The Vale of Magic deck is now available for browsing!
AI can now be added to Online Games. AI players will be replaced if another player joins your room
News widget added to title screen for displaying info on upcoming expansions
Clicking the turn info panel will now switch to the current active player
Changes, Improvements and Fixes
My Collection:
Cards within the Deck Browser can now be expanded by clicking them
Added scrollbars to Deck Browser shelves for faster scrolling
Added filter buttons to Deck Browser. Advancements and Vale Card shelves can now be filtered to only display specific levels
Added mouse-over and selected highlights to the list of expansions in the main 'My Collection' dialog
Added scrollbars to expansion description text boxes
Added Player Starter Deck shelf to Deck Browser
Changed 'Purchased' text to 'Owned' for packs that you currently own
UI: Quick Reference guide is now left-aligned, and font size decreased slightly
UI: Online Chat font size reduced slightly
UI/GAMEPLAY: 'Select Spirit Token' dialog updated. It will now display the amount of Wild Spirit Cost tokens remaining, as well as a few under-the-hood changes
UI: Fixed results screen background glow colour not using the winning player's colour
UI: Added background graphic to Settings screen settings to improve readability
UI: Improved handling of full-width text in usernames. If supported, they will be converted to normal half-width characters
TECHNICAL: Improved handling of Steam Offline Mode
TECHNICAL: Fixed 'Infertile Soil' and 'Clean Green Thumb' sometimes not being achievable in certain circumstances
ONLINE: Added a couple more words to the profanity filter
Hi Pilots, A new portion of the internal working flow information arrived.
How was the last update? We hope you enjoyed. It's time to move and achieve new tasks. We made research yesterday of your comments, suggestion, and ideas and highlighted the most common. And start to work on them.
New Hangar Interface
A lot of people want to preview purchased ships, message windows, repair status. We heard you and start to work on it. Gameplay Some of you asking us to diversify the gameplay. Done, we add new tourist missions.
Animation
One of the popular Youtube reviewer "Raptor" made a review (give it like, please) and mentioned an important thing. We missed the moving of the sun and day$night changing. It will definitely change the environment and ambiance of the game.
Navigation
We added already the destination point into the compass. Now you would be able to set the manual set destination points on the bar at the top.
Weather
Since we found a great shader specialist we can add different weather conditions: Rain, wind, storm and etc. IT's already in the testing stage.
Landscape
The planet is kinda dead. To make it alive we are going to add: 1)Random creating of volcanos 2) Earthquakes 3) Swimming Mushroom islands
Cockpit
We found an interesting video on youtube about the new tank generation. Seem's like we are moving in the right direction. (Traditional cockpits is the past). ---------------------------------- P.S. As usual, recommend our game to your friends leave reviews in steam and enjoy the game.
The flag of France is based on three vertical stripes coloured blue, white, and red. It is widely known as the French Tricolour or simply, the Tricolour. The French flag is one of the most fascinating and iconic in European history.
The French Flag origin is inextricably linked to the French Revolution (1789- 1799), but the flag of France has changed over the centuries, depending on who ruled the country. The early coat of arms of the French kings in the early 1200s was a blue crest decorated with gold lily flowers (fleurs-de-lis), and the standard of the Bourbon family, who ruled France until the French Revolution from the late 16th century, was a white backdrop with gold fleurs-de-lis.
During the Revolution, blue and red rosettes were worn by the militia, in keeping with the colours of the French coat of arms as well as the red and blue flag of Paris. At the end of July 1789 when the new national police force, the National Guard, was formed, its commander, Marie Joseph Yves Gilbert du Motier, Marquis de Lafayette, created a rosette of blue, white and red as their emblem. This is thought to be one of the first times the Tricolore was used to represent France.
The Tricolore flag wasn’t displayed that much during the Revolution itself, but its revolutionary connotations were already etched into its short history. Aside from a short period (1814-1830) after the defeat of Napoleon in the Battle of Waterloo when the Bourbon monarchy returned to power and reinstated the white fleur-de-lis flag, it has remained France’s flag ever since.
Another update just came in. Here are its details:
Added:
- description of available controls when you pick up a Matrioshka
Fixes:
- tweaks and enhancements in the audio department - some audio tweaks during dialogues - small fix in the new Singular Scene Loading System, accessed in the options menu - some fixes when shooting photos and added an additional spot to make one - small animation fixes during side quests
That's all we've got for you this week!
