Art of War: Red Tides - IRENEXJQ


We are pleased to announce that Art of War: Red Tides is now available in Spanish and German.

But please accept our apologies, we expect that there would be some language structure and cultural variants which are not 100% accurate. Dev team will keep on optimizing languages localization for future updates.

Russian and Brazilian Portuguese were supported since last update, more and more commanders from Russian and Portuguese speaking countries have joined Red Tides. We have seen many videos cast in different languages on YouTube and live-streamed on Twitch.

As we mentioned earlier, our intention was to break down the language barrier, for now we are happy to see the results turn out well. Please be assured that, dev team will go farther on our way to support as many languages as we can, to reach out more commanders.

In this long journey, we also need helps from community, if you would like to help us with translating or improving an existing translation that you don’t think is quite right, please leave comments below or contact us by email: support@gamesci.com.cn

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


We are pleased to announce that Art of War: Red Tides is now available in Spanish and German.

But please accept our apologies, we expect that there would be some language structure and cultural variants which are not 100% accurate. Dev team will keep on optimizing languages localization for future updates.

Russian and Brazilian Portuguese were supported since last update, more and more commanders from Russian and Portuguese speaking countries have joined Red Tides. We have seen many videos cast in different languages on YouTube and live-streamed on Twitch.

As we mentioned earlier, our intention was to break down the language barrier, for now we are happy to see the results turn out well. Please be assured that, dev team will go farther on our way to support as many languages as we can, to reach out more commanders.

In this long journey, we also need helps from community, if you would like to help us with translating or improving an existing translation that you don’t think is quite right, please leave comments below or contact us by email: support@gamesci.com.cn

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


Hello, Commanders!

New patch is upon us! Featuring a brand new map: Sunset Canyon, new neutral units, exciting 2V2 mode, new Terran trait, and auto-upgrading essence mine. With all that excited contents and changes, more strategies will come into the game and less ‘mouse-clicking’, team up with your friend and head over to Red Tides for real time 2v2 battles!
The server maintenance will take about 2 hours and be held on:

00:50 PDT August 22
07:50 GMT August 22
15:50 GMT+8 August 22



New Map: Sunset Canyon
  • In the early game, break the Statues in the middle of battlefield, you will get a population cap for your team
  • Statues can be attacked by Anti-air and Anti-ground units
  • When the Capsule in the middle of statues is broke by player, it will summon three Shadow Warriors to fight for that player.
  • Waves 25, Sarcophagus of Shadows breaks through the surface, then release shadow waves to surrounding, shadow waves cannot damage cloaked units, but will deal massive damage to units that uncloaked. When the Sarcophagus is broke by player, that player will earn some population caps again
  • When Sarcophagus of Shadows is broke by player, Belial, the Lord of Shadow appears into the battlefield,
  • Commanders under certain levels cannot encounter this new map

2V2 is available, team up with your friend to take over the battle!
  • 2V2 Ranked mode is opened, it has its own Ranking system and leaderboard
  • Since 2V2 is still in BETA version, there’s no season reward
  • Same as 3V3, 2V2 rank season will end at Sep. 14th
  • 2V2 will not open in the Quick Play and Versus A.I. mode
Terran trait ‘Tech Switch’ now change to ‘Elite Troops’
  • Now every Terran’s unit can use Tech Switch, the cost is 2% of unit cost for each tech point
  • Terran will be more focused on technology, new terran trait: Elite Troops
  • You can preset two Terran units to start the game with level 1 on those units, but the cost are increased
  • Each unit increase in different cost when set to Elite Troops
  • You can’t return the early upgraded tech point by using Tech Switch or Selling back the units
Now the essence mine will upgrade automatically and instantly, no more ‘Upgrade your mine’!
  • Mine will upgrade automatically in 10/30 waves
  • Mine upgrade will not cost any essences
  • Initial Terran/Atlac/Yaoguai’s population cap is 50/40/60, population cap increases 10 for every mine upgrade


What we did to the balance adjustment are based on tremendous match-up data from the game, and analyze the overall improvement relied on player’s feedback. Balance adjustment will be a long-term process, sufficient amount of time is needed to make sure every adjustment is effective and sound reasonable, so please be patient and stay with us, our goal is to provide players with diverse strategies and better game experience.

About the balance adjustment, since the essence mine system changed, the overall essences production increased, so most units cost increased.

