to also follow us on Twitter, Facebook, and Twitch to stay up to date with all of our events.

Puzzle Quest 3 1-Year Anniversary Giveaways

We’re very excited for a month of celebration as we lead up to our launch on console platforms, but there is plenty of Puzzle Quest 3 excitement on the horizon, with big updates planned for the rest of the year. Look forward to more details on our roadmap in an upcoming blog!

Thanks again for an amazing year so far! Here’s to an exciting month of celebrations, and we hope to see you on console in April!

Update 2.0 Patch Notes



The Season begins at daily reset (00:00 GMT) on the 21st March










Values in bold are affected by the rarity or element of the item.

The Corrupted Guard Set



[expand type="details"]

Corrupted Guard Hammer
Though touched by the corruption that consumed its original wielder, this hammer longs to be used for honorable deeds once more.

Reduce enemy Power by 1-2.5% of their starting power when dealing damage of this item’s gem color.


Corrupted Guard Shield

The corruption coursing through the wood makes this shield more pliable.

Add 10% to block chance, increasing by 1-4% every turn.


[/expand]
Corrupted Guard Gloves

The red of the corruption is a reminder of the blood on the hands of the wearer of these gloves.

Reduce enemy Crit Chance by 2-5% when matching 5 or more gems in one match.



Corrupted Guard Shoulders

Taken from Dragonguard soldiers who carried the weight of the corrupted world on their shoulders.

Gain 1-2.5% Melee Damage when matching 5 or more gems in one match.



Corrupted Guard Chest

Crimson flecks of corruption make this chest oddly appealing.

Leech 2-5% of opponents current Armor when matching 5 or more gems in one match



Corrupted Guard Ring

Passed down through generations of Dragonguard soldiers, this ring now gives off a mildly unsettling aura.

10-40% chance to gain Regeneration for 5 turns at start of turn. If you already have Regeneration, its effect leeches life from the enemy.




Corrupted Guard Set Bonus



[expand type="details"]Corrupted Guard I (2 piece set bonus)

Increase Crit Chance by 2-7% for each Big Gem on the board
Gain 5-30% All Elemental Damage Reduction if facing Season 2.0 enemies.



Corrupted Guard II (4 piece set bonus)

Gain 5-30% of Starting Resistance.
Gain 5-30% Melee & Missile Damage Reduction if facing Season 2.0 enemies.



Corrupted Guard III (6 piece set bonus)

Skull hits leech 1-6% of damage dealt as life
Gain 5-30% Power if facing Season 2.0 enemies.

[/expand]








Available only in the Cache items in the Season shop, this item will drop at Legendary rarity.

When worn, this helm produces an ominous hum. It seems to empower and disturb its’ wearers in equal measure.

At the start of my turn there is a 10-40% chance to gain Possessed for 4 turns. If I already have Possessed, double the effects










Values in bold are affected by the level or rarity of the spell.

[expand type="details"]Seed of Corruption(130 Purple Mana)


Create 2-7 Purple Gems. If I’m already Possessed, heal for 0.5x.

Level: Heal
Rarity: Gem Create



Blast of Corruption(110 Red Mana)


Deal 1x Fire Damage, and gain Possessed for 1-6 Turns.

Level: Damage
Rarity: Status Duration



Wave of Corruption(110 Green Mana)


Destroy 2-7 Non-Purple Gems. If I’m already Possessed, heal 0.75 Resistance.

Level: Resistance Heal
Rarity: Gem Destruction



Spark of Corruption(130 Yellow Mana)


Deal 1x Light Damage, +10-30% if I’m already Possessed.

Level: Damage
Rarity: Status Duration


[/expand]








[expand type="details"]Morboar


Speedy

PvP Spell: Fiery Gore (60 Mana)

Destroy a random row of gems and deal 1x damage as Fire, adding 10% for each skull removed.



Paleorc


Mighty

PvP Spell: Light Crash (90 Mana)

Deal 2x damage as Light.



Helmit Crab


Mighty

PvP Spell: Ice Crash (90 Mana)

Deal 2x damage as Ice.



Lil’ Lord Felric


Cunning

PvP Spell: Dark Crash (90 Mana)

Deal 2x damage as Dark.


[/expand]

The Items, Spells, and Minions use new Relics obtainable through the Season Dungeons to evolve.








Barnacles are really in sea-son this year.






To celebrate the year-long journey of Puzzle Quest 3 so far:

We will be giving out some free skins and some other goodies! These rewards can be acquired for 1 week after the release of 2.0.0.






Adventurer’s Guide will replace the Help Guide button in the top bar.

In-game help guides can be brought up here again if you’d like a refresher on mechanics or game modes.

This will be an on-going feature that we add to, and we’ve moved some of the existing game mode help menus into the guide.

The icon will change when a new guide has been unlocked.

We’ve also made new Guides available for:

  • Gear Basics
  • Spell Basics
  • Follower Basics
  • Elemental Damage











We have added features which will allow us to provide new and different Adventure experiences in the future. These will be denoted with icons within an Adventure


  • Persistent Health

    • Health will carry over between battles.

  • Health Potions

    • Restore your health between battles by using Health Potions when Persistent Health is enabled

  • Magic Crystals

    • Create gems and charge your spells at the start of battle

  • Adventure Shop

    • A merchant that is always available to purchase from

  • Persistent modifiers

    • Some adventures will have modifiers that apply to all battles

  • Replayable adventures

    • Adventures that can be replayed multiple times







Beginning in Season 2.0: The Fallen Star, we will be introducing Enemy Gems! These Gems will have unique effects much like the Ultimate Gems of the Heroes.

We’ll be starting with the enemies in The Fallen Star, but we’re planning to roll out more throughout 2023 and beyond to add variety and spice to the matches!



  • Corruption Gems match with Red Gems, and will grant Possessed for 2 turns when destroyed.







We thought it was high time that the Quest and VIP Passes got an update!
When reviewing them we found them difficult to find and difficult to navigate so we’ve taken some time to make improvements to both.

  • On both the Quest Pass and VIP Pass we’ve updated the UI to make sure you can see everything in one place






  • We’ve also added a VIP badge to the top menu bar so it’s always easy to access your pass!




In addition to a general update to the UI, we’re also updating the rewards tracks for the Quest Pass as some parts were a little out-of-date.

The following rewards will become active as of the next Quest Pass Reset!
[expand type="details"]
[table]

