Fixed an issue with the hit and run skill not working correctly.
Fixed an issue where turns taken by your units wouldnt save on suspend.
July 4th-6th there will be servers running and we will be playtesting the game. Feel free to join us!
Mountain Temple Map (Gray boxed)
Show/hide cosmetics setting
Auto vault setting
Back key bind setting
Change slot key bind setting
Chat profanity censoring. Community servers can opt out.
Alive count UI in Elimination gamemode
Cosmetic progression UI screen
Store link for paid cosmetics
Buy button for paid cosmetics
Player emotes
Server list type filters
Re-enable voice chat
More achievements
Player XP visible on scoreboard
Mostly full controller support
Additional language support
German
Russian
Portuguese
Japanese
Polish
Secrets
Removed bots from /playerlist command
Improved Death Wish achievement unlocking reliability
Decreased elimination border shrink speed
Infection gamemode team scores now represent the player count of each team
Physics objects are effected by low gravity
Fly through windows while in respawn free fly
Gamemode time/score UI remains visible in death screen
Kill feed now uses item icons
Improved valley map performance
Improved R870 reloading
Improved hit markers
Improved player/EUC movement on slopes
Testing grounds map tweaks
Multiple elimination border centers
Limited gamemode XP while playing with bots
Stopped tracking kill/death/assist stats collected from bots
Bot improvements
Use other items in their hand slots
Use throwables
Less likely to get stuck
Loose focus on their target when flashed
Baby Herb was not visible
Errors on the server
Endless sliding sounds
Infection gamemode ended if a player died before the infected were chosen
Bot racing AI issues
Colliding with physics objects while in respawn free fly
Controller camera sensitivity not frame independent
Memory leak issues
Realmwalkers,
Our latest update is now live on the Public Test Realm (PTR), and we’re excited to have you take an early look. For more information on how to join, check out the Nightingale Discord.
This PTR is focused on testing our Dedicated Server feature, giving you more flexibility in how you play Nightingale with your friends. We’re excited to get your feedback as we test this new feature. Here are some additional highlights:
PTR Highlights
Dedicated Servers - Host your own game or join in and play with friends using our new Dedicated Server
Start Menu Overhaul - We’ve reorganised the Start Menu to make it easier to create a character and choose how you want to play
Seamless Character Transfer - You no longer need to use the website if you want to transfer your online characters to be playable offline
Admin Panel - We have enabled some of our most used dev tools and cheats to experiment with. Useful for building, crafting, or just having a bit of fun
Monikers Feature - You can now earn and display Monikers, unique titles that appear under your playername. From classic Realmwalker to whimsical Chuckaboo, find the one that best represents you in Nightingale
We’re also hosting a live Ask Me Anything session with the dev team on Wednesday, July 2 at 10:00 AM MT on our Discord. We’re looking forward to hearing from you!
See you in the Realms,
The Inflexion Team
Hello Everyone!
Over 150,000 people have Added Dread Not to their library, with almost 25,000 lifetime player.
I want to start off with a message to everyone who has played our game... From the bottom of all of our hearts, thank you!
When we began this project for our senior capstone game, we knew we had something special. We had no idea however, that just 7 months later, we would be on the front page of users' Opera GX browsers, and that so many people would acquire, and play our game.
As an audience, you have been invaluable to us, from all the feedback, the bug reporting, and encouragement, it's been a pleasure to experience having a community and interacting with all of you.
I want to spend the rest of this announcement discussing what is next for this game, as well as what is next for us as a team.
Dread Not is far from finished, we released the game in early access to get as many eyes (that were not ours) on the game as possible, to get outside perspective from individuals and to apply that feedback to the game.
Dread Not did release in a quite compromising state, it didn't run well, it had a lot of visual and technical bugs that were quite frankly, game breaking. Having the ability to read these reports in real time gave us the ability to quickly identify and fix several issues already, and is continuing to be invaluable to us as developers.
We have a small, very rough roadmap for you to indulge in, to get a good idea of the remaining release cycle of the game.
Sprinkled through the coming weeks and months
- Continued fixes for any visual and technical bugs players encounter
- Continued Graphics and Memory/CPU optimizations
- Continued Inclusion of new audio
- Continued work on environmental juice!
