After the first Updates that mainly involved Balancing and introducing long time planned mechanics, we are now introducing the Technology Tree and the associated Research Station, bringing research to the world of Endzone while adding several new buildings based on your feedback. We also added 2 new Scenarios, 5 new Side Missions and 6 new Expeditions. Additionally, another major aspect was the adjustment of the erratic and inefficient behavior of the builder profession. Builders now act way smarter and help you build exactly the city that you want to have. We sure also did take our time to iron out bugs and issues players reported over the month.
Gameplay: We made profound changes to settler behavior and especially the Builder profession. Builders will now exclusively deliver resources to constructions sites. Please see the Tweaked section for in-depth info.
Buildings: Added a small and medium version of the Warehouse that can be upgraded into a large Warehouse. Each upgrade has more capacity.
Buildings: Added a Hemp Weaving Mill that produces Cloth from Hemp.
Buildings: Added a Wind Turbine that constantly produces power but can only supply a small number of buildings. The Wind Turbine is also the first building that uses building animations.
Buildings: Added A Scrap Catcher that is able to catch scrap whirling around during sandstorms.
Buildings: Added a Research Station that enables the player to research new buildings, formulas or other technologies. Accumulate Knowledge by performing expeditions, solving certain Side Missions or by assigning Researchers. New buildings can be unlocked in the Technology Tree.
Buildings: The Shelter can now be upgraded into an upgraded Shelter.
Feature: Added a Technology Tree that the player can use to perform research. The Technology Tree is only a first version and will be enhanced in future updates.
Content: 6 new Expeditions were added.
Content: 2 new Scenarios were added.
Content: 6 new Side Missions were added.
User Interface: Added color schemes for radiation and water levels that can be selected in the Game Options Menu to assist with color blindness (let us know other color combinations, so we can add them as an option)
User Interface: Added Glossary Entries to all new buildings
User Interface: Added descriptions to Scenario Medals that roughly describe what to do to reach a medal
Achievements: Added 2 new Achievements for both new scenarios.
Game Options: Added new Game Options for Research and Rain Contamination Director. The Research Game Options include a ‘Legacy’ option that unlocks all buildings that were available to the player before this update from the start.
- Different color schemes for colour-blind people -
- Radiation Heatmap switching through an alternative color scheme -
Performance: Opening the Survival Handbook will no longer result in freezing the game for a few seconds.
Audio: Typewriter sound effect in settler dialog is now stopped when the window is closed before it finished
Audio: Fixed volume spike at the start of the game.
Audio: Click sound spamming of buildings and dialogues is now prevented.
Graphics: Fixed object clipping/popping when zooming in/out for the first time.
User Interface: Fixed Minimap Position Markers on minimap resizing.
Save Games: Fixed housing logic for old save games
Save Games: Fixed circular tasks for old savegames
Expeditions: Story Dialog now shows correct titles for already solved options
Side Missions: Effects when declining a Side Mission are now correctly triggered
Buildings: Fixed settlers standing in front of the medical facility when they are ill.
Buildings: Fixed mipmapping for potatoes.
Buildings:Irrigation Plant no longer stores infinite amounts of water when irrigation is set to “None”.
Gameplay: Several fixes to the task system.
User Interface: Fixed wrongly colorized building grid and highlighting of streets.
Pathfinding: Fixed error when upgrading buildings.
Effects: Effects are now correctly rotated on rotated buildings/ruins.
Gameplay: Improved the overall settler behaviour, primarily focussing on the profession “Builder”, as they were causing most of the trouble in your settlements. Builders should now work more efficiently regarding the construction of buildings. They will no longer change home with other settlers living near a construction site, which should boost the overall efficiency of your settlement. Builders will now also be responsible to deliver all resources needed for the construction of a building themselves, without the help of normal Settlers. Normal Settlers will only help to clear the construction site from trees or scrap and to dig up the ground in order to remove radiation.
Gameplay: If Game Options have droughts to be Always enabled, the game will start with zero ground humidity
Audio: Death sound now only plays on unnatural deaths. When a settler dies of natural causes (old age), the death sound is not played anymore.
Camera: Added small camera effect to main menu
Performance: Optimized rendering performance for all objects rendered by the camera.
User Interface: Reworked parts of the main menu (e.g. the scenario menu) to give a better overall user experience and to work better with different display aspect ratios.
User Interface: Added a UI element to show the fill level of all water specific buildings, including Irrigation Plants, Cisterns, Water Towers, Wells and Rain Collectors.
User Interface: Added better tooltips regarding disease spawning
User Interface: New save games will now also create a screenshot that is saved and displayed in the load menu.
User Interface: The intro can now be played at any time from the ‘Extras’ section in the Main Menu.
User Interface: The intro will only play on the first start of the game, instead of every time the game boots up.
User Interface: Toggling between buildings of the same type using the arrows in the building’s inspector now shows the index of the current building as well as the number of buildings of this type.
User Interface: Added camera movement that reacts to the mouse cursor in the main menu.
Balancing: A sturdy house now has space for up to 6 adults and 4 children.
Gameplay: Some buildings from former versions of the game are now part of the new technology tree.