[tr]
[th]
[th]
[th]FREE REWARDS[/th]
[th]
[th]PREMIUM REWARDS[/th]
[th]
[/tr]
[tr]
[td]LEVEL[/td]
[td]HORNS[/td]
[td]TYPE[/td]
[td]AMOUNT[/td]
[td]TYPE[/td]
[td]AMOUNT[/td]
[/tr]
[tr]
[td]1[/td]
[td]0[/td]
[td]Gold[/td]
[td]500[/td]
[td]Epic Minion[/td]
[td]1[/td]
[/tr]
[tr]
[td]2[/td]
[td]100[/td]
[td]Food[/td]
[td]100[/td]
[td]Random Shards[/td]
[td]100[/td]
[/tr]
[tr]
[td]3[/td]
[td]200[/td]
[td]Gems[/td]
[td]20[/td]
[td]Gems[/td]
[td]120[/td]
[/tr]
[tr]
[td]4[/td]
[td]300[/td]
[td]Honor[/td]
[td]20[/td]
[td]Skirmish Loot Ticket[/td]
[td]2[/td]
[/tr]
[tr]
[td]5[/td]
[td]400[/td]
[td]Wooden Keys[/td]
[td]1[/td]
[td]Relic Tier I[/td]
[td]1[/td]
[/tr]
[tr]
[td]6[/td]
[td]500[/td]
[td]Gold[/td]
[td]750[/td]
[td]Food[/td]
[td]200[/td]
[/tr]
[tr]
[td]7[/td]
[td]600[/td]
[td]Skirmish Loot Ticket[/td]
[td]3[/td]
[td]Random Shards[/td]
[td]150[/td]
[/tr]
[tr]
[td]8[/td]
[td]700[/td]
[td]Uncommon Rune[/td]
[td]1[/td]
[td]Gems[/td]
[td]140[/td]
[/tr]
[tr]
[td]9[/td]
[td]800[/td]
[td]Iron Keys[/td]
[td]1[/td]
[td]Dungeon Loot Ticket[/td]
[td]2[/td]
[/tr]
[tr]
[td]10[/td]
[td]900[/td]
[td]Random Shards[/td]
[td]100[/td]
[td]Crystal[/td]
[td]1[/td]
[/tr]
[tr]
[td]11[/td]
[td]1000[/td]
[td]Gold[/td]
[td]1000[/td]
[td]Food[/td]
[td]250[/td]
[/tr]
[tr]
[td]12[/td]
[td]1100[/td]
[td]Ore[/td]
[td]100[/td]
[td]Random Shards[/td]
[td]200[/td]
[/tr]
[tr]
[td]13[/td]
[td]1200[/td]
[td]Gems[/td]
[td]20[/td]
[td]Gems[/td]
[td]160[/td]
[/tr]
[tr]
[td]14[/td]
[td]1300[/td]
[td]Honor[/td]
[td]40[/td]
[td]Skirmish Loot Ticket[/td]
[td]4[/td]
[/tr]
[tr]
[td]15[/td]
[td]1400[/td]
[td]Golden Keys[/td]
[td]1[/td]
[td]Relic Tier II[/td]
[td]1[/td]
[/tr]
[tr]
[td]16[/td]
[td]1500[/td]
[td]Gold[/td]
[td]1250[/td]
[td]Food[/td]
[td]300[/td]
[/tr]
[tr]
[td]17[/td]
[td]1600[/td]
[td]Skirmish Loot Ticket[/td]
[td]3[/td]
[td]Random Shards[/td]
[td]250[/td]
[/tr]
[tr]
[td]18[/td]
[td]1700[/td]
[td]Uncommon Scroll[/td]
[td]1[/td]
[td]Gems[/td]
[td]180[/td]
[/tr]
[tr]
[td]19[/td]
[td]1800[/td]
[td]Relic Tier I[/td]
[td]1[/td]
[td]Dungeon Loot Ticket[/td]
[td]4[/td]
[/tr]
[tr]
[td]20[/td]
[td]1900[/td]
[td]Random Shards[/td]
[td]150[/td]
[td]Crystal[/td]
[td]1[/td]
[/tr]
[tr]
[td]21[/td]
[td]2000[/td]
[td]Gold[/td]
[td]1500[/td]
[td]Food[/td]
[td]350[/td]
[/tr]
[tr]
[td]22[/td]
[td]2100[/td]
[td]Food[/td]
[td]250[/td]
[td]Random Shards[/td]
[td]300[/td]
[/tr]
[tr]
[td]23[/td]
[td]2200[/td]
[td]Gems[/td]
[td]20[/td]
[td]Gems[/td]
[td]200[/td]
[/tr]
[tr]
[td]24[/td]
[td]2300[/td]
[td]Honor[/td]
[td]60[/td]
[td]Skirmish Loot Ticket[/td]
[td]6[/td]
[/tr]
[tr]
[td]25[/td]
[td]2400[/td]
[td]Ruby Keys[/td]
[td]1[/td]
[td]Relic Tier III[/td]
[td]1[/td]
[/tr]
[tr]
[td]26[/td]
[td]2500[/td]
[td]Gold[/td]
[td]1750[/td]
[td]Food[/td]
[td]400[/td]
[/tr]
[tr]
[td]27[/td]
[td]2600[/td]
[td]Skirmish Loot Ticket[/td]
[td]3[/td]
[td]Random Shards[/td]
[td]350[/td]
[/tr]
[tr]
[td]28[/td]
[td]2700[/td]
[td]Rare Rune[/td]
[td]1[/td]
[td]Gems[/td]
[td]220[/td]
[/tr]
[tr]
[td]29[/td]
[td]2800[/td]
[td]Relic Tier I[/td]
[td]1[/td]
[td]Dungeon Loot Ticket[/td]
[td]6[/td]
[/tr]
[tr]
[td]30[/td]
[td]2900[/td]
[td]Random Shards[/td]
[td]200[/td]
[td]Crystal[/td]
[td]1[/td]
[/tr]
[tr]
[td]31[/td]
[td]3000[/td]
[td]Gold[/td]
[td]2000[/td]
[td]Food[/td]
[td]450[/td]
[/tr]
[tr]
[td]32[/td]
[td]3100[/td]
[td]Ore[/td]
[td]200[/td]
[td]Random Shards[/td]
[td]400[/td]
[/tr]
[tr]
[td]33[/td]
[td]3200[/td]
[td]Gems[/td]
[td]20[/td]
[td]Gems[/td]
[td]240[/td]
[/tr]
[tr]
[td]34[/td]
[td]3300[/td]
[td]Honor[/td]
[td]80[/td]
[td]Skirmish Loot Ticket[/td]
[td]8[/td]
[/tr]
[tr]
[td]35[/td]
[td]3400[/td]
[td]Diamond Keys[/td]
[td]1[/td]
[td]Relic Tier III[/td]
[td]2[/td]
[/tr]
[tr]
[td]36[/td]
[td]3500[/td]
[td]Gold[/td]
[td]2250[/td]
[td]Food[/td]
[td]500[/td]
[/tr]
[tr]
[td]37[/td]
[td]3600[/td]
[td]Skirmish Loot Ticket[/td]
[td]3[/td]
[td]Random Shards[/td]
[td]450[/td]
[/tr]
[tr]
[td]38[/td]
[td]3700[/td]
[td]Rare Scroll[/td]
[td]1[/td]
[td]Gems[/td]
[td]260[/td]
[/tr]
[tr]
[td]39[/td]
[td]3800[/td]
[td]Epic Rune[/td]
[td]1[/td]
[td]Dungeon Loot Ticket[/td]
[td]8[/td]
[/tr]
[tr]
[td]40[/td]
[td]3900[/td]
[td]Random Shards[/td]
[td]250[/td]
[td]Armor Glyph[/td]
[td]1[/td]
[/tr]
[tr]
[td]41[/td]
[td]4000[/td]
[td]Gold[/td]
[td]2500[/td]
[td]Food[/td]
[td]550[/td]
[/tr]
[tr]
[td]42[/td]
[td]4100[/td]
[td]Food[/td]
[td]500[/td]
[td]Random Shards[/td]
[td]500[/td]
[/tr]
[tr]
[td]43[/td]
[td]4200[/td]
[td]Gems[/td]
[td]20[/td]
[td]Gems[/td]
[td]280[/td]
[/tr]
[tr]
[td]44[/td]
[td]4300[/td]
[td]Honor[/td]
[td]100[/td]
[td]Skirmish Loot Ticket[/td]
[td]10[/td]
[/tr]
[tr]
[td]45[/td]
[td]4400[/td]
[td]Crystal[/td]
[td]1[/td]
[td]Accessory Glyph[/td]
[td]1[/td]
[/tr]
[tr]
[td]46[/td]
[td]4500[/td]
[td]Gold[/td]
[td]3000[/td]
[td]Food[/td]
[td]600[/td]
[/tr]
[tr]
[td]47[/td]
[td]4600[/td]
[td]Skirmish Loot Ticket[/td]
[td]3[/td]
[td]Random Shards[/td]
[td]600[/td]
[/tr]
[tr]
[td]48[/td]
[td]4700[/td]
[td]Relic Tier I[/td]
[td]1[/td]
[td]Gems[/td]
[td]300[/td]
[/tr]
[tr]
[td]49[/td]
[td]4800[/td]
[td]Epic Scroll[/td]
[td]1[/td]
[td]Dungeon Loot Ticket[/td]
[td]10[/td]
[/tr]
[tr]
[td]50[/td]
[td]4900[/td]
[td]Relic Tier II[/td]
[td]1[/td]
[td]Weapon Glyph[/td]
[td]1[/td]
[/tr]