1. Terran

Unit


Cost increased from 200 to 300


Cost increased from 300 to 500, HP increased from 60 to 150, armor increased from 1 to 3, and attack increased from 12 to 20. Unit type changed from Biological to Mechanical
Upgrade adjustments:
Lv1: Basic attack reduces 3 points of enemy’s attack
Lv2: When entering the battlefield, inflict 350% damage to enemy with the lowest health
Lv3: Inflict 250% more damage to mechanical units


Cost increased from 300 to 500, HP increased from 50 to 150, armor increased from 1 to 3, and attack increased from 14 to 20
Lv1: Armor+2
Lv2: When entering the battlefield, use ability ‘Fearless’ to increase 5 armor for 5 seconds
Lv3: When entering the battlefield, use ability ‘Overload’ to increase 100% attack speed for 5 seconds


It will not be strong against mechanical initially. Attack increased from 36 to 56
Upgrade adjustments:
Lv1: Attack 2 targets at a time
Lv2: Attack +11%
Lv3: Inflict 250% more damage to mechanical units


Movement speed decreased from 11.1 to 9, HP decreased from 90 to 70, and attack increased from 42 to 70
Upgrade adjustment:
Lv1: Attack Range increased to 18
Lv2: Attack +11%
Lv3: Inflict 250% more damage to biological units


Cost increased from 900 to 1500, attack increased from 20 to 50, HP increased from 60 to 100


Cost increased from 900 to 1500, attack increased from 20 to 50, HP increased from 100 to 150


Cost increased from 1050 to 1100


Cost increased from 1050 to 1100


Cost increased from 1100 to 1300


Cost increased from 1100 to 1300


Cost increased from 1100 to 1300


Cost increased from 1300 to 1700, attack increased from 40 to 50, armor increased from 4 to 6, target unit changed to Anti-Air only, range increased from 24 to 30, it attacks with machine gun initially
Upgrade adjustment:
Lv1: Strike an air unit with missiles
Lv2: Attack +12%
Lv3: Inflict 250% more damage to mechanical units


Cost increased from 1300 to 1700, attack increased from 50 to 60, armor increased from 5 to 7, range increased from 22 to 30
Upgrade adjustment:
Lv1: Maximum target increased to 3, each missile deals 80% damage
Lv2: Maximum target increased to 4, each missile deals 70% damage
Lv3: Maximum target increased to 5


Cost increased from 1500 to 1900, HP increased from 300 to 350


Cost increased from 1500 to 1900, HP increased from 350 to 400


Cost increased from 2500 to 2700


Cost increased from 2500 to 2700


Cost increased from 3000 to 3300


Cost increased from 3000 to 3300

2. Atlac

Unit


Cost increased from 300 to 400


Cost increased from 300 to 400


Cost increased from 350 to 400


Cost increased from 350 to 400


HP decreased from 70 to 60, shield decreased from 70 to 60, attack decreased from 50 to 37


Attack decreased from 60 to 47


Cost increased from 900 to 1000


Cost increased from 900 to 1000


Cost increased from 1100 to 1200


Cost increased from 1100 to 1200


Cost increased from 1100 to 1200
Upgrade adjustment:
Lv1: Each attack will stun enemy for 1 sec
Lv2: Each attack will hit and stun at most 4 enemies
Lv3: HP+30%


Cost increased from 1100 to 1200, basic attack deals rectangular AOE damage
Upgrade adjustment:
Lv1: The range of basic attack extended
Lv2: Each attack deals 35% of target’s current HP as damage, at most 150
Lv3: Each attack deals 50% of target’s current HP as damage, at most 200


Cost increased from 1100 to 1200


Cost increased from 1300 to 1600, target unit changed to Anti-ground only, able to set for Transformation with Hierophant, HP increased from 50 to 60, shield increased from 50 to 60, attack increased from 18 to 20
Upgrade adjustment:
Lv1: After killing a target, attack damage will not decrease
Lv2: After 6s, Attack increased to 44
Lv3: Inflict 250% more damage to mechanical units


Cost increased from 1300 to 1600, target unit changed to Anti-ground only, able to set for Transformation with Hierophant, HP increased from 55 to 65, shield increased from 55 to 65, attack increased from 18 to 20
Upgrade adjustment:
Lv1: Lightning Surge can burn up to 5 enemies
Lv2: Each attack lowers enemy’s armor, for at most 3 armors
Lv3: Inflict 250% more damage to biological units