If you noticed a bug, please let us know by creating a thread in the Steam discussions or by sending an e-mail to: support@jujubee.pl
Thank you for your support everyone! Have a great weekend!
General: -The situation menu has been revamped. Villagers and guardians can now be selected and and thereafter ordered around by pressing the right mouse button. Groups of guardians can be selected at the same time by pressing the group flags under the military category. -Regular villagers can now get move orders, this will allow players to more directly control villagers and fix stuck villagers. -Added an interface for assigning guardians to groups. -Guardpost and patrolpost buildings has been removed and replaced by Guard and Patrol commands in the new situation menu. -Build multiple of the same building by holding down shift during placement. -Guardians now try to sync up their needs fulfillments. (etc, they will all eat at the same time). -Snapping of walls and fences has been revamped. Walls and fences can now snap both at the start and end of placement to connect different stretches of fencing. -The music has been updated and remastered. -Slight UI updates to the construction bar.
Bugs: -Villagers can no longer walk over unconstructed bridges. -Explore flags should now be placeable at all viable locations. -Rocks should now get removed correctly when constructing building on top of them. -Fences does not go flying all over the screen when removed during a paused game. -Clothes and equipment should now be loaded correctly after a save. -A bug introduced in the last patch where gates floated in the air has been fixed.
Professional Farmer: Cattle and Crops - [Masterbrain Bytes] Rob
Full Controller Support & Steam Big Picture Mode
We’re starting off the year by working on the 0.5.0 update, with emphasis on difficulty settings, UI and gamepad controls . As always, this update will include bug fixes.
Our main focus for the next update will be the improvement of the game’s accessibility. Part of that is reworking the gamepad controls in order to be able to control all aspects of the game - something that, according to a lot of feedback we’ve received, will come in handy for many of you. Concurrently with this we’re updating the UI for better gamepad support.
We’re in the process of designing and developing a radial menu that allows you to access and control all User Actions very quickly. In order to keep the menu uncluttered, the User Actions will be divided into several groups. Our example has the vehicle’s most important actions, such as turning on the machine or unloading, in the first ring, and functions like doors, windows or the steering console in another one.
The radial menu will be controlled with the right stick and the primary buttons, allowing you to continue driving with the left stick and the triggers.
Difficulty Settings
In order to be able to offer a better introduction to the game, we’re drafting a handful of new tutorials. We’ll let you know at a future time when these will be available. Simultaneously we’re fixing and improving the translations, which also led to separating the unit settings (metric vs. imperial) from the language selection. In addition to that we’re extending difficulty levels.
Plant Growth System & Balancing
We’d like to add another insight into a different part of CNC’s development: fruit growth in relation to fertilizing.
It is mainly nitrogen, phosphorus and potassium (NPK) that’ll drive fruit growth, and they’ll have to be provided optimally over the different growth stages. But there’ll also be a few additional parameters that’ll influence fruit development, such as weather, seed bed quality, soil compaction and more.
The following image shows a possible development progress of silage maize. We’ve built a tool for the internal development which enables us to simulate the fruit growth with adjustable parameters. This example only considers the fertilizing element, which consists of three fertilization points (“fertilizing events”). The first application (“1”) provides a large amount of potassium (200 kg K/ha / 178 lbs K/ac) via under-root fertilizing during the sowing. The second one (“2N”/“2P”), which happened a little too late, provided the much needed nitrogen and phosphorus (170 kg N/ha, 20 kg P/ha / 152 lbs N/ac, 18 lbs P/ac) to really induce the growth. In order to ensure proper fructification, we had to re-apply phosphorus (“3”) shortly before fruit formation (40 kg P/ha / 36 lbs P/ac). The maize reached BBCH level 89 (EC) after a total of 175 days and was ready for harvesting.
We’ll provide you with more details concerning fruit growth and according parameters in the near future.
Last but not least, a couple of quick answers to questions concerning our previous status update. The quick slot system will stay, of course, and extended with a few functions. In addition we’re working on implementing key combinations for different functions (both for keyboard and for controller usage ).