[/table]
[/expand]






Contextual tutorials have been added and general tutorials have been updated to better assist the new-user experience in understanding where and how to access specific PQ3 features.

  • We’ve adjusted how the Inventory Guide is presented to offer information in a more easily readable way







The Hero creation screen has been adjusted to showcase important class elements and brings attention to the difficulty of each hero choice.

  • The 2D hero selectors have been replaced with 3D versions
  • Create Hero:

    • Difficulties for each hero are now shown
    • The viewer (the eye icon) now has a little more information about the heroes for some additional flavour!

  • Select Hero:

    • Merged the functionality of the 2D menu into the 3D menu











  • Action Points now has an undo button! After making a match you may undo any moves you’ve made that turn.

    • Note: Casting a spell or triggering an ability which impacts the board will clear your undo moves










  • Non-Elemental Enemies

    • We’ve made a few changes to some enemies that are particularly common in the early game
    • We’ve done this to help smooth out the new player experience and ease their way into learning the elemental system
    • The following enemies are now “Non-Elemental” meaning they don’t have strengths or weaknesses to elemental damage

      • Rat
      • Vicious Rat
      • Goblin
      • Pesky Goblin
      • Orc
      • Ogre
      • Troll




  • When you receive an item at the end of a Story battle, the item will appear in the center of the rewards list to make it easier to spot










  • The Altar of War now gives correct Bonus in Dungeon Battles
  • Oberron’s Belt power boost now gives the expected 10% power boost
  • Dark Ice spell no longer converts Big Gems into regular Gems
  • The final battle of story quests in seasons now gives the correct amount of experience





  • Fixed environmental audio bugs

    • Main menu background audio now changes with the environment
    • Environmental audio now triggers properly for later levels
    • Fixed some environmental audio cutting out every 30 seconds

  • Fixed loudness issues

    • Reduced volume difference between the menu, story scenes, and battles
    • Prevented total volume from exceeding appropriate limits

  • Sound effects no longer delayed in sped up battles





  • PvP Opponents no longer sometimes show a negative score
  • Event Battle Score & Difficulty now updates when changing Hero
  • Disease status no longer prevents Ultimate spell cast





  • Salvaging a Story chest item then restarting should no longer cause a soft lock
  • Switching your current Hero from the story progression screen no longer causes a soft lock
  • Gems created over Big Gems no longer appear with the original gem’s Big Gem level, instead of their own
  • Global Mail with no Rewards attached will no longer show a “collect” button
  • Improved world map movement sensitivity when on lower graphic settings








  • Gold total in gear/spell upgrade pop-up does not update, preventing upgrade if player collects mail while in the gear screen

    • Can be resolved by exiting and re-entering the screen

  • ‘Rooster’s Crow’ passive is not triggering when 10+ yellow gems are matched
  • Reflect can be triggered after an enemy is defeated – this can cause a loss with the player taking reflected damage before the battle resolves
  • Some battle goals aren’t displaying if all achievements are completed
  • Background Audio can play overlapping multiple times

February Community Update

February is here along with our monthly Community Update! With February being such a short month, we thought it might be an excellent month to follow up on the plethora of changes we rolled out in January!

Last month we introduced a new way to play Puzzle Quest 3 with Action Points. We’re happy to see that you folks are enjoying the new game mode and have been providing us with some great feedback to help us iron out the creases.

First - We want to say it was so great to see you folks out there in our community and game chat sharing advice on tuning your builds for Action Points! It’s definitely a bit of a shift from Timer, but you folks have really been breaking this mode open and working out the best ways to tackle it and that’s been awesome to watch!

We learned from a lot of your feedback last month as well as keeping a close eye on some of the stats coming out of battles. Our goal, as always, is to make sure the game is challenging but definitely fun.
The very first thing we noticed is that players very early in the game were getting hit a little hard. The prime culprits were the Ogre (because his spell was just busting right through health bars) and our very, very old, generating friend, the Troll. So we tweaked those two quicksmart and got that change out the door while we did a bit of a broader rebalancing of the early game where we were seeing too much of the ‘challenge’ part of our goals and not enough ‘fun’!
We’ve also been listening hard for feedback on how a lot of our existing items, spells, and enemies are getting on in the game and have made adjustments as necessary. We appreciate you folks keeping us up to date!

Now that the early game looks pretty good, we’re keeping an eye on balance throughout the rest of the game, particularly some things that look suspiciously like difficulty spikes in the mid-to-late game stages. We’re looking at you Scorch!👀


Kingdom Changes
Another big change we introduced by VERY popular demand in January was Kingdom Overkill. Though in its early iteration, we’ve already seen a fair amount of feedback, particularly regarding the current state of Kingdom Defense.

A lot of the discussion around this internally has been focused on finding the right balance so that Kingdom members don’t feel limited in build crafting or punished if they’re not a heavy hitter compared to others. We’re only in the early discussion stages at this point, however, we are considering options like a Kingdom Defense practice mode or further adjustments to the Dragons to help find a suitable balance. We’ll update you with more information in the future!


PVP
No mode has been more talk of the town than PVP. We’ve heard from you loud and clear about build crafting, rewards, and matchmaking in PVP, with a desire for more out of the experience.

Rest assured, we’re actively reviewing and hope to address PVP in big ways in the future and this will likely take place across a couple of updates. We hope to have a little more information to share about this soon, but want to take the time to acknowledge that we do see your feedback and agree!


The Future
Some of you may be wondering “what’s next on the roadmap?” for Puzzle Quest 3 after Action Points. Well, we’d like to ask that you wait just a little bit longer… We have some Very Big Plans for 2023 and we want to make sure we’ve got our laser sights pointed in the right direction.


We are beyond excited and will be sharing soon!!!

Thanks again for tuning into the (mostly) Monthly Community Update Blog! Definitely check back next month for some more info on the road ahead and to celebrate our first birthday with us!


Need more discussion? Join the Puzzle Quest 3 community!