Cost increased from 1500 to 1600


Cost increased from 1500 to 1600, active ability changed to cast on death
Upgrade adjustment:
Lv1: Storm Surge damage increased to 25
Lv2: Slow enemies within the Storm Surge
Lv3: Duration of Storm Surge increased to 20s


Cost increased from 1700 to 2000


Cost increased from 1700 to 2000


Cost increased from 1700 to 2000


Cost increased from 1700 to 2000


Cost increased from 1700 to 2000


Cost increased from 2500 to 2800


Cost increased from 2500 to 2800


Cost increased from 2500 to 2800


Cost increased from 2500 to 2800


Cost increased from 2800 to 3400, attack increased from 60 to 80


Cost increased from 2800 to 3400, HP increased from 140 to 180, attack increased from 50 to 70, shield cannot take damage more than 30 from each attack
Upgrade adjustment:
Lv1: Shield cannot take damage more than 16 from each attack
Lv2: Light ball +1 for each attack
Lv3: Radius of light ball increased to 5


Cost increased from 2800 to 3400, each attack hits an air unit 3 times, dealing 40 damage each time
Upgrade adjustment:
Lv1: Attack+12%
Lv2: Inflict 250% more damage to biological units
Lv3: Each attack hits an air unit 4 times


Cost increased from 3600 to 4000


Cost increased from 3600 to 4000


Cost increased from 3600 to 4000

3. Yaoguai

Unit


Dire wolf can evolve when it survives in the battlefield, for each 18 seconds, it will increase 50% attack and HP. Attack can increase up to 200%, HP increase up to 100%
Upgrade adjustment:
Lv1: Increase 100% attack and HP for surviving each turn
Lv2: Attack can increase up to 500%
Lv3: Evolve each 10 seconds


Acquire lifesteal and Rage after upgrading
Upgrade adjustment:
Lv1: Acquire lifesteal for 10s after getting into combat
Lv2: Acquire Rage for 10s after getting into combat
Lv3: Lifesteal and Feral Rage extended to 15 secs


Cost increased from 500 to 600


Upgrade adjustment:
Lv1: Spine length increased to 26
Lv2: Spine length increased to 28
Lv3: Spine width increased to 4.5


Cost increased from 800 to 900, cannot attack air unit initially
Upgrade adjustment:
Lv1: Hit 3 targets at a time
Lv2: Radius of attack range increased to 4
Lv3: Able to deal damage to air unit


Cost increased from 900 to 1000


Cost increased from 1000 to 1200


Cost increased from 900 to 1000


Cost increased from 1100 to 1200, active ability can control mechanical unit
Upgrade adjustment:
Lv1: Duration of Mind Control on biological unit doubled
Lv2: Mind Controlled unit’s attack +30%
Lv3: Mind Controlled unit can reflect damage to attackers


Cost increased from 900 to 1100


Cost increased from 1100 to 1300
Upgrade adjustment:
Lv1: Shield reduction increased to 30
Lv2: Each attack reduce enemy’s shield 5 times, each time reducing 10
Lv3: Attack max.3 units at a time


Cost increased from 1300 to 1500


Cost increased from 1000 to 1100


Cost increased from 1000 to 1200


Cost increased from 1200 to 1400


Cost increased from 1400 to 1600


Cost increased from 1000 to 1200


Cost increased from 1200 to 1400


Cost increased from 1200 to 1300


Cost increased from 1400 to 1600


Cost increased from 1300 to 1500
Upgrade adjustment:
Lv1: Shoot 2 arrows at a time, deals 150% damage in total
Lv2: Attack Speed +30%
Lv3: Arrow inflict 250% damage to biological unit


Cost increased from 1700 to 1800
Upgrade adjustment:
Lv1: Release Rain of Arrows for each 8s
Lv2: Attack +13%
Lv3: Each basic attack releases Rain of Arrows