Update 0.2 - July
Will include Collectible Lore Objects for the players to find and read in their own time.
Will include some accessibility features regarding puzzles
Will include one new puzzle for players to interact with
Will include an update to the player indicator to update at all times
Will include further optimization regarding memory, CPU Usage as well as GPU usage
Update 0.3 - Late July/August
Will include one new puzzle for players to interact with
Will include further optimizations regarding memory, CPU Usage
Will include a slight rework to the C02 system, will include a rework of torpedoes
Will include some solo objectives for the mechanic to complete and interact with
Beyond Update 0.3
Will include one or more new puzzles for players to interact with
Will create a single player survival horror mode for players to experience
Will rework the tutorial to the best of our abilities to give players a better idea of the game
More features to come throughout updates 0.4 - 1.0
When do we plan on releasing?The big question, as of right now the goal is to have all the content we want in the game by the end of November or Early December, most of us are moving on to bigger and better project so it will take us this time to finalize Dread Not.
What's next for the team?
We absolutely adored working with each other here at Leviathan Interactive through this process, but given that this studio was formed for our capstone project, most of us have moved on to other ventures. As we all begin our new lives/careers as game developers, some members of the team will share their journeys with you in case you're curious and want to see us grow.
We loved making Dread Not, we still love making Dread Not, and we will always love our time on this game.
Thank you for downloading, and playing Dread Not. Until the dev cycle for this game ends, we will cherish every comment, every review, every piece of feedback you may give.
- Tech Director Ben
Enlistment Live
Monday, Jun 30, 2025
Season & Raid Event Live / Playable
Monday, Jul 7, 2025
Raid Month is here, and with it, so is Alliance Quest Season 13.
Raid month is what you’d expect… A full month of Raids with a new set of bosses each week!
Week 1 will be the same bosses as the last round of bosses, then each following week will be a different group of bosses. These bosses will also be the regular Raid bosses for the rest of the Saga.
Raid Boss chests will feature a different reward identity, granting 7-Star Saga Champion Selector Tokens that can be traded in the Glory store for a 7-Star Saga Champion.
Once Raid month ends, we will resume our regular cadence of three weeks of regular Alliance Quest, then Raids.
Season 13 will also feature some new stuff. There will be a new set of bosses for all maps other than 1 & 2, which we no longer update.
There will also be modifier updates swapping in new ones for each tier, other than the Eternal modifiers on Map 8.
Entry Cost
Entry costs for Raid Month will still be Raid Tickets, however, each week will only cost 45 to enter.
We’ll also be running a Raid Month Solo Event where you can earn Raid Tickets by defeating opponents in Alliance War, Alliance Quest, Battlegrounds, or Incursions.
There will be four milestones, giving out 45 Raid Tickets each, along with an exclusive Profile Picture in the final milestone.
Regular Raid Map
Final Boss
Human Torch
Mini Bosses
Gladiator
Hulkbuster
Vision (Aarkus)
Nightmare Raid Map
Final Boss
Annihilus
Mini Bosses
Rintrah
Gentle
Sasquatch
Regular Raid Map
Final Boss
Invisible Woman
Invisible Woman’s Shield size is reduced by 90%, and damage reduction from the shield is reduced by 75%.
Mini Bosses
Moondragon
Spider-Man (Miles Morales)
Shuri
Nightmare Raid Map
Final Boss
Super Skrull
Super Skrull’s Power Gain Buff Potency is reduced by 50%
Mini Bosses
Spot
Spider-Man (Supreme)
Spider-Man no longer applies Spider-Seal Buffs on either Champion’s Medium attacks. Burst Damage from the last 3 hits of SP2, or nullifying Spider-Seals is reduced by 75%.
Ebony Maw
Reduced the potency of Ebony Maw’s Degeneration effects by 50%.
Regular Raid Map
Final Boss
Thing
Thing’s Signature Ability is disabled, and is no longer Immune to Armor Break.
Mini Bosses
Moleman
The Champion
Reduce the Potency of the Champion’s Regeneration effects by 100%, and his Regeneration Rate increases are reduced by 100%.
Hulk (Ragnarok)
Hulk’s Regeneration from Face-Me, and Signature Ability are Reduced by 100%.