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1.5.6 Hotfix Patch Notes

Quality of Life



  • Heroic Gems should be intractable as expected (instead of being unable to select/activate them)
  • Made slight changes to Autoplay so it should play better in AP mode:
    Should cast spells slightly more often
    Slightly less chance to pick colors which are not relating to the Player Spells
    Slightly higher chance to pick colors which will deny the enemy their spell colors
  • Added Controller Bumper Support to the Season Archive Chapter Replay Menu

Live Fixes


Changes have already been pushed to live

Updated Steam DLC item names


(Live from February 8th)

We have been discussing this with the community for a while. The names on some items in our Steam DLCs were confusing and lead players to (understandably) assume that these items would contribute to a set bonus.
We have changed the names accordingly to make it clear that these are special stand-alone items and have compensated all of the affected players accordingly!


  • Serpentine Flame Ring is now “Flame Ring”
  • Jeweled Golden Grasp is now “Golden Grasp”


Other Miscellaneous Updates



  • Serpentine Pauldrons: Poison now has a duration (Live from February 2nd)
  • Initial crafting seed is now randomizing correctly (Live from February 3rd)
  • “Beam of Light” and “Sword of Light” now let you choose the target row (Live from February 2nd)
  • Double/hidden second Kingdom Defense removed - intended Kingdom scores now show as expected (Live from February 7th)
  • Oberron’s Belt is now giving the appropriate % boost to the Power core stat

Known Issues



  • An error ‘kingdom name already in use’ message is displayed creating a kingdom even though the player disbanded the same name kingdom. - Fixed in 2.0
  • Co-op battles can become out of sync or crash.
  • The developers are continuously investigating this issue.
  • Global Mail with No Rewards still shows Rewards to Collect
  • Gold total in gear/spell upgrade pop-up does not update, preventing upgrade if player collects mail while in the gear screen
  • Sound effects delay in sped up battles
  • 'Dark Ice, Cold Snap, Channel Ice, Darkness and Channel Dark’ Spells are converting power Gems into regular Gems instead of expected power into power gems
  • ‘Rooster’s Crow’ passive is not triggering when 10+ yellow gems are matched
  • Reflect can be triggered after an enemy is defeated.
  • Altar of War is giving incorrect damage bonuses
  • Negative opponent PVP Scores
  • Visual issue - Spell icons for Basilisk (blue) and Gnoll Demolitionist (Yellow) spells are the wrong colour for the mana they charge from. Basilisk is displayed as green and Gnoll Demolitionist is displayed as Blue.

1.5.6 Hotfix Patch Notes

Quality of Life



  • Heroic Gems should be intractable as expected (instead of being unable to select/activate them)
  • Made slight changes to Autoplay so it should play better in AP mode:
    Should cast spells slightly more often
    Slightly less chance to pick colors which are not relating to the Player Spells
    Slightly higher chance to pick colors which will deny the enemy their spell colors
  • Added Controller Bumper Support to the Season Archive Chapter Replay Menu

Live Fixes


Changes have already been pushed to live

Updated Steam DLC item names


(Live from February 8th)

We have been discussing this with the community for a while. The names on some items in our Steam DLCs were confusing and lead players to (understandably) assume that these items would contribute to a set bonus.
We have changed the names accordingly to make it clear that these are special stand-alone items and have compensated all of the affected players accordingly!


  • Serpentine Flame Ring is now “Flame Ring”
  • Jeweled Golden Grasp is now “Golden Grasp”


Other Miscellaneous Updates



  • Serpentine Pauldrons: Poison now has a duration (Live from February 2nd)
  • Initial crafting seed is now randomizing correctly (Live from February 3rd)
  • “Beam of Light” and “Sword of Light” now let you choose the target row (Live from February 2nd)
  • Double/hidden second Kingdom Defense removed - intended Kingdom scores now show as expected (Live from February 7th)
  • Oberron’s Belt is now giving the appropriate % boost to the Power core stat

Known Issues



  • An error ‘kingdom name already in use’ message is displayed creating a kingdom even though the player disbanded the same name kingdom. - Fixed in 2.0
  • Co-op battles can become out of sync or crash.
  • The developers are continuously investigating this issue.
  • Global Mail with No Rewards still shows Rewards to Collect
  • Gold total in gear/spell upgrade pop-up does not update, preventing upgrade if player collects mail while in the gear screen
  • Sound effects delay in sped up battles
  • 'Dark Ice, Cold Snap, Channel Ice, Darkness and Channel Dark’ Spells are converting power Gems into regular Gems instead of expected power into power gems
  • ‘Rooster’s Crow’ passive is not triggering when 10+ yellow gems are matched
  • Reflect can be triggered after an enemy is defeated.
  • Altar of War is no longer giving incorrect damage bonuses
  • Visual issue - Spell icons for Basilisk (blue) and Gnoll Demolitionist (Yellow) spells are the wrong colour for the mana they charge from. Basilisk is displayed as green and Gnoll Demolitionist is displayed as Blue.

Update 1.5.5 Patch Notes



In order to improve the flow of the main story, we’ve made some further changes to the campaign.



Chapters will now have Mini-Dungeons in the last battle of Part 3 and 6 in each Chapter. These Mini-Dungeons are dungeons against two enemies, with an altar choice between them.


  • There are no boss or mini-boss enemies in Mini Dungeons
  • These battles will now award a Story Cache! (more information below)








We have removed chests dropping from main story battles. Instead of receiving a chest, extra rewards will be received as part of the end of battle rewards.

These rewards vary across battles and chapters, but generally can include extra gold, food, ore, shards, scrolls, runes, or relics.

Season story battles will still drop a chest





Story Caches are unique chest-like rewards at the end of battle which don’t require a key to open. They will automatically open (without keys) when received at the end of battle.


  • Dungeons & Mini-Dungeons award Story Caches in the main story
  • Dungeon mode still awards chests







These notes are a shorter summary of the announcement made in early January.

For full details, see our 1.5.5 Kingdom Updates blog post





With 1.5.5 we are introducing Overkill!

The Kingdom Defense event will now continue for its full duration, and not end immediately upon the boss dying

The boss’s health continues to count down in battle as the Kingdom deals damage to it. However, the boss will always start with at least enough health to match the damage required for Gold rewards so everyone in the Kingdom will be given the opportunity to attempt to achieve Gold.


  • The health bar in the various Kingdom Defense UI screens will count up with damage done, instead of counting down with remaining health.
  • As before, rewards will be sent out at the end of the event
  • You can review the rewards for both success and failure on the Kingdom Defense Rewards screen
  • Pressing the button in the top left of the rewards screen will toggle between success and fail rewards


Note:

You must be in the Kingdom as the Kingdom Defense Event begins in order to participate and claim rewards.






The Kingdom Bazaar Purchase Reward Tiers will be brought in-line with the Quest Pass resets.

The Kingdom Bazaar changes will come into effect at the beginning of the next Quest Pass after or in-line with Update 1.5.5 release.


  • Purchase Reward Tiers will reset when the Quest Pass resets every 28 days
  • Purchases will still count towards increasing your Tier
  • Each Purchase Reward Tier can only be collected once per 28 day cycle
  • Your Bazaar Tier
  • Bazaar purchases available will not reset to a lower tier

    • E.g. Your Kingdom gets to Bazaar Purchase Reward Tier 10 by the end of the 28 days. On the first day of the new Bazaar cycle, your Purchase Reward Tier will be reset, but the available purchases will stay at Bazaar Tier 10 and continue to get Tier 10 purchases as long as you maintain the Tier 10 requirements.