Buildings: Added spot lights that illuminate buildings and their surroundings, when they are connected to electricity.
Buildings: Added light to well that will be activated when it is connected to electricity.
Buildings: Iterated over all buildings and added smoke effect to all chimneys
Buildings: Changed visuals for the Wheat Seed
Buildings: Changed visuals for the Cultivated Field
Buildings: Changed visuals for the Dirt Road
Buildings: Fields will now always be harvested 100% once harvesting starts. This fixes cases where fields might have 1-2 seeds left that will never grow and therefore block the whole field.
Bug Overlay: The “Oopsie” error window now has a button that directly opens an explorer window, so you can find the relevant files more easily.
Settlers: Settlers now have a random max age.
Gamedata: Migrated global progress save data from Config folder to the Save Game folder so it can be saved by any Cloud providers.
- New volumetric lighting for buildings powered with electricity -
World Tasks: World Tasks that collect more than one resource type are currently ignoring max caps at the moment. When using a World Task like gathering forest plants, which can be berries, mushrooms and herbs for example, the maximum cap for two of these resource types is ignored.
Share Codes: Map Share Codes currently don’t affect the new game options “Research” and “Rain Contamination Director”.
Scrap Catcher: The point where Salvagers pickup scrap from the Scrap Catcher is currently wrongfully offset.
Since the very first day of Early Access, people have constantly shared their ideas and plans for new buildings that could be part of the world of Endzone. We discussed a lot, which buildings should find their way into the game based on the feedback and the necessity. Having the ability to conduct research and being able to use a Technology Tree for further advancements in the game, was an often called wish from you. Remember that this Update is only one of more Content Updates to follow. We are always collecting new ideas and listening to your feedback carefully.
The Research Station is the central building for research in Endzone. Through the Research Station and the new profession "Researcher" you can now generate Knowledge Points. These can also be gained through expeditions or by completing side missions. As soon as enough knowledge has been gathered, a new building can be explored via the Technology Tree. This process takes a while and costs resources. You also need your “Researches” for conducting research.
The Scrap Catcher now gives you the chance to collect Scrap in your immediate surroundings. Emerging into the endgame your settlers were often forced to travel long distances in order to gather more scrap. The Scrap Catcher automatically catches Scrap It even catches more during Sandstorms. This mechanic makes Scrap now also an endless resource.
The Hemp Weaving Mill allows you to make cloth out of Hemp. Before it was only possible to generate Cloth from Scrap. This gives you another option to maintain the need for protective clothing from larger populations, without the need of Scrap.
The new Shelter Upgrade can hold more people while taking up the same space as the old Shelter. You can now fit 50 people into the Shelter giving you better options to extend your population without spamming new buildings too much. The new Shelter also benefits from being connected to the power grid giving a bonus on the overall confidence of your settlers.
We had a lot of feedback regarding insufficient storage space, thus forcing the player to spam Warehouses to maintain the heavy need from a large population. The Temporary Storeroom is now the first building to build to increase your storage. It has the same storage capacity as the Warehouse before, therefore not changing the feel for the Early Game at all. With the two additional upgrades you get 10.000 or even 15.000 units of storage space.
We also introduced a new road type, the Paved Road. It gives you a significant speed bonus on the Movement Speed of your settlers. We also overhauled the visuals for the old road type (Dirt Road) to make them more distinguishable.
The Wind Turbine is a new electricity building, giving you a constant delivery of power for a small amount of buildings. The Wind Turbine can generate electricity all by itself, even at night and has no need to be connected to a Battery. The building itself can provide a lot less electricity than a Solar Collector, but can also be built with a lot less resources.
Builders and construction sites have been a topic since the very first day of Endzone. It constantly appeared, that builders did not prioritize buildings as they should, or better said as the player thought they would. This quickly could lead to a downward spiral of your settlement, since crucial buildings just were not built anymore, important steps or planning ahead did not work out at some point and drove the settlement into the abyss. Builders are now responsible for transporting resources to the construction site and will immediately take care of the construction. The "Build Next" button now works as you would expect. Immediately after pressing it, current orders will be cancelled and the construction of the building will take first priority. Builders also don’t change homes as quickly as before and will stay in their building profession.
We know that there are a few more things we need to address and we are listening to your feedback. We're trying to address all the important issues in a timely manner and make the game as a whole more understandable and fair. However, it is important to remember that Endzone - A World Apart is a survival game, so we have made it challenging with full intention.
- Your Team von Gentlymad & Assemble Entertainment
We wanted to give you a quick run down on the different playable characters within Zengeon. Kicking off this first week, we're giving a deeper look at the dual-sword wielding Ziyu Yuan!
Basic attacks
Ziyu swings and slashes at his enemies within a close quarters range. While remaining a high damage dealing type character, Ziyu leaves himself open to take damage due to how close he must get to enemies to perform his basic attack. When engaging with the enemy, never stay stagnant, make yourself a moving target and reduce your chances of taking damage!
Special attack
Special attacks require a certain cool-down period, however when used at the right time, they can be a life saver. One of Ziyu's two special attacks sees him throw one of his swords swirling at enemies, causing contentious damage to anyone who is unlucky enough to be caught in its radius. This type of attack is extremely good for leading enemies into a trap or dealing with tough enemy crowd management.