Nightmare Raid Map
Final Boss
Air Walker
Reduce the potency of Airwalker’s Cross-Fights and Herald of Galactus Buff by 100%. Additionally, lower the power gain from Power Cosmic by 50%, and the Damage from Darktide by 75%.
Mini Bosses
Mangog
Mangog no longer goes Unstoppable while enraged, and is no longer Immune to Armor Break.
Terrax
Reduce the potency of Terrax’s Rock Field damage by 75%.
Destroyer
Destroyer doesn’t gain Unstoppable while Dashing, is no longer immune to Armor Break, and has the potency of personal Rupture effects reduced by 100%.
Regular Raid Map
Final Boss
Mister Fantastic
Reduced Mister Fantastic’s evade chance by 75%.
Mini Bosses
Invisible Woman
Human Torch
Thing
Nightmare Raid Map
Final Boss
Doctor Doom
Doctor Doom is no longer Immune to Armor Break.
Mini Bosses
Super Skrull
Annihilus
Air Walker
Tactician
Venom
Medusa
Angela
Gamora
Hyperion
Kushala
Vox
America Chavez
Scream
Doctor Doom
Adam Warlock
Juggernaut
White Tiger
Knull
Hulkling
Sersi
Carnage
Odin
Scarlet Witch (Classic)
Symbiote Supreme
Cosmic Ghost Rider
Captain Marvel
Mojo
Enchantress
Superior Ironman
Galan
Gorr
Tigra
Dark Phoenix
The Serpent
Assault
Storm (Classic)
Nick Fury
Hit-Monkey
Storm (Pyramid X)
Kitty Pryde
Deadpool (X-Force)
Lady Deathstrike
Jack O’Lantern
Spider-Man (Stark Enhanced)
Morbius
Black Widow (Deadly Origin)
Werewolf By Night
Rintrah
Purgatory
Spiral
Sentinel
Dust
Northstar
Ironheart
Professor X
Human Torch
Phoenix
Iron Man (Infamous)
Kate Bishop
Archangel
Black Panther
Silver Sable
Onslaught
Cyclops (Blue Team)
Domino
Vanguard
Iron Man
Luke Cage
Spider-Ham
Silk
Chee’Ilth
Ant-Man (Future)
Colossus
Red Skull
Mole Man
Black Cat
Omega Sentinel
Silver Surfer
Black Panther (Civil War)
Guardian
She-Hulk
Joe Fixit
Titania
Invisible Woman
Quicksilver
Jessica Jones
Red Guardian
Mister Fantastic
Red Hulk
Enchantress
The Maker
Peni Parker
Hulk
Warlock
Count Nefaria
Thing
Nightmare Raids will feature a different Final-Boss chest reward identity than regular Raid weeks. Instead of the usual chest, you will gain 7-Star Saga Champion Selector Tokens that can be traded in the Glory store.
You will gain one each week if you take down the final bosses and claim their chests.
You can trade them in for one of two rewards. Either 4 Tokens for a 7-Star Saga Champion Selector with the following Featured Champions (A choice from five Champions):
Invisible Woman
Nightcrawler
Captain Marvel
Mister Sinister
Ultron
Or you can use a singular token to trade for 3,750 7-Star Crystal Shards.
Shatter Essence will not be in these chests.
Modifier Updates
Each tier of modifiers was updated, except for Eternal modifiers.
Normal – 4/4 New Buffs
Escalating Prowess (Buff) – 1
Every 10 seconds, the Defender gains an indefinite +10% Prowess Buff.
Gifted (Physical Resistance) – 2
Increase the Defender’s Physical Resistance by +20%.
Gifted (Energy Resistance) – 3
Increase the Defender’s Energy Resistance by +40%.
Extra Special – 1
At the start of the fight and every 12 seconds, a Special Attack is chosen at random. When either Champion activates that Special Attack, they gain a +50% Prowess Passive for the duration of the Special.
Heroic – 4/4 New Buffs
Daunting Doom – 1
Any time any Champion gains a Bar of Power, the Attacker is inflicted with a 10% Daunted Passive for 8 seconds.
Evasive Maneuvers – 1
When the Defender is knocked down they gain an Evade charge for 6 seconds. If the Defender is attacked while this charge is active, it is consumed, granting a 100% chance to Passively Evade.