Cost increased from 1500 to 1700


Cost increased from 1700 to 2000


Cost increased from 1800 to 2100, population increased from 2 to 3


Cost increased from 2000 to 2400


Cost increased from 2000 to 2300


Cost increased from 2200 to 2700


Cost increased from 2500 to 2800


Cost increased from 2800 to 3300



1. Along with waves increase in game, defense towers’ attack, HP, Max. targets increase.
  1. The first tower will upgrade two times in 15/30 waves, Max. targets is 1
  2. The second tower will upgrade two times in 15/30 waves, Max. targets stay 2
  3. The final tower will upgrade two times in 15/30 waves, initial Max. targets are 3, increase by 1 for each upgrade
2. Effect of Overseer rune change to increase a few essences per minute
3. Reinforce ‘Scaling’ and ‘Lesser’ type runes
  1. Add description of final increasing stats for ‘Scaling’ type of runes
  2. Reinforce ‘Scaling’ type of runes, now their stats are proximately equal to ‘General’ type of runes in 27 waves
  3. Reinforce ‘Lesser’ type of tunes, now their stats are proximately equal to 70% ‘Core’ type of runes


1. Fixed when the Queen Bee summoned by ancient egg attacks Soul Dragon, cannot receive soul essences
2. Fixed the damage description of Blade Slave’s Heavy Slash is not matched to the actual damage
3. Fixed problem when play joint operation, skin of the second set of army is not displayed in game
4. Fixed bug when Bear Vanguard applied with Quantum Propulsion then uses Bear Down, it will permanently disappear



1. Optimized the Arena rewards interface and joint operation in-game interface
2. Cancelled the countdown time when release skills

We hope you enjoy these latest changes to The Art of War: Red Tides. Your advice and feedback are valuable to us, don’t hesitate to share any thoughts on the game with us!

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


Hello, Commanders!

New patch is upon us! Featuring a brand new map: Sunset Canyon, new neutral units, exciting 2V2 mode, new Terran trait, and auto-upgrading essence mine. With all that excited contents and changes, more strategies will come into the game and less ‘mouse-clicking’, team up with your friend and head over to Red Tides for real time 2v2 battles!
The server maintenance will take about 2 hours and be held on:

00:50 PDT August 22
07:50 GMT August 22
15:50 GMT+8 August 22



New Map: Sunset Canyon
  • In the early game, break the Statues in the middle of battlefield, you will get a population cap for your team
  • Statues can be attacked by Anti-air and Anti-ground units
  • When the Capsule in the middle of statues is broke by player, it will summon three Shadow Warriors to fight for that player.
  • Waves 25, Sarcophagus of Shadows breaks through the surface, then release shadow waves to surrounding, shadow waves cannot damage cloaked units, but will deal massive damage to units that uncloaked. When the Sarcophagus is broke by player, that player will earn some population caps again
  • When Sarcophagus of Shadows is broke by player, Belial, the Lord of Shadow appears into the battlefield,
  • Commanders under certain levels cannot encounter this new map

2V2 is available, team up with your friend to take over the battle!
  • 2V2 Ranked mode is opened, it has its own Ranking system and leaderboard
  • Since 2V2 is still in BETA version, there’s no season reward
  • Same as 3V3, 2V2 rank season will end at Sep. 14th
  • 2V2 will not open in the Quick Play and Versus A.I. mode
Terran trait ‘Tech Switch’ now change to ‘Elite Troops’
  • Now every Terran’s unit can use Tech Switch, the cost is 2% of unit cost for each tech point
  • Terran will be more focused on technology, new terran trait: Elite Troops
  • You can preset two Terran units to start the game with level 1 on those units, but the cost are increased
  • Each unit increase in different cost when set to Elite Troops
  • You can’t return the early upgraded tech point by using Tech Switch or Selling back the units
Now the essence mine will upgrade automatically and instantly, no more ‘Upgrade your mine’!
  • Mine will upgrade automatically in 10/30 waves
  • Mine upgrade will not cost any essences
  • Initial Terran/Atlac/Yaoguai’s population cap is 50/40/60, population cap increases 10 for every mine upgrade


What we did to the balance adjustment are based on tremendous match-up data from the game, and analyze the overall improvement relied on player’s feedback. Balance adjustment will be a long-term process, sufficient amount of time is needed to make sure every adjustment is effective and sound reasonable, so please be patient and stay with us, our goal is to provide players with diverse strategies and better game experience.

About the balance adjustment, since the essence mine system changed, the overall essences production increased, so most units cost increased.