As before:


  • You will need to have joined a Kingdom prior to Daily Reset (GMT 00:00) in order to purchase from the Bazaar and earn rewards for that day
  • You can only progress one Bazaar Tier per day


Reward Tiers are changing:


  • There will now be 28 Reward Tiers to match the 28 day reset
  • Tiers 21-28 are our “cooldown” Tiers that will be obtainable at the Tier 20 amount


For full details, see our 1.5.5 Kingdom Updates blog post









  • When it’s not possible to shuffle the board into a matchable state, the board will now clear and mana drain both sides.

    • A message will be displayed in these instances.

  • When a character is stunned, any effects they have which happen at the start of their turn will no longer activate.
  • Adjusted the Versus scoring to account for the extra turns from the enemy hero decreasing the resulting battle score more than intended.
  • Friends menu now counts pending friend requests for total friends label
  • With the removal of Chests from main story battles, an adjusted open chest tutorial will play on the first chest received at the end of battle.
  • Starter and chapter pack menus have been visually reworked and chapter packs now also include item choices.





  • The speed stat has been surfaced and is now visible next to the power and vitality stats in gear, profile and battle info menus



  • Controller Bumper Icons have been added to the Kingdom Menu













  • Adventure “Persistent health” will now display correctly (No longer always showing ‘yes’) within the Adventure Info drop-down
  • Restarting while accruing matched/exploded/destroyed skulls will no longer remove them from above the gem board
  • Can no longer enter adventure battles while in a party
  • Can no longer enter adventure battles without a weapon
  • Some Flash offers displayed Graphical issues and were unpurchasable
  • Kingdom Defense battles occasionally appeared as both successful and failed via a mail double up (The loss reduced your current Tier)
  • Getting a skull match while stunned caused a soft lock
  • Filling the puzzle board with any Heroic Gem (and only heroic Gems) causes the game to crash and produce an error
  • Enemies dying via the burning effect will prevent the following opponent from appearing/the battle from ending
  • ‘Brimstone’ is no longer affecting both the player and the enemy
  • Matching Skulls while stunned no longer causes a soft lock








  • Adventure node UI no longer appears and obscures view when zooming into the top area of the map
  • Changing your ‘Favorite Minion’ does not update the chosen favorite in your collection until changing current minion selected
  • Zooming on the Character Popup Menu no longer requires you to be hovering over the character on controller
  • Filtering Minions by ‘Might, Speed & Cunning’ does not sort/re-organize the collection.
  • Ability bars display as full when they aren’t ready to be cast during events with ‘Spell Rush’








  • Changing your currently active hero while in the Tavern (Followers, Minions or Goals Tab) does not change the displayed character to the expected selected hero
  • Cannot Cast pop-up no longer appears for everyone in Party
  • Some Lightbringer set items were displaying a typo
  • Visual effects wouldn’t play when Enemy Heroes cast spells in Versus.
  • Enemy portraits were overlapping in co-op battles








  • Fixed crash when purchasing multiple stocks of gear, spells, or minions.
  • The Friends List limit can no longer be exceeded, however players who are currently over this limit will not have their number of friends reduced.
  • Fixed soft lock when closing adventure mode using the cross/close button in the top right.
  • Fixed error when attempting to acquire a Buff or Debuff Modifier during an adventure








  • Global Mail with No Rewards still shows Rewards to Collect
  • Sound effects delay in sped up battles
  • Gold total in gear/spell upgrade pop-up does not update, preventing upgrade if player collects mail while in the gear screen
  • Can be resolved by exiting and re-entering the screen
  • Oberron’s Belt power boost is only giving 1% instead of the expected 10% power boost
  • ‘Dark Ice, Cold Snap, Channel Ice, Darkness and Channel Dark’ Spells are converting power Gems into regular Gems instead of expected power into power gems
  • ‘Rooster’s Crow’ passive is not triggering when 10+ yellow gems are matched
  • When Language is set to German, some phrases or segments of text are still appearing in English
  • Reflect can be triggered after an enemy is defeated- this can cause a loss with the player taking reflected damage before the battle resolves

Update 1.5 Patch Notes



The Season begins at daily reset (00:00 GMT) on the 17th January







Values in bold are affected by the rarity or element of the item.

[expand type="details"]Lightbringer's Blade (Weapon)


Long sought after by Agarian Paladins, these blades are definitely a status symbol.

On matching this item’s Gem color, there is a 20-50% chance to create 2 Gems of this item’s Gem color.



Lightbringer's Tabard (Body)


The sun emblem is one of the earliest holy symbols of the Allfather.

When you match skulls, there is a 4-10% chance to gain Haste for 2 turns.



Lightbringer's Leggings (Legs)


Heavy and solid, these leggings provide great protection, but poor mobility.

At the start of my turn, if I have Haste, gain 1-2.5% Armor and Resistance.



Lightbringer's Treads (Boots)



These boots were made for fighting, not walking.

If there are 11-8 Yellow Gems on the board, gain +50 Speed.



Lightbringer's Protector (Shield)



Some shields can be both beautiful AND functional.

When taking damage, there is a 5-20% chance to Blind the Enemy for 2 turns.



Lightbringer's Symbol (Necklace)



The pendant is a powerful holy ward of the Allfather.

Add +0.6-1.5% to all Masteries for each Yellow Gem on the board.


[/expand]

Lightbringer Set Bonus


[expand type="details"]


Holy I (2 piece set bonus)

5-25% chance to start the battle with Haste for 1 turn.
Gain 5-30% All Elemental Damage Reduction if facing Season 1.5 enemies.



Holy II (4 piece set bonus)

When dealing Light damage, there is a 6-10% chance to apply Blind for 2 turns.
Gain 5-30% Melee & Missile Damage Reduction if facing Season 1.5 enemies.



Holy III (6 piece set bonus)

If the Enemy is Blinded, gain 10-20% Power.
Gain 5-30% Power if facing Season 1.5 enemies.


[/expand]








Available only in the Cache items in the Season shop, this item will drop at Legendary rarity.

Dragonrealm Ring
Originally crafted by Dragons, these rings were rare and priceless gifts to their mortal allies.

Gain 1-4 Ultimate Spell Power when you match 5 or more Gems in a turn.










Values in bold are affected by the level or rarity of the spell.

[expand type="details"]Burst of Light(110 Yellow Mana)



Create 2-7 Yellow Gems, and have a 10-35% chance to gain Haste for 1 turn.



  • Level: Haste Chance
  • Rarity: Gem Creation


Beam of Light (140 Red Mana)



Destroy a Row. Deal 1x Fire damage +5-10% for each Red Gem Destroyed.



  • Level: Damage
  • Rarity: Bonus Damage


Ray of Light (135 Green Mana)



Heal myself for 0.5x, +25-50% if I have Haste.



  • Level: Healing
  • Rarity: Bonus from Haste


Sword of Light (125 Blue Mana)



Destroy a Column. Deal 1x Ice Damage +5-10% for each Blue Gem Destroyed



  • Level: Damage
  • Rarity: Bonus Damage

[/expand]








[expand type="details"]Hypnolisk



Speedy

PvP Spell: Spit Venom (70 Mana)

Deal 1x Poison Damage, + 50% if the enemy is poisoned. Poison the Enemy for 4 turns
Poison: Poisoned characters take extra damage each turn.



Sandheart



Mighty

PvP Spell: Ancient Sands (60 Mana)

Blind the enemy for 4 turns, Heal 1x Armor and Resistance.