Avarice
Every 15 second(s) the Defender gains a Power Gain Passive, granting 15% of Max Power over 8 second(s).
Arrow To The Knee – 2
The Defender starts the fight with 5 indefinite Cruelty Passives, each increasing Critical Damage Rating by 20%. Interrupting the Defender’s Heavy Attack transfers 1 Cruelty Passive to the Attacker.
Master – 4/4 New Buffs
Specialist – 1
The Attacker’s Special Attack 1 deals 50% more damage, but their other Special Attacks deal 50% less damage.
Your Power Is Mine! (Heavy) – 2
Every 15 seconds the Defender Steals 10% of the Attacker’s Max Power. This timer is paused during the Defender’s Special Attacks, and refreshed when the Defender is struck by a Heavy Attack.
Hang in There! – 1
Whenever the Defender is knocked down, a 8 second timer is started. If the Defender is knocked down again while this timer is active, they gain an indefinite Armor Up Buff increasing Armor Rating by 20%
Unnatural Selection (Evade) – 1
After the final hit of the Defender’s Special Attacks, they Passively Evade all attacks for 2 seconds.
Epic – 4/4 New Buffs
Fool Me Once (Stun) – 1
Whenever a Stun expires naturally on the Defender, they become Immune to Stun effects for 5 seconds. Cooldown 3 seconds.
Inside Out – 1
If near the Defender for 6 seconds, the Attacker is Passively Rooted for 4 seconds.
Stay Awhile and Listen (Debuff) – 1
When inflicted with a Root effect, the Attacker is inflicted with a Special Lock Debuff for 2 seconds.
Fatal Fury – 1
When the Defender’s Health first falls to 15%, they gain an Indestructible Passive for 6 seconds, and an indefinite +200% Fury Passive.
Your Power Is Mine! (Heavy) – 2
Every 15 seconds the Defender Steals 10% of the Attacker’s Max Power. This timer is paused during the Defender’s Special Attacks, and refreshed when the Defender is struck by a Heavy Attack.
Map 1 - No Longer Updated
Boss: Cosmic Ghost Rider
Champion Boost (100%)
100% Attack and Health
Mini Boss: Groot
Iso-Infused (50%)
50% Attack and Health
Keeping Pace – 3
Whenever the Defender activates any Special Attack, they pause their Buffs for 5 second(s).
Map 2 - No Longer Updated
Boss: Cosmic Ghost Rider
Champion Boost (300%)
300% Attack and Health
Mini Boss: Rocket Raccoon
Section 1
Health (100%)
100% Health
Specialist – 3
The Attacker’s Special Attack 3 deals 50% more damage, but their other Special Attacks deal 50% less damage.
Section 2
Iso-Infused (125%)
125% Attack and Health
Enhanced Parry – 50% Power Gain
After a successful Parry by the Attacker, the Attacker receives a Power Gain Buff, granting 50% of a Bar of Power over 5 seconds. Does not stack.
Specialist – 3
The Attacker’s Special Attack 3 deals 50% more damage, but their other Special Attacks deal 50% less damage.
Map 3
Boss: Scream
Champion Boost (400%)
400% Attack and Health
Defensive Transference
The Defender gains a permanent Armor Up Buff, increasing Armor Rating by 10% per stack whenever the Attacker blocks one of their attacks. Max stacks 10.
Mini Boss: Bastion
Section 1
Iso-Infused (125%)
125% Attack and Health
Health (200%)
200% Health
Armored and Charged – 1
When the Defender gains an Armor Up effect, they gain an indefinite non-stacking Power Gain Buff granting 1% of Max Power per second. Whenever the Defender is inflicted with an Armor Break, they are Power Drained for 3% of their Max Power. When any Armor Up effect on the Defender ends for any reason, the Power Gain is removed and the Defender is Power Drained for 33% of their Max Power.
Section 2
Champion Boost (150%)
150% Attack and Health
Health (200%)
200% Health
Armored and Charged – 1
When the Defender gains an Armor Up effect, they gain an indefinite non-stacking Power Gain Buff granting 1% of Max Power per second. Whenever the Defender is inflicted with an Armor Break, they are Power Drained for 3% of their Max Power. When any Armor Up effect on the Defender ends for any reason, the Power Gain is removed and the Defender is Power Drained for 33% of their Max Power.