A brand new Conqueror’s Blade open weekend is underway, which means that if you’ve been chomping at the bit to try out the game without the prerequisite of a pre-order pack, the time is nigh to mount up and ride in while the guards are snoozing.
If you have friends, family or colleagues who might have a passing interest in medieval combat mixed with grand strategy, why not invite them in too? The more players we have between now and February 18 at 06:00 CET (February 17, 9pm PST), the merrier the experience for all!
Participate in the open weekend and enjoy a 15% discount on any purchase (or upgrade) of a pre-order pack. You will see the discount on our pre-order page from February 20th.
Update (March 6): Due to unexpected and unfortunate technical issues, it was not possible to activate the Steam discount as planned, nor the ability to upgrade founder packs. We have since removed all upgrade options, for which we apologize. Please know that we're working with our Steam counterparts to ensure such issues do not reoccur. If you’ve been inconvenienced by this, we invite you to submit a support request to our Customer Support team
If you took part in the previous open weekend back in December, know that the game has moved on a bit since them. Look forward to:
Dynamic campaign: No longer limited to inconsequential castle sieges, warlords are encouraged to explore the unique gameworld; to secure resources - by trade or by conquest - and to establish themselves in competition with other players and roaming NPC bandits.
Crafting and development systems: Warlords will divide their (peace) time between friendly settlements and their Personal Camp, between which research and resources will be acquired and spent to develop raw recruits into elite units equipped with the finest arms and armour.
Territory Wars: On alternate days armies can take part in Territory Wars, which are effectively the acting out of war declarations. Attacking armies will converge on their pre-preferred targets, while the defenders must effectively come together to try to send the invaders packing.
New tutorial: As soon as you’ve created a new character you’ll be taken to a quest-based tutorial area to learn the fundamentals of melee, mounted, and siege combat, as well as unit leadership. Afterwards, you can choose a home region to start your adventures.
New maps: As well as new siege maps, there are new field battle locations that simulate the kind of skirmishes that occur when opposing armies meet on the open road or away from major settlements. Some of these battles can be played in PvP or PvE (using the same matchmaking system).
24/7 server access: The servers are planned to be up all day, every day until February 18, 06:00 CET (February 17, 9pm PST). If there are any issues that require a rest or a reset, we’ll be sure to let you know as far in advance as possible.
Whether you can do all that in a single weekend is another matter. Good luck trying!
IMPORTANT NOTES & ISSUES
You need to be logged into an active My.com account to access the game.
Not all features of the full game are implemented and some that are might not be finalized. Many social and guild features, for example, will debut in a later (closed) test stage.
In order to encourage newcomers into the game, there will be a server wipe prior to both the open weekend (15-18th Feb) and the Guild CBT (18-25th Feb). This means that the characters created during CBT1 will not be accessible.
As with the recent Siege Tests, characters and progression will not carry over from into subsequent tests.
A bug that affected some AMD processors during the Siege Tests has been eliminated.
PvE gameplay is set to a single “Commoner” difficulty. More difficulty settings will be introduced prior to full game release.
The Big Patch™ hits servers one day before the free to play launch of Battlerite Royale, on February 18th at 9:00 AM CET. Downtime is scheduled to last up to 2 hours. Both Battlerite and Battlerite Royale will be offline during this time.
There are lots of large changes coming to Battlerite with this patch. You can read up on the thought process behind these changes in our Dev Update.
Battle Season 1
Unlock unique rewards every Battle Season with the new Battle Pass feature! Battle Pass progress is shared between Battlerite and Battlerite Royale, giving players the freedom to progress their Pass however they choose.
With the introduction of the Battle Pass come the Battle Seasons, starting with Battle Season 1. We're restarting the season counter to make it clear when the Battle Pass and its related changes was introduced and that the Season is shared between both games.
The Battle Pass
Progress your Battle Pass by leveling your Tier level, with each Tier level having new rewards to potentially unlock. Advancing to the next Tier level requires 10 Battle Stars, which can be earned by leveling up your Season Level, completing Daily Quests, or completing Season Quests.
The Free Pass
Everyone has access to the Free Battle Pass, which gives rewards at Tier levels 2, 5, 7, 11, 13, 16, 19, 23, 27, 31, and 36. These rewards include:
6x Silver Chests
2x Avatars
2x Rare Weapons
1x Rare Pose
The Premium Pass
Upgrade your Battle Pass to the Premium Pass to unlock rewards at every Tier level. Pre-purchase the Premium Pass here or purchase it in-game for 950 Diamonds.