Bombino



Cunning

PvP Spell: Kaboom! (55 Mana)

Deal 1x Fire Damage, to anyone who is Burning.
If no one is burning, burn everybody for 4 turns!



Minticore



Speedy

PvP Spell: Dark Venom (70 Mana)

Deal 1x Dark Damage and Poison the enemy for 4 turns.


[/expand]








Oh what a day. What a lovely day!






We’ve introduced a new way to play Puzzle Quest 3 – Action Points!

Very much in keeping with other changes we’ve been making, we believe Action Points is a very authentically Puzzle Quest way to play. We’ve been playing with it for a little while now and it’s quickly become our favorite way to play!

All players on our existing platforms can continue to enjoy Timer mode, but Action Points will be the default option for new players to enjoy the game, without the pressure of the timer.

Players will be able to swap between Timer or Action Points through the General tab of the settings menu. (If you’re already in a battle, the setting will take effect in the next battle.)




  • You start with a number of action points based on your hero’s Speed stat. You start with 3 Action Points with 100 Speed.
  • Further Action Points are gained at 150, 225, 325, 450, and 600 Speed.
  • Each move costs one action point
  • Spells don’t cost an action point and can be cast between moves
  • Matches of 5 or higher award an action point for the following turn
  • Matches of 10 or higher award 2 AP
  • You can have up to 10 AP at the beginning of a turn.
  • Your AP will reset back up to your base AP value at the start of your turn, plus any bonus AP you earned from the previous turn. If your turn ends with more AP than your base amount, no additional AP will be gained.



We’ve made a number of other changes to the existing game in order to balance Action Points including:


  • Increasing the size of the board and adding a new Cleanse effect on a full column match
  • Enemies now generate mana the same way players do and take their own turns for more intuitive and interactive gameplay
  • Chip damage has been removed
  • Heroes will now get a speed increase as they level-up
  • You can find the full details in our dedicated Action Points post!


We will continue to keep an eye on the balance of Timer and Action Points after release, so please let us know what you think!






Northelm




Northelm’s ready to help carry even more items for the player – he now lets you craft additional inventory space!

  • Crafting for Northelm unlocks at Level 50
  • Northelm’s Crystals can be spent alongside Ore to create additional space for Gear, Spells, or Minions
  • Crafting each type of inventory space will get slightly more expensive the more you craft of that type











We heard your feedback that Story battles could’ve been much smoother. Going in and out from the Hero Menu can be a lot of moving around when you just want to get to the next thing.

  • Continue Buttons have now been added to the end of Story Battles




Since we’ve launched, players have been mentioning to us that they would like to see the map in more places.

  • The world map is now in place in story mode with better visibility of where you’re off to!






With the addition of a new game mode, we were going to need new tutorials, but we thought it was time for a bit of a refresh!

  • Tutorials will be brighter, more visual and remain accessible to players to review!
  • We’ve updated some of the early-game tutorials, but expect to see this format rolled out through more of the game in future updates.










Most enemy spells will now destroy gems instead of removing them. Effects which buff based on removing gems will still remove them. Affected spells:

  • Hellfire
  • Frozen Blade
  • Dark Draught
  • Harpy’s Curse
  • Hide In Shadows
  • Iron Strike
  • Midnight Roar
  • Noxious Roar
  • Radiant Roar
  • Scorching Roar
  • Spray Web
  • Virulent Blade
  • Winter’s Roar
  • Excavate
  • Ghastly Cleave
  • Great Cleave
  • Chill Lance
  • Dire Gore
  • Horn Lance
  • Steam Blast
  • Trick Shot

Affected passive abilities:
  • Nest of Bones
  • Thievery
  • Belch
  • Corrupted Rainbow




With the addition of AP mode, Speed has received some adjustments.

  • Increased Speed cap from 400 to 600
  • Increased Speed gained from Attribute level from 2 to 3.



Spells will now have their mana capped at 80% at the beginning of battle, in line with the cap on the Starting Mana stat.








Adventure difficulties can now be lowered if it becomes too difficult.
Your progress will persist but you will need to start the higher difficulty from the beginning if the adventure is replayable.






  • Added new “Alternate” Control Scheme

    • Alternate control scheme swaps the D-Pad and the Analog Stick, meaning that the Analog Stick will be used to snap between buttons, and the D-Pad will control the Virtual Mouse Cursor
    • This can be changed on the Settings Menu in the General Tab

  • Added improvements to Scroll Lists when using a controller

    • Added new Settings Menu to change how fast/slow the Right Stick scrolls in Scroll Lists
    • The Right Stick now interacts properly with scroll lists, and can be used to scroll horizontally and vertically
    • Scroll Lists when using the Right Stick no longer go past the last item, making them easier and better to use

  • Improved the controller responsiveness and feel throughout the game
  • Sliders can now be incremented/decremented using the D-Pad Snapping mode

    • Cursor will now snap to the current fill position on the Slider

  • Added Controller Shortcuts and Callouts into the following menus

    • Upgrade Menus

      • Bumpers can now be used to increment/decrement the target level
      • Cursor now defaults to the Upgrade button when the menu opens

    • Shop Menu

      • Added Bumper Callouts to tell you can change tabs

    • Season Menu

      • Added Bumper Callouts to tell you can change tabs

    • Inventory Menu

      • Pressing Y/Triangle on an item in your loadout that can be upgraded will directly open the Upgrade Menu

    • Battles Menu

      • Pressing Y/Triangle on a Battle Menu item will set it as your favorite

    • Hero Select Menu

      • Can now cycle through the Heroes using the bumpers
      • Can swap characters in the same class using the X/Square Button
      • Can now open the Preview Character button using the Y/Triangle Button

  • Start button will now open the Pause Menu, then the Settings Menu (except in battles)

    • Pressing Start in the Settings Menu will close the Settings Menu







  • To accommodate for the Action Point UI, the Timer diamond and bar has been moved to the top left of the board, and takes up half the board width.










  • Elemental Channel Spells will now apply their debuffs for 4 turns, rather than being permanent.
  • All Adventures no longer show ‘Persistent Health’ as ‘Yes’ when health does not persist through multiple battles
  • The game no longer crashes when the Adventure mode timer runs out after beginning an Adventure
  • Using Darkhunter to craft a random rune will now give the expected rune instead of a rune one rarity higher
  • Hunt Gearscore will now accurately display the intended gearscore instead of Season/Regular battle gearscore
  • Enemies dying via the burning effect will prevent the following opponent from appearing/the battle from ending
  • Flaming Skulls will now convert the correct amount of Purple Gems to Skulls







  • Filtering Minions by ‘Might, Speed & Cunning’ does not sort/re-organize the collection.






  • ‘Mass Salvaging’ Minions will now correctly display a dissolve effect and reduce the players current ‘minions owned’ amount to the expected amount in their collection
  • Swapping selected Hero from the Adventure menu will no longer display a black/missing background
  • Matched or Destroyed (Staged) Skulls displayed above the puzzle board disappear upon restarting the game
  • Cannot Cast pop-up no longer appears for everyone in Party
  • Changing your currently active hero while in the Tavern (Followers, Minions or Goals Tab) does not change the displayed character to the expected selected hero






  • Global Mail with No Rewards still shows Rewards to Collect
  • Sound effects delay in sped up battles
  • Full board state causes imp gems to be unselectable
  • Gold total in gear/spell upgrade pop-up does not update, preventing upgrade if player collects mail while in the gear screen
  • Can be resolved by exiting and re-entering the screen
  • Changing your ‘Favorite Minion’ does not update the chosen favorite in your collection until changing current minion selected
  • Filling the puzzle board with any Heroic Gem (and only heroic Gems) causes the game to crash and produce an error
  • Oberron’s Belt power boost is only giving 1% instead of the expected 10% power boost
  • ‘Dark Ice, Cold Snap, Channel Ice, Darkness and Channel Dark’ Spells are converting power Gems into regular Gems instead of expected power into power gems
  • ‘Rooster’s Crow’ passive is not triggering when 10+ yellow gems are matched

Action Points



Many of you would have noticed that we’ve been taking steps through updates and new features to drive towards what we feel is a more authentically Puzzle Quest experience. This probably the biggest change we’ve made to the game since launch.