Techno-Virus Infections – 2
Whenever the Attacker is inflicted with a Techno-Mechanical Infection or a Techno-Organic Transmode Virus Infection Passive, they are inflicted with a Special Lock Debuff for 8 seconds.
Map 4
Boss: Scream
Champion Boost (400%)
400% Attack and Health
Health (100%)
100% Health
Defensive Transference
The Defender gains a permanent Armor Up Buff increasing Armor Rating by 10% per stack whenever the Attacker blocks one of their attacks. Max stacks 10.
Mini Boss: Count Nefaria
Section 1
Champion Boost (150%)
150% Attack and Health
Health (200%)
200% Health
Evasive Maneuvers – 1
When the Defender is knocked down they gain an Evade charge for 6 seconds. If the Defender is attacked while this charge is active, it is consumed, granting a 100% chance to Passively Evade.
Prime Time (Punish Special)
The Defender starts the fight with an indefinite Prime Time Passive reducing the Ability Accuracy of incoming Damaging effects by 100%. Punishing the Defender’s Special Attack disables Prime Time for 12 seconds.
Section 2
Champion Boost (150%)
150% Attack and Health
Health (300%)
300% Health
Evasive Maneuvers – 2
When the Defender is knocked down they gain an Evade charge for 8 seconds. If the Defender is attacked while this charge is active, it is consumed, granting a 100% chance to Passively Evade.
Prime Time (Punish Special)
The Defender starts the fight with an indefinite Prime Time Passive reducing the Ability Accuracy of incoming Damaging effects by 100%. Punishing the Defender’s Special Attack disables Prime Time for 12 seconds.
Map 5
Boss: Scream
Champion Boost (425%)
425% Attack and Health
Health (100%)
100% Health
Escalating Pierce
Every 5 second(s), the Defender gains a Pierce Buff of 400 potency, lasting for 15 second(s).
Defensive Transference
The Defender gains a permanent Armor Up Buff increasing Armor Rating by 10% per stack whenever the Attacker blocks one of their attacks. Max stacks 10.
Unstoppable Courage – 1
The Defender is Immune to Neutralize, and starts with a 18 second timer. If the Defender is not suffering from Stagger or Fate Seal when the timer ends, they gain Unstoppable and Embolden Passives for 3 seconds. The timer restarts when both effects end or are prevented.
Mini Boss: Omega Sentinel
Section 1
Champion Boost (200%)
200% Attack and Health
Health (200%)
200% Health
Escalating Armor (Buff) – 1
Every 10 seconds, the Defender gains an indefinite +10% Armor Up Buff.
Gimme Shelter – 1
The Defender has a 40% chance to Autoblock Basic Attacks. This chance decreases by 20% for each Buff on the Attacker. While Autoblock chance is above 0% Defender gains 100% chance to resist Heavy Block Break.
Section 2
Champion Boost (200%)
200% Attack and Health
Health (300%)
300% Health
Escalating Armor (Buff) – 2
Every 5 seconds, the Defender gains an indefinite +10% Armor Up Buff.
Gimme Shelter – 2
The Defender has a 60% chance to Autoblock Basic Attacks. This chance decreases by 15% for each Buff on the Attacker. While Autoblock chance is above 0% Defender gains 100% chance to resist Heavy Block Break.
Map 6
Boss: Scream
Champion Boost (500%)
500% Attack and Health
Health (200%)
200% Health
Escalating Pierce
Every 5 second(s), the Defender gains a Pierce Buff of 400 potency, lasting for 15 second(s).
Defensive Transference
The Defender gains a permanent Armor Up Buff increasing Armor Rating by 10% per stack whenever the Attacker blocks one of their attacks. Max stacks 10.
Unstoppable Courage – 1
The Defender is Immune to Neutralize, and starts with a 18 second timer. If the Defender is not suffering from Stagger or Fate Seal when the timer ends, they gain Unstoppable and Embolden Passives for 3 seconds. The timer restarts when both effects end or are prevented.
Mini Boss: Gorr
Section 1
Champion Boost (300%)
300% Attack and Health
Health (200%)
200% Health
Clean Sweep
Each time the Attacker knocks the Defender down, all Debuffs on the Attacker are Purified.