1. Terran

Unit


Cost increased from 200 to 300


Cost increased from 300 to 500, HP increased from 60 to 150, armor increased from 1 to 3, and attack increased from 12 to 20. Unit type changed from Biological to Mechanical
Upgrade adjustments:
Lv1: Basic attack reduces 3 points of enemy’s attack
Lv2: When entering the battlefield, inflict 350% damage to enemy with the lowest health
Lv3: Inflict 250% more damage to mechanical units


Cost increased from 300 to 500, HP increased from 50 to 150, armor increased from 1 to 3, and attack increased from 14 to 20
Lv1: Armor+2
Lv2: When entering the battlefield, use ability ‘Fearless’ to increase 5 armor for 5 seconds
Lv3: When entering the battlefield, use ability ‘Overload’ to increase 100% attack speed for 5 seconds


It will not be strong against mechanical initially. Attack increased from 36 to 56
Upgrade adjustments:
Lv1: Attack 2 targets at a time
Lv2: Attack +11%
Lv3: Inflict 250% more damage to mechanical units


Movement speed decreased from 11.1 to 9, HP decreased from 90 to 70, and attack increased from 42 to 70
Upgrade adjustment:
Lv1: Attack Range increased to 18
Lv2: Attack +11%
Lv3: Inflict 250% more damage to biological units


Cost increased from 900 to 1500, attack increased from 20 to 50, HP increased from 60 to 100


Cost increased from 900 to 1500, attack increased from 20 to 50, HP increased from 100 to 150


Cost increased from 1050 to 1100


Cost increased from 1050 to 1100


Cost increased from 1100 to 1300


Cost increased from 1100 to 1300


Cost increased from 1100 to 1300


Cost increased from 1300 to 1700, attack increased from 40 to 50, armor increased from 4 to 6, target unit changed to Anti-Air only, range increased from 24 to 30, it attacks with machine gun initially
Upgrade adjustment:
Lv1: Strike an air unit with missiles
Lv2: Attack +12%
Lv3: Inflict 250% more damage to mechanical units


Cost increased from 1300 to 1700, attack increased from 50 to 60, armor increased from 5 to 7, range increased from 22 to 30
Upgrade adjustment:
Lv1: Maximum target increased to 3, each missile deals 80% damage
Lv2: Maximum target increased to 4, each missile deals 70% damage
Lv3: Maximum target increased to 5


Cost increased from 1500 to 1900, HP increased from 300 to 350


Cost increased from 1500 to 1900, HP increased from 350 to 400


Cost increased from 2500 to 2700


Cost increased from 2500 to 2700


Cost increased from 3000 to 3300


Cost increased from 3000 to 3300

2. Atlac

Unit


Cost increased from 300 to 400


Cost increased from 300 to 400


Cost increased from 350 to 400


Cost increased from 350 to 400


HP decreased from 70 to 60, shield decreased from 70 to 60, attack decreased from 50 to 37


Attack decreased from 60 to 47


Cost increased from 900 to 1000


Cost increased from 900 to 1000


Cost increased from 1100 to 1200


Cost increased from 1100 to 1200


Cost increased from 1100 to 1200
Upgrade adjustment:
Lv1: Each attack will stun enemy for 1 sec
Lv2: Each attack will hit and stun at most 4 enemies
Lv3: HP+30%


Cost increased from 1100 to 1200, basic attack deals rectangular AOE damage
Upgrade adjustment:
Lv1: The range of basic attack extended
Lv2: Each attack deals 35% of target’s current HP as damage, at most 150
Lv3: Each attack deals 50% of target’s current HP as damage, at most 200


Cost increased from 1100 to 1200


Cost increased from 1300 to 1600, target unit changed to Anti-ground only, able to set for Transformation with Hierophant, HP increased from 50 to 60, shield increased from 50 to 60, attack increased from 18 to 20
Upgrade adjustment:
Lv1: After killing a target, attack damage will not decrease
Lv2: After 6s, Attack increased to 44
Lv3: Inflict 250% more damage to mechanical units


Cost increased from 1300 to 1600, target unit changed to Anti-ground only, able to set for Transformation with Hierophant, HP increased from 55 to 65, shield increased from 55 to 65, attack increased from 18 to 20
Upgrade adjustment:
Lv1: Lightning Surge can burn up to 5 enemies
Lv2: Each attack lowers enemy’s armor, for at most 3 armors
Lv3: Inflict 250% more damage to biological units