We’ve introduced a new way to play Puzzle Quest 3 – through the use of Action Points!

It’s been in the works in the background for quite sometime and has quickly become our favourite way to play!

Action Points will be available in update 1.5 which will be released on Tuesday 10th January 00:00 UTC.

This will be the default option for new players to enjoy the game, without the pressure of the timer.

Players will be able to swap between Timer or Action Points through the General tab of the settings menu. If you’re already in a battle, the setting will take effect in the next battle.








  • You start with a number of action points based on your hero’s Speed stat. You start with 3 Action Points with 100 Speed.
  • Further Action Points are gained at 150, 225, 325, 450, and 600 Speed.
  • Each move costs one action point
  • Spells don’t cost an action point and can be cast between moves
  • Matches of 5 or higher award an action point for the following turn
  • Matches of 10 or higher award 2 AP
  • You can have up to 10 AP at the beginning of a turn.
  • Your AP will reset back up to your base AP value at the start of your turn, plus any bonus AP you earned from the previous turn. If your turn ends with more AP than your base amount, no additional AP will be gained.




The way enemies generated mana currently we felt was counterintuitive. They would generate more mana the better you did – and it wasn’t communicated very clearly.

As such, with the introduction of Action Points, an enemy will also take advantage of this.


  • An enemy will get a number of Action Points relevant to their Speed stat
  • An enemy will make matches on the board in order to power their spells
  • The enemy will either make matches and attack, or cast a spell
  • The enemy will continue to attack each turn, even if they don’t match skulls. However when matching skulls, they don’t receive a bonus to their attack.
  • The enemy can now charge their spells individually.
  • All of an enemy’s spells are now visible in the UI at the same time.


The number of enemies in a battle has been reduced to one in a regular battle, and up to 3 in Dungeon Battles.


  • As such, enemies have received a buff to their health, armor, and resistance
  • The number of extra enemies in a Co-Op battle has also been adjusted, with one extra enemy added per player in the party in both Dungeons & Skirmishes.





  • The puzzle board size has increased from 5×7 to 6×8 (one extra row + column)
  • Making a full column match will now heal 10% of starting Armor + Resistance, and cleanse one negative status effect





  • We’ve removed the damage dealt by matching gems of your equipped spell’s color. Enemy health, armor, and resistance have been adjusted to account for this loss of damage
  • A brief tutorial about the above changes will appear for existing players upon loading into the game on 1.5 for the first time




In order to provide a more unique and interesting experience in Versus, Enemy Heroes don’t behave quite like other enemies like they do in previous updates. Unlike regular enemies, enemy Heroes in Versus do require Skull matches to attack. However, they can also cast their spells without ending their turn.



Spells will now have their mana capped at 80% at the beginning of battle, in line with the cap on the Starting Mana stat.



With the inclusion of the Action Points mode, we didn’t want to completely limit later gameplay to just three moves.

As such, Heroes will now increase their Speed stat as they Level. This will lead to an increase in time to match in Timer mode, as well as an extra AP at level 40.



With the addition of the Action Points gameplay mode, as well as the natural Speed increase in Hero stats, we’ve reduced the amount of extra time received from subsequent matches back to its original value of 0.2s.

Continuing to ensure that Timer Mode and Action Points are evenly balanced is an ongoing priority for us. We’ve tested internally extensively, but it’s also important that we get feedback from you folks in our community!

1.5.5 Kingdom Changes

Update 1.5 isn’t even out and we’re talking about 1.5.5???

Yes!

Because two of the changes in 1.5.5 impact Kingdoms, we wanted to make sure everyone had plenty of notice about the changes.

We will be following up with the deets on Update 1.5 – Dragons of Light tomorrow and the rest of 1.5.5 closer to its release (towards the end of January)!





(Image may not be final)

This has been on our quality of life list for a while now.

We had Kingdoms bending over backwards to make sure as many people as possible had the opportunity to fight the boss and earn rewards. It was actually really positive to see players taking such a collaborative approach to Kingdom Defense. However, as nice as this was to see, we also recognise this wasn’t exactly the most fun way to be playing.


With 1.5.5 we are introducing Overkill!




  • The Kingdom Defense event will now continue for its full duration, and not end immediately upon the boss dying
  • The boss’s health continues to count down in battle as the Kingdom deals damage to it. However, the boss will always start with at least enough health to match the damage required for Gold rewards so everyone in the Kingdom will be given the opportunity to attempt to achieve Gold.
  • The health bar in the various Kingdom Defense UI screens will count up with damage done, instead of counting down with remaining health.
  • As before, rewards will be sent out at the end of the event

    • You can review the rewards for both success and failure on the Kingdom Defense Rewards screen
    • Pressing the ? button on the rewards screen will toggle between success and fail rewards

Note:

You must be in the Kingdom as the Kingdom Defense Event begins in order to participate and claim rewards.






We are making some changes to the Kingdom Bazaars. This is partially to help line up areas such as the Kingdom Bazaar with other areas of the game, such as Quest Pass.

However, we also needed to make some changes to balance the economy of the game.

We know that you’re all aware that as a free-to-play game we have to carefully balance our in-game economy and that it’s important to us that we’re making sure things are accessible to our players while also making sure we keep on top of inflation and deflation of resources inside the game.

Unfortunately we didn’t foresee prior to the release of the Bazaar in its current format quite the number of Gems that would be obtained via the rewards. The current number is over and above anything else available within the game, including via our premium passes.

We are sure that you folks in our community are aware that this is fairly unsustainable in its present form, however, we also wouldn’t want to change the structure of the Bazaar rewards without time for your Kingdoms to adjust and finish out whatever track you’re currently on.

As such, the following changes will not apply until the next Quest Pass reset after the release of 1.5.5


  • The Kingdom Bazaar Reward Tiers will be brought in-line with the Quest Pass resets
  • Bazaar Reward Tiers will reset when the Quest Pass resets every 28 days
  • Purchases will still count towards increasing your Tier
  • Each Tier Reward can only be collected once per 28 day cycle
  • Bazaar purchases available will not reset to a lower tier

    • E.g. Your Kingdom gets to Bazaar Reward Tier 10 by the end of the 28 days. On the first day of the new Bazaar cycle, your Reward Tier will be reset, but the available purchases will stay at Tier 10.