Warpath
When the Attacker purifies a Debuff, the Defender gains a Fury Passive increasing their Attack by 25% for 12 second(s). If the Attacker intercepts the Defender, all Fury Passives are removed and the Defender is afflicted with a Degeneration Debuff dealing 100% of the Attacker’s Attack Rating for each Fury removed, over 6 second(s).
Section 2
Champion Boost (300%)
300% Attack and Health
Health (300%)
300% Health
Press the Advantage – 2
While the Defender has an Undermine effect, they gain a 550 Fury Passive, and a 550 Pierce Passive.
Clean Sweep
Each time the Attacker knocks the Defender down, all Debuffs on the Attacker are Purified.
Warpath
When the Attacker purifies a Debuff, the Defender gains a Fury Passive increasing their Attack by 25% for 12 second(s). If the Attacker intercepts the Defender, all Fury Passives are removed and the Defender is afflicted with a Degeneration Debuff dealing 100% of the Attacker’s Attack Rating for each Fury removed, over 6 second(s).
Map 7
Mini Boss: Scream
Champion Boost (500%)
500% Attack and Health
Health (300%)
300% Health
Escalating Pierce
Every 5 second(s), the Defender gains a Pierce Buff of 400 potency, lasting for 15 second(s).
Feats of Power
When above 1 Bar of Power, gain a Fury Buff. When above 2 Bars of Power, gain a Precision Buff. When at 3 Bars of Power, gain a Cruelty Buff.
Defensive Transference
The Defender gains a permanent Armor Up Buff increasing Armor Rating by 10% per stack whenever the Attacker blocks one of their attacks. Max stacks 10.
Unstoppable Courage – 2
The Defender is Immune to Neutralize, and starts with a 18 second timer. If the Defender is not suffering from Stagger or Fate Seal when the timer ends, they gain Unstoppable and Embolden Passives for 6 seconds. The timer restarts when both effects end or are prevented.”
Mini Boss: Rintrah
Section 1
Champion Boost (300%)
300% Attack and Health
Health (200%)
200% Health
Backboard Brawler
While this Defender is pinned against a wall, they gain a permanent Passive Fury and Passive Armor every 3 seconds. Each Fury increases their base Attack by 10% up to 300%, and each Armor increases their Armor Rating by 100 up to 1000.
Healthy Disposition
The Defender rotates between Stun, Slow and Heal Block Immunity every 8 seconds.
Poised to Attack – 1
Whenever one of the Attacker’s Buffs fails to trigger on them due to an effect, the Defender gains an Unblockable Passive for 4 seconds.
Section 2
Backboard Brawler
While this Defender is pinned against a wall, they gain a permanent Passive Fury and Passive Armor every 3 seconds. Each Fury increases their base Attack by 10% up to 300%, and each Armor increases their Armor Rating by 100 up to 1000.
Healthy Disposition
The Defender rotates between Stun, Slow and Heal Block Immunity every 8 seconds.
Poised to Attack – 2
Whenever one of the Attacker’s Buffs fails to trigger on them due to an effect, the Defender gains an Unblockable Passive for 6 seconds.
Ticking Time Bomb – 2
When the Attacker performs a Well-Timed Block they gain a Fuse Charge. Striking the Defender’s Block removes 1 Fuse Charge(s). When the Attacker reaches 5 Fuse Charges they’re all consumed and the Attacker takes a burst of Direct Damage, dealing 25% of their Max Health.
Map 8
Boss 1: Scream
Champion Boost (400%)
400% Attack and Health
Health (400%)
400% Health
Escalating Pierce
Every 5 second(s), the Defender gains a Pierce Buff of 400 potency, lasting for 15 second(s).
Feats of Power
When above 1 Bar of Power, gain a Fury Buff. When above 2 Bars of Power, gain a Precision Buff. When at 3 Bars of Power, gain a Cruelty Buff.
Defensive Transference
The Defender gains a permanent Armor Up Buff increasing Armor Rating by 10% per stack whenever the Attacker blocks one of their attacks. Max stacks 10.
Unstoppable Courage – 2
The Defender is Immune to Neutralize, and starts with a 18 second timer. If the Defender is not suffering from Stagger or Fate Seal when the timer ends, they gain Unstoppable and Embolden Passives for 6 seconds. The timer restarts when both effects end or are prevented.