Cost increased from 1500 to 1600


Cost increased from 1500 to 1600, active ability changed to cast on death
Upgrade adjustment:
Lv1: Storm Surge damage increased to 25
Lv2: Slow enemies within the Storm Surge
Lv3: Duration of Storm Surge increased to 20s


Cost increased from 1700 to 2000


Cost increased from 1700 to 2000


Cost increased from 1700 to 2000


Cost increased from 1700 to 2000


Cost increased from 1700 to 2000


Cost increased from 2500 to 2800


Cost increased from 2500 to 2800


Cost increased from 2500 to 2800


Cost increased from 2500 to 2800


Cost increased from 2800 to 3400, attack increased from 60 to 80


Cost increased from 2800 to 3400, HP increased from 140 to 180, attack increased from 50 to 70, shield cannot take damage more than 30 from each attack
Upgrade adjustment:
Lv1: Shield cannot take damage more than 16 from each attack
Lv2: Light ball +1 for each attack
Lv3: Radius of light ball increased to 5


Cost increased from 2800 to 3400, each attack hits an air unit 3 times, dealing 40 damage each time
Upgrade adjustment:
Lv1: Attack+12%
Lv2: Inflict 250% more damage to biological units
Lv3: Each attack hits an air unit 4 times


Cost increased from 3600 to 4000


Cost increased from 3600 to 4000


Cost increased from 3600 to 4000

3. Yaoguai

Unit


Dire wolf can evolve when it survives in the battlefield, for each 18 seconds, it will increase 50% attack and HP. Attack can increase up to 200%, HP increase up to 100%
Upgrade adjustment:
Lv1: Increase 100% attack and HP for surviving each turn
Lv2: Attack can increase up to 500%
Lv3: Evolve each 10 seconds


Acquire lifesteal and Rage after upgrading
Upgrade adjustment:
Lv1: Acquire lifesteal for 10s after getting into combat
Lv2: Acquire Rage for 10s after getting into combat
Lv3: Lifesteal and Feral Rage extended to 15 secs


Cost increased from 500 to 600


Upgrade adjustment:
Lv1: Spine length increased to 26
Lv2: Spine length increased to 28
Lv3: Spine width increased to 4.5


Cost increased from 800 to 900, cannot attack air unit initially
Upgrade adjustment:
Lv1: Hit 3 targets at a time
Lv2: Radius of attack range increased to 4
Lv3: Able to deal damage to air unit


Cost increased from 900 to 1000


Cost increased from 1000 to 1200


Cost increased from 900 to 1000


Cost increased from 1100 to 1200, active ability can control mechanical unit
Upgrade adjustment:
Lv1: Duration of Mind Control on biological unit doubled
Lv2: Mind Controlled unit’s attack +30%
Lv3: Mind Controlled unit can reflect damage to attackers


Cost increased from 900 to 1100


Cost increased from 1100 to 1300
Upgrade adjustment:
Lv1: Shield reduction increased to 30
Lv2: Each attack reduce enemy’s shield 5 times, each time reducing 10
Lv3: Attack max.3 units at a time


Cost increased from 1300 to 1500


Cost increased from 1000 to 1100


Cost increased from 1000 to 1200


Cost increased from 1200 to 1400


Cost increased from 1400 to 1600


Cost increased from 1000 to 1200


Cost increased from 1200 to 1400


Cost increased from 1200 to 1300


Cost increased from 1400 to 1600


Cost increased from 1300 to 1500
Upgrade adjustment:
Lv1: Shoot 2 arrows at a time, deals 150% damage in total
Lv2: Attack Speed +30%
Lv3: Arrow inflict 250% damage to biological unit


Cost increased from 1700 to 1800
Upgrade adjustment:
Lv1: Release Rain of Arrows for each 8s
Lv2: Attack +13%
Lv3: Each basic attack releases Rain of Arrows