Players also have the option to upgrade to the Premium Pass and purchase an additional 15 Tiers for 2500 Diamonds in game (unless already pre-purchased).
Premium Pass owners can unlock all the Free Pass rewards, as well as potentially:
1x Legendary Mount
2x Legendary Outfits
2x Legendary Weapons
1x Epic Mount
9x Epic Pets, including variations (27 total)
2x Epic Poses
2x Epic Emotes, including variations (4 total)
3x Epic Weapons
1x Rare Mount
6x 100 Gems or Diamonds (players can choose which currency)
5x 10% Season XP Boosts (Season XP Boosts stack additively)
8x Avatars
1x Legendary Chest
2x Dragon Chests
1x Arctic Chests
1x Creepy Chest
1x Ancient Chest
1x Gold Chest
Purchasing Tiers
Players who upgrade to the Premium Pass can purchase Tiers directly for
1 Tier for 150 Diamonds
5 Tiers + 1 Extra for 750 Diamonds
10 Tiers + 4 Extra for 1,500 Diamonds
Tiers purchased after the max Tier of 50 will be converted into Season XP. All Battle Star progress is kept and applied to your new Tier level.
Season Level
The Season Level is a new type of Account Level that resets every Season. Gain 2 Battle Stars every time you level up, and 5 Battle Stars every 5th level. Once a player has reached a max Tier level of 50, any Battle Stars earned will be converted into Season XP, which increases a player's Season Level. Season Level history will be shown in the profile from Battle Season 2 onward.
Account Level
Account Levels are still around! Account Levels now represent your total accumulated level from previous and current Seasons in both Battlerite and Battlerite Royale. No legacy Account Levels have been lost. Account Level is displayed in the profile, above your current Season Level, and in the Friends List.
New Season Quests
Every Battle Season now brings new quests that unlock each week for ten weeks! Season Quests are not shared between Battlerite and Battlerite Royale and can only be progressed in their respective game client. However, both will contribute to the same Battle Pass progress. Season quests can only be progressed in Casual and League. There are Free and Premium Quests - Free Quests can be progressed by all players, but Premium Quests require upgrading the Battle Pass to progress. In Battlerite Royale there are:
2 Free Quests per week
1 Premium Quest per week
Total of 30 Quests per Season
4 Battle Stars rewarded per completed Free Quest
8 Battle Stars rewarded per completed Premium Quest
Daily Quests
Daily Quests have been reworked and are now shared between Battlerite and Battlerite Royale. Each completed Daily Quest rewards 150 Battle Coins and 3 Battle Stars. Daily Quests can be progressed in Vs AI, Casual, and League. Don't forget that Daily Quests still progress signed Sponsors!
Additionally, some old Daily Quests have been removed and new ones added. The new Daily Quest pool consists of the following quests:
Play 6 Matches
Play 4 Matches as a Ranged Champion
Play 4 Matches as a Melee Champion
Strike a Killing Blow in 2 different games
Deal 5000 Damage
Heal or Absorb 2000 Damage
Deal 300 Damage with Ultimate Abilities
Play a match in a Party
Collect 1000 Season XP
Gather 2000 Energy
Hit 5 projectiles in a row in 4 matches
Hit 5 melee attacks in a row in 4 matches
Sponsors
Sponsors are still around with the introduction of the Battle Pass, and can still be progressed by completing Daily Quests. They are now shared between Battlerite and Battlerite Royale.
Champions that are rewarded through sponsors are now unlocked in both Battlerite and Battlerite Royale, though Champions no longer provide token compensation when the Champion is already owned.
There are five sponsors for Battle Season 1. Three Sponsors return from previous seasons and two new Sponsors join them. The Stewards of the Arena are available for all players to progress and will unlock Raigon and a unique Raigon weapon and outfit. The Halls of Triumph sponsor is only available for players who have upgraded to the Premium Battle Pass and contains a unique pose, outfit, and weapon for Jumong.
If you are still signed with a sponsor from Season 5 you will still be able to complete it. All sponsors from previous seasons will be marked with a star.