Boss 2: Mordo
Champion Boost (400%)
400% Attack and Health
Health (400%)
400% Health
No Hit-M…ercy (Passive) – 3
Each time the Defender is knocked down they gain a Cruelty Passive granting +350% Critical Damage lasting for 7 seconds. While the Defender has a Cruelty effect, they can strike with Critical Hits even while the Opponent is blocking.
Special Coup D’état – 1
The Attacker suffers from an Indefinite 80% Cowardice Passive at the start of the fight. Intercepting the Defender removes the Cowardice Passive from the Attacker and applies on the Defender instead for 10 seconds, paused during Special Attacks. Once it expires or is removed for any reason, it is re-applied on the Attacker.
Mini Boss: Warlock
Section 1
Power Armor – 1
Whenever either Champion gains a Bar of Power, the Defender gains an Armor Up Buff increasing Armor by 5% for 5 second(s).
Enhanced Parry (Power Gain) – 3
Whenever the Attacker performs a Parry, they gain a non-stacking Power Gain Buff, granting 1 Bar of Power over 5 seconds.
Power Reversal
Whenever the Attacker activates a Power Gain Buff, it’s removed and replaced with a Power Drain Debuff, draining 50% of the Attackers max Power over 5 seconds.
Section 2
Power Armor – 2
Whenever either Champion gains a Bar of Power, the Defender gains an Armor Up Buff increasing Armor by 10% for 10 second(s).
Enhanced Parry (Power Gain) – 3
Whenever the Attacker performs a Parry, they gain a non-stacking Power Gain Buff, granting 1 Bar of Power over 5 seconds.
Power Reversal
Whenever the Attacker activates a Power Gain Buff, it’s removed and replaced with a Power Drain Debuff, draining 50% of the Attackers max Power over 5 seconds.
Good luck in this latest Season of Alliance Quest, Summoners!
💬 DISCUSS: Age of Empires II: Definitive Edition ForumThank you again to our amazing community members, all of whom have helped to make Age of Empires what it is today!
🗣 JOIN: The Age of Empires Official Discord
Balance ChangesGeneral
- Fire Lancer attack increased from 8 → 9.
- (Elite) Fire Lancer cost reduced from 40 wood 50 gold → 40 wood 45 gold.
Jurchens
- Grenadier
- HP increased from 35 → 40.
- Cost reduced from 35 food 70 gold → 35 food 65 gold.
- Attack increased from 11 → 12.
- Iron Pagoda
- Ability recharge reduced from 60 seconds → 40 seconds, Elite 50 seconds → 30 seconds.
- Upgrade cost reduced from 950 food 750 gold → 950 food 550 gold.
Khitans
- Shepherds and Herders generate +10% additional food civilization bonus removed.
- Herder walking distance on Pastures increased.
- Herder gather rate adjusted, so the overall income is reduced from +12% → +7% compared to generic un-upgraded Farmers.
Developer Note: The Khitan food economy provided too much early tempo by receiving ~64 food from Sheep in Dark Age, followed by exceptionally efficient Pastures. These changes will adjust the overall food income to be in line with other food bonuses in the game, while maintaining the unique strengths and feel of the Pasture economy.Shu
- War chariot
- Speed increased from 0.8 → 0.9.
- Reload time reduced from 8 → 6.5.
Wei
- Gain access to Gold Shaft Mining.
- Xianbei Raider
- Attack increased from 4 → 5.
- Charge attack now also shoots the main projectile with 5 damage, in addition to the existing 5 projectiles with 1 damage each.
- Charge attack now properly affected by Parthian Tactics.
- Tuntian
- Food generation per soldier increased from 1.2 food/minute → 1.8 food/minute.
- Cost adjusted from 250 food 300 gold → 250 food 300 wood.
Ongoing...InvestigationAs always, we are continuing to track issues reported by the community for future updates.
For other known issues, please visit this page to see what’s being tracked!
:alertalert: DISCLAIMERThis list is subject to change and should not be considered a comprehensive list of all the known issues we’re tracking. The above is to inform you of the team’s current priorities, which will change as other issues arise or take precedence.
For the latest updates and announcements, please visit our social channels.