As before:

  • You will need to have joined a Kingdom prior to Daily Reset (GMT 00:00) in order to purchase from the Bazaar and earn rewards for that day
  • You can only progress one Bazaar Tier per day


Reward Tiers are changing:


  • There will now be 28 Reward Tiers to match the 28 day reset
  • Tiers 21-28 are our “cooldown” Tiers that will be obtainable at the Tier 20 amount


 [table]
[tr][td]
Tier
[/td][td]
Purchases
[/td][td]
Reward
[/td][td]
Amount
[/td][/tr][tr][td]
1
[/td][td]
5
[/td][td]
Gold
[/td][td]
300
[/td][/tr][tr][td]
2
[/td][td]
10
[/td][td]
Random Shards
[/td][td]
60
[/td][/tr][tr][td]
3
[/td][td]
15
[/td][td]
Gems
[/td][td]
50
[/td][/tr][tr][td]
4
[/td][td]
20
[/td][td]
Ore
[/td][td]
100
[/td][/tr][tr][td]
5
[/td][td]
25
[/td][td]
Gold
[/td][td]
750
[/td][/tr][tr][td]
6
[/td][td]
30
[/td][td]
Random Shards
[/td][td]
120
[/td][/tr][tr][td]
7
[/td][td]
35
[/td][td]
Gems
[/td][td]
100
[/td][/tr][tr][td]
8
[/td][td]
40
[/td][td]
Relic Tier I
[/td][td]
1
[/td][/tr][tr][td]
9
[/td][td]
45
[/td][td]
Gold
[/td][td]
1500
[/td][/tr][tr][td]
10
[/td][td]
50
[/td][td]
Random Shards
[/td][td]
240
[/td][/tr][tr][td]
11
[/td][td]
60
[/td][td]
Gems
[/td][td]
150
[/td][/tr][tr][td]
12
[/td][td]
70
[/td][td]
Relic Tier II
[/td][td]
1
[/td][/tr][tr][td]
13
[/td][td]
80
[/td][td]
Gold
[/td][td]
3000
[/td][/tr][tr][td]
14
[/td][td]
90
[/td][td]
Random Shards
[/td][td]
480
[/td][/tr][tr][td]
15
[/td][td]
100
[/td][td]
Gems
[/td][td]
300
[/td][/tr][tr][td]
16
[/td][td]
110
[/td][td]
Crystal
[/td][td]
1
[/td][/tr][tr][td]
17
[/td][td]
120
[/td][td]
Gold
[/td][td]
5000
[/td][/tr][tr][td]
18
[/td][td]
130
[/td][td]
Random Shards
[/td][td]
720
[/td][/tr][tr][td]
19
[/td][td]
140
[/td][td]
Gems
[/td][td]
400
[/td][/tr][tr][td]
20
[/td][td]
150
[/td][td]
Relic Tier III
[/td][td]
2
[/td][/tr][tr][td]
21
[/td][td]
150
[/td][td]
Gold
[/td][td]
2000
[/td][/tr][tr][td]
22
[/td][td]
150
[/td][td]
Random Shards
[/td][td]
480
[/td][/tr][tr][td]
23
[/td][td]
150
[/td][td]
Gems
[/td][td]
200
[/td][/tr][tr][td]
24
[/td][td]
150
[/td][td]
Ore
[/td][td]
500
[/td][/tr][tr][td]
25
[/td][td]
150
[/td][td]
Gold
[/td][td]
2000
[/td][/tr][tr][td]
26
[/td][td]
150
[/td][td]
Random Shards
[/td][td]
480
[/td][/tr][tr][td]
27
[/td][td]
150
[/td][td]
Gems
[/td][td]
200
[/td][/tr][tr][td]
28
[/td][td]
150
[/td][td]
Crystal
[/td][td]
1
[/td][/tr][/table] 

December Community Update

December is here with our final Community Update blog of the year.

We’ve had such an incredible year and are grateful for our passionate community. To show some appreciation to our players, we’ve been doing a little gifting this month!

Throughout December, we’ve been giving away some physical merch every Friday across our social channels. So if you want your chance at getting an excellent bit of Puzzle Quest 3 merchandise, follow us on Twitter, Instagram, and Facebook and answer the Friday Seasons Givings question to win.



That’s not it, though. Some may have noticed that we’ve been bringing the joy of giving into the game!



You’re Our Greatest Adventure
Adventure has been out for a few weeks now. We’re very happy that you folks seem to be enjoying it and the feedback we’ve been getting, both positive and constructive, is great!

Some of you have mentioned that Adventure has a lot of potential and that you’d love to see more features added to it. You’re right!

From playing with it, you’ve probably guessed it was quite a big system to put in place with a lot of different directions it can go. What we have right now is a very solid scaffolding that allows for Etheria to be our oyster!

First up on the agenda is expanding the number of modifiers we can use, such as persistent health to give some more options for play. But we have more plans for more extensive game modes in future and I happen to know our Lead Engineer Josh is very keen on mini-games. 👀👀👀

We’d like to give you a bit of a roadmap for Adventure specifically in the near future. So keep on sending that feedback through!



A New-Old Way To Play…
The new year draws close and change is in the air!

We emphasized when we announced Adventure that we were looking closely at our OG Puzzle Quest roots. We have taken this even further with Update 1.5. We will give you a full explainer in the new year before we release Update 1.5, but for now, we can say that we feel it’s an option for play that will really… Turn the tables.



Kingdom Changes
We’ve had a bit of a look at Kingdoms to finish out the year. These will be coming after 1.5 in update 1.5.5 (projected release in mid-late January). Because these changes obviously affect large groups of players working together, we would like to give you a full and very thorough run down of those changes as soon as we are back in the new year.

You can expect this Kingdom Update blog on the 4th of January 2023. We’d hate to Overkill this blog.


CX Round Up!
The CX team made sure we updated you on some of your top issues before we close out the year:

Turn 0 Wins in PVP
Some of you have reported that certain gear was allowing for Turn 0/Turn 1 wins to occur in PVP and rightly pointed out this is a balance issue (and kinda just not fun), so we’ve implemented a solution:
From the 1.5 Patch Notes:
“Any items that give Starting Mana as part of their abilities are now included as part of the 80% Starting Mana cap that applies to Attributes.”


Set Bonuses On DLC Items
This has been an outstanding question for quite a while now. The issue we run into with set bonuses on DLC Items is that we prefer not to have additional power bonuses to come from game content that can only be accessed via a purchase. We feel that all content in the game should be available for all of our players.
As such, we will be renaming these items so that the distinction between them and our existing items is clear. We will bear this in mind to avoid such confusion in future and wish to thank everyone who has purchased this DLC for your patience and understanding.


Reforging Could Re-Roll Identical Traits In Different Slots
We actually added a change in 1.4.5 that ensures at least one attribute has to be different, it just got missed off the original 1.4.5 patch notes. Sorry about that! We have added this in!


Inventory Space
Old buddy Northelm is going to help us out here. From Update 1.5 he’s being given the ability to make new inventory slots for Gear, Minions and Spells as needed. More details to come!


The Mushy Stuff
As the year comes to a close, I would like to personally thank our CX Team. You see them in the forums, answering support tickets and they work hard to coordinate with the development team behind the scenes letting them know what’s on your minds and passing on all the feedback that has really helped us improve the game over 2022.

We absolutely could not do this without them, so a huge thank you to Kafka, Jeto, and OminousGMan.


Signing Off!
We also need to thank you folks, out there in our community!

This has been a huge year for us on the PQ3 team and we really appreciate that our community is out there with us in always pushing the game to be better. Your support really does mean the world to us and we are looking forward to continuing this journey with you in 2023!

On behalf of the development team at Infinity Plus Two and their friends at 505 Games-

❄️Happy holidays and have a wonderful new year!❄️



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