Boosts
Due to the change to Season Levels and introduction of the Battle Pass, Boosts have much more value than previously. For this reason, Boosts now grant a 50% Season XP bonus instead of 100% Account Level XP bonus. Boosts will still grant 100% Champion XP and double the Battle Coins earned from matches as previously. You can purchase XP Boosts in your profile.10% Season XP Boosts can be earned by progressing through the Premium Battle Pass and stack additively.
General Updates
Fixed an issue where party members did not complete achievements like "Get a Penta Kill" when a teammate completed the achievement.
Leaderboards
To be considered for leaderboard placement, you or your team must have at least 20 games played
UI
Improved NEW Tag - you can now more clearly see which items were newly unlocked and clear all tags with the click of a button
See your Season XP progress and any related Battle Stars gained right after the match in the new in-game reward screen
Season End Dates changed to a timer format
Top Bar adjusted to display Season Level
Main menu navigation bar now has a blur behind it to improve legibility
Fixed a bug where the Daily Quest timer would sometimes display a highly inaccurate time until refresh
In-Game Lobby
The lobby now shows your team members, including their equipped Outfit, Weapon, Pose, and Pet!
Emotes
The number of emote slots has increased from 4 to 6. The UI will also now show which slot an Emote is equipped to with an icon indicator, and now shows the HUD Emote icon for easier recognition.
Gameplay Updates
4th Consumable slot is now properly locked during Lobby phase
Inventory now locked when skydiving - items can no longer be dropped while diving
Portal should no longer teleport players into the Death Vortex
Abilities that upgrade when gaining a Legendary version of themselves no longer resets the cooldown on the ability (ex: Sirius Crescent Gale, Raigon Retribution, Freya Thunderclap, and more)
Mount-Up bar priority increased above haste, snares and roots
Champion-specific abilities that check for whether the target has a certain buff or not only check for your own buff now. The list of affected champions is as follows: Alysia, Ashka, Oldur, Varesh, Iva, Croak, Ruh Kaan, Freya, Jumong, Lucie.
Anti-Teaming Countermeasure
An anti-teaming countermeasure has been added into the game.
Allied Inventory
We've added a quick way to allow you to see the content of your ally's inventory using the same key to bring up your map (Default binds Tab / M). This new feature allows you to see the Abilities, Consumables, Equipment, and Gold that your ally has and the respective rarity levels of all those items.
Equipment and Consumables
New Rare Consumable - Butcher's Hook
Have no fear when an enemy runs away, you can just ask them kindly to "get over here!"
Sheep Medallion
Now has VFX when equipped
Map Updates
Several locations on Talon Island have received reworks or updates.
Anvilfall
Since Anvilfall is such a big, central part of the map, it's important that the area is appealing and fun to be in. We've moved around some things, and it's now a bit more asymmetrical than before. The mansion has been moved onto the western hill and now only has a single escape route, but also contains much more loot. Most of the houses have been expanded so that there's more room to fight within them, and they've been rearranged so that, in the outdoors, there are some aspects similar to Arenas in Battlerite.
Oakenheim
Oakenheim has mostly followed suit from the Anvilfall reworks while also addressing issues with the awkward movement through the village. The village now has a more defined center and a slightly different architectural style that further differentiates it from Anvilfall.
Abandoned Mines and Greyheart Pass
These areas had such a similar feel to each other that we decided to remove Grayheart Pass and expand the Abandoned Mines, making one larger mining town. It's now much more narrow with winding corridors, giving it a different feel than either Grayheart Pass or old Abandoned Mines had.
The Crumbling Keep
The Crumbling Keep has been too imbalanced when it comes to the value of jumping over walls. A couple of long walls have been broken up to allow for faster movement by running. The loot distribution has been updated, with loot now more evenly spread out. Players now have a higher chance to find higher quality loot in the main chamber.
Temple Ruins
The central chamber of temple ruins has been exanded a bit and now yields slightly better loot.
New Area - the Frozen Plateau
Located between Smuggler's Rock and the Abandoned mines in the cold northwest lies the icy Frozen Plateau. It's an area covered in ice and snow, where plenty of loot lies waiting for adventurers brave enough to defy the harsh climate. Its frozen lake, icicles, and snow mounds where some winter items may be found makes battle and looting a fun, unique experience! Do not forget your mittens!