Cost increased from 1500 to 1700


Cost increased from 1700 to 2000


Cost increased from 1800 to 2100, population increased from 2 to 3


Cost increased from 2000 to 2400


Cost increased from 2000 to 2300


Cost increased from 2200 to 2700


Cost increased from 2500 to 2800


Cost increased from 2800 to 3300



1. Along with waves increase in game, defense towers’ attack, HP, Max. targets increase.
  1. The first tower will upgrade two times in 15/30 waves, Max. targets is 1
  2. The second tower will upgrade two times in 15/30 waves, Max. targets stay 2
  3. The final tower will upgrade two times in 15/30 waves, initial Max. targets are 3, increase by 1 for each upgrade
2. Effect of Overseer rune change to increase a few essences per minute
3. Reinforce ‘Scaling’ and ‘Lesser’ type runes
  1. Add description of final increasing stats for ‘Scaling’ type of runes
  2. Reinforce ‘Scaling’ type of runes, now their stats are proximately equal to ‘General’ type of runes in 27 waves
  3. Reinforce ‘Lesser’ type of tunes, now their stats are proximately equal to 70% ‘Core’ type of runes


1. Fixed when the Queen Bee summoned by ancient egg attacks Soul Dragon, cannot receive soul essences
2. Fixed the damage description of Blade Slave’s Heavy Slash is not matched to the actual damage
3. Fixed problem when play joint operation, skin of the second set of army is not displayed in game
4. Fixed bug when Bear Vanguard applied with Quantum Propulsion then uses Bear Down, it will permanently disappear



1. Optimized the Arena rewards interface and joint operation in-game interface
2. Cancelled the countdown time when release skills

We hope you enjoy these latest changes to The Art of War: Red Tides. Your advice and feedback are valuable to us, don’t hesitate to share any thoughts on the game with us!

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


For non-English-speaking commanders, Art of War: Red Tides is now playable in Russian and Brazilian Portuguese.

By the time we read through comments and feedback, we realized that there are still a lot of commanders that were not having fun because of the language barrier! This can be depressing.

One of the ultimate intentions for this game is to break down the language barrier and regional border. To support more languages, hold global server and yet-to-be released feature auto-translation are all the efforts we have made to achieve our original intention.

Even though we have tried very hard, the new supported language localization might not be perfect due to a limited time and cultural differences, but we are continuously working on it. As always, there are more languages coming soon, and more planned for improving language support/translations.

We are seeking help from native speakers all over the world, if you would like to help us with translating or improving an existing translation that you don’t think is quite right, please leave comments or contact us by email:
support@gamesci.com.cn

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


For non-English-speaking commanders, Art of War: Red Tides is now playable in Russian and Brazilian Portuguese.

By the time we read through comments and feedback, we realized that there are still a lot of commanders that were not having fun because of the language barrier! This can be depressing.

One of the ultimate intentions for this game is to break down the language barrier and regional border. To support more languages, hold global server and yet-to-be released feature auto-translation are all the efforts we have made to achieve our original intention.

Even though we have tried very hard, the new supported language localization might not be perfect due to a limited time and cultural differences, but we are continuously working on it. As always, there are more languages coming soon, and more planned for improving language support/translations.

We are seeking help from native speakers all over the world, if you would like to help us with translating or improving an existing translation that you don’t think is quite right, please leave comments or contact us by email:
support@gamesci.com.cn

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


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



The long-awaited 1v1 Joint Operation is coming!

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

Introduction:

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

Rules:

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



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

Rewards and Leaderboard:

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



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



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



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

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



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

1. Terran

Unit


Attack damage decreased from 11 to 8.

Commander Skill

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

2. Atlac

Unit


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


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


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

Commander Skill

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

Essence Recycler
Armor increased from 4 to 6.

3. Yaoguai

Unit


Cost increased from 400 to 500.


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



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



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

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

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


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



The long-awaited 1v1 Joint Operation is coming!

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

Introduction:

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

Rules:

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



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

Rewards and Leaderboard:

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



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



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



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

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



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

1. Terran

Unit


Attack damage decreased from 11 to 8.

Commander Skill

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

2. Atlac

Unit


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


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


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

Commander Skill

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

Essence Recycler
Armor increased from 4 to 6.

3. Yaoguai

Unit


Cost increased from 400 to 500.


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



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



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

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

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


There will be no update nor server maintenance this week.

BUT, the Arena: Joint Operation will soon be available! This new mode allows players to:
  • send joint troops of two races, and
  • use commander skills of two races, e.g. Kunlun and Iron Maiden.
1V1 is coming again!



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


There will be no update nor server maintenance this week.

BUT, the Arena: Joint Operation will soon be available! This new mode allows players to:
  • send joint troops of two races, and
  • use commander skills of two races, e.g. Kunlun and Iron Maiden.
1V1 is coming again!



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