New Area - Trader's Isle
Traders Isle is the main hub for commerce and trading on Talon Island. Located southeast of Oakenheim, it was known for its flourishing marketplace and giant warehouse containing tons of valuable trade goods from all over the world. Local merchants would travel here to sell their goods and hopefully not get in trouble with the many guards, trade moguls, and ruffians that kept a close eye on the dynamics of the trade. Champions dropping here will most likely get rich or die trying!
New Map Objects
New interactable map objects have been scattered across Talon Island. Among them are:
Dynamite Crates - Keep your Ashkas far away
Target Dummies - For all your training montage needs
Fresh Fish - They're probably good for you
Mushrooms - They're probably good for you too
Cursed Urns - They're probably not that good for you
And more! You'll have to explore Talon Island to find them all!
New Champion - Oldur, The Time Mender
Abilities
Sands of Time (M1)
Projectile attack that deals 12 damage and inflicts Time Bomb
Legendary Bonus: Time Bomb can be stacked up to 4 times
Chrono Bolt (M2)
Launch a projectile that deals 20 damage. Consumes Time Bomb to deal its damage instantly and toss the enemy up into the air for 1.6s
Legendary Bonus: Chrono Bolt heals you for 4 health for each stack of Time Bomb consumed
Shifting Sands (Space)
Turn into sand and travel to target location
Legendary Bonus: Shifting Sands leaves behind a Chronoflux that reflects enemy projectiles and slows enemy movement through it for 2s
Time Bender (Q)
Negate projectile and melee attacks in front of you. Knock enemy melee attackers back and capture the first negated projectile within your hourglass. Recast this to launch the captured projectile.
Legendary Bonus: When you capture a projectile with Time Bender, your movement speed is increased by 30% while the projectile is stored
Quicksand (E)
Throw an hourglass to target location, exploding to deal 18 damage and create an aura of quicksand that slows enemies over 3.5s
Legendary Bonus: Quicksand can be recast to throw Lesser Quicksand
Temporal Strike (R)
Warp forward and strike enemies in front, dealing 16 damage and inflicting a Fading Snare and Time Bomb
Legendary Bonus: Temporal Strike spawns a shockwave that hits all enemies in a line in front of you
Borrowed Time (F)
Increases movement speed by 65% and attack rate of Sands of Time by 30% for 3.5s. When the effect ends, teleport all nearby players back to the location where Borrowed Time was activated, inflicting Stun for 1s to nearby enemies. Recast to end the effect early.
Time Bomb (Debuff):
Detonates after 5s, dealing 3 damage. Can be applied up to 3 times on the same target.
New Champion - Taya, The Wind of the West
Abilities
Razor Boomerang (M1)
Throw a piercing boomerang that deals 14 damage and returns upon reaching maximum distance
Legendary Bonus: During Haste, Razor Boomerang inflicts Fading Snare for 0.4s
X-Strike (M2)
Thrown two boomerangs in an arc. Each boomerang deals 10 damage and inflicts stun for 0.5s on the way out. Deals 12 bonus damage if both boomerangs hit at the intersection
Legendary Bonus: During Haste, X-Stirke can be used while moving at 60% movement speed.
Haste (Space)
Gain Haste and remove movement impairing effects. During Haste, Razor Boomerang deals 3 bonus damage and can be used while moving.
Legendary Bonus: Haste can be recast to perform an immaterial Wind Dash.
Zephyr (Q)
Dash forward and perform a spinning melee attack that deals 14 damage to nearby enemies and knocks them away.
Legendary Bonus: Zephyr inflicts Stun for 1s to enemies knocked into walls
Wind Bomb (E)
Throw a wind bomb to target location. The impact pulls nearby enemies to the center and inflicts a Fading Snare for 1.4s
Legendary Bonus: Wind Bomb spawns a vortex that pulls enemies towards its center for 2s
Tornado Trap (R)
Summon a trap that flings the first enemy that steps on it high into the air for 2s. Deals 12 damage upon landing.
Legendary Bonus: Reduces cast time of Tornado Trap by 50%
Companion Call (F)
Your companion rushes to you from target location, dealing 24 damage to enemies in its path. When it reaches you, you mount and gain a 32 health shield for up to 4s. While shielded, you can't be dismounted and you can cast Razor Boomerangs that deal 3 bonus damage.
New Champion - Pearl, The Ocean Sage
Abilities
Volatile Water (M1)
Launch a projectile that deals 14 damage
Legendary Bonus: Firing Volatile Water through a Bubble Barrier increases damage by 3 and range by 25%
Aqua Pulse (M2)
Launch a projectile that deals 26 damage and inflicts Fading Snare for 1s. Firing through a Bubble Barrier increases damage by 5 and range by 25%
Legendary Bonus: Aqua Pulse inflicts silence for 0.8s
Dive (Space)
Dive into a pool of water and travel to target location. Diving into a Bubble Barrier destroys the bubble and resets the cooldown of Dive.
Legendary Bonus: Dive resets the cooldown of Aqua Pulse.
Tidal Wave (Q)
Counter the next melee or projectile attack. When you counter an attack, knock nearby enemies back and send out piercing waves that block projectiles, deal 8 damage, and inflict Root for 0.7s
Legendary Bonus: Countering an attack with Tidal Wave grants a 50% Fading Snare for 2s
Bubble Barrier (E)
Spawn a Bubble Barrier at target location that knocks players back and lasts up to 3s. The bubble slows enemy projectiles and enemies inside it.
Legendary Bonus: Bubble Barrier spawns a tasty fish that allies can pick up. When picked up, it heals for 12 health and increases damage output by 20% for 4s
Ocean Sphere (R)
Launch a slow-moving sphere towards target location that heals nearby allies for 28 health over the duration. Hitting the Ocean Sphere with Volatile Water or Aqua Pulse will cause an explosion, dealing the fired projectile's effect to all nearby enemies along with 10 bonus damage
Legendary Bonus: Ocean Sphere increases movement speed for allies healed by 33% for 1s
Jaws (F)
Summon Jaws from the depths to devour enemies at target location. Devoured enemies are removed from battle until Jaws spews them out after a 3.3s delay, dealing 20 damage. Can be recast to choose a landing site.
Champion Updates
Alysia
Ice Block (Q)
Shield increased from 26 to 30
Healing increased from 16 to 20
Healing now scales more with rarity
Flash Freeze (E)
Impact delayreduced from 0.9s to 0.8s
Ashka
Flamestrike (Q)
Impact delay reduced from 1.1s to 1s
Croak
Sludge Spit (R)
Now has improved VFX
Freya
Storm Mace (M2)
Incapacitate scaling now displayed
Spring (Space)
Legendary Bonus has received updated VFX
Jamila
Shadow Dance (Q)
Phantom Cut no longer improperly shows stacking count
Damage now scales more with rarity
Tooltip now indicates damage scaling amount
Hook Shot (E)
Tooltip no longer mistakenly indicates damage scaling
Deadly Blow (R)
Damage now scales more with rarity
Healing now scales more with rarity
Jumong Jumong trades some direct combat strength for a greater ability to ambush his prey. The role of Rain of Arrows and Bear Trap in his kit are more strongly defined. He can setup Bear Traps around where he suspects his enemies will wander. With a revamped Seeker's Mark, Jumong is able to temporarily track his quarry even when they escape his sight. This new design takes advantage of Royale's vast open world and turns it into a new hunting ground for this trophy collector.
Black Arrow (Space)
Dash range reduced from 5 to 4.5
Rain of Arrows (Q)
No longer applies Seeker's Mark on the first tick
Now applies Seeker's Mark on each tick to enemies in the area that don't already have Seeker's Mark
Seeker's Mark duration increased from 3s to 6s
Bear Trap (E) - Reworked
Now sets down an invisible trap at target location. When trap is triggered, it deals 8 damage and inflicts Root and Seeker's Mark on nearby enemies.
Trap becomes invisible and ready to activate after a 0.5s activation delay
When Trap is triggered, it has a 0.5s impact delay
Seeker's Mark duration increased from 3s to 9s for Bear Trap
Cast time increased from 0.25s to 0.5s
Trap duration increased from 8s to 30s
Cooldown increaed from 8s to 18s
Prowl (R)
Seeker's Mark duration increased from 3s to 6s
Seeker's Mark (Debuff)
Now allows you to track the target even when they're out of line-of-sight