Ultimate attack
Your ultimate attack has the longest cool down period, use it sparingly. You never know when an ambush of enemies is around the corner. Ziyu's special attack causes high damage to a large radius with a swift strike to the ground. Make sure you use this attack on a group of enemies for maximum effect.
Remember, chaining your attacks into combinations is the best way to deal with a crowd! Be strategic and deploy the right attack, at the right time. Never button mash!
What is Zengeon?
Zengeon is a style-bursting colour filled fusion of Action RPG and Roguelite. Hit the streets solo, or team up with up to three friends and defend the world from demonic darkness by slaughtering your way through infernal hordes and colossal bosses. See our latest trailer below!
You've explored Erenor from the endless seas to the peaks of the Eastern Hiram Mountains, and now it's time to explore the Navel of the World and beyond. Open the Garden Gate and create your cinematic masterpiece either through animation, live-action acting, or in-game clips to create your perfect story.
Calling all Directors in Erenor!
Starting on Tuesday, June 23rd, 2020, send us your best video to go along with "The Garden" by Invocation Array, to be judged by a jury made up of the ArcheAge team and subsequently the ArcheAge community! Three lucky participants who create the most engaging and captivating music videos that tell their story will be rewarded handsomely with hardware from GIGABYTE!
Visit our {LINK REMOVED}website to view the prizes, contest rules and how to enter now!
A very rare phenomenon is happening! We've been able to bend space-time and transform Summer into a Christmas-like season for you. Ho-ho-ho, an awesome present awaits... We're stoked to finally treat you with the long-anticipated update "Work Smart" - Good Company v0.7.0!
Actually, many of you already had the chance to experience some of the additional features, polished mechanics, and many bug-fixes during the Beta Test. And with your dedicated feedback, you've helped us shape this exciting update into its final form.
We're super proud and happy to release Good Company's biggest leap so far, which wouldn't be possible without the support of our community! Fetch yourselves a drink, maybe some snacks even - the following patch notes will be quite a long read. We hope you will enjoy the treats we have prepared for you.
All the best, Your Chasing Carrots
-- Please note: due to the big changes introduced with this update, we strongly recommend players (re)play the first three campaign levels, which tutorializes the new features! --
Patch Notes v0.7.0 - “Work Smart”
Work Zones
As an integral part of the updated core system and a foundation for future updates to come, we're introducing Work Zones to Good Company. These are areas players can define in order to better structure and organize their production lines.
By default, each building starts with a predefined Work Zone
Player can flexibly create, modify, and delete Work Zones
There is no minimum or maximum size for the zones
Work Zones function independently from each other, and so does their logistic setup
Basic logistic connections can’t be made across several zones
Logistic Points have been removed, logistic employees will be directly assigned to zones instead
A logistic employee assigned to a zone will handle all logistic connections within the zone
Work Zones have a subtle visual representation in the normal mode
Zones have a stronger visual representation in the new Work Zone mode
Work Zones can be named individually, and be marked with one of 36 colors to choose from
The logistics mode is now part of the Work Zone mode
Players can choose between automatic and manual logistic connections for Work Zones
By default the logistics within a zone is set to automatic
Every Work Zone that uses or provides goods requires a Courier Pallet
Automatic Logistics
A new feature to ensure an easier approach to setting up a production. By default, the automatic logistic mode is activated. It will try to connect workplaces and inventories within a single Work Zone and set inputs and outputs on Courier Pallets.
Automatic connections are active by default
Automatic connections can be deactivated in Work Zone mode -> Logistics
Whenever players make changes to a workplace, its connections get updated
The system will always use Courier Pallets as start and end point for a production line
If additional inventories are placed within a zone, automatic logistics will try to consider those as intermediate storages for the production
Don’t forget to hire logistic employees on a Work Zone when placing shelves!
If a Courier Pallet is placed in a Work Zone's Delivery Area, buy and sell orders will set accordingly
Buy orders for base materials will be made automatically, if possible
Sell orders for products will be made automatically, if possible
Logistic employees will now attempt to clean up inventories
If a shelf contains items which are not required there, employees will try to restock them where needed within the Work Zone
If there's no need for these items, employees will place them in the Courier Pallet and create an outgoing request for couriers
Courier Pallets
The Buy- and Sell-Zones have been removed from the game. Instead we're introducing Courier Pallets. They serve as multi-purpose objects to enable transportation between Work Zones, as well as setting buy and sell orders (as long they are placed within a Delivery Area).
Courier Pallets can be purchased through the construction menu in the Storage category
Players can place as many pallets as they want
A Courier Pallet has 18 inventory slots
Courier Pallet placed in a Delivery Area can be used to buy and sell items
Delivery Areas are marked by a white striped area on the ground
They are usually located at garage doors near the public street
Courier Pallets can be served by logistics or by the Courier System
Courier Pallets make use of a threshold system where limits are set for selling or transporting
80% threshold on input means the courier will fill up to 80% of the reserved space
80% threshold on output means the courier is allowed to take 80% away, but the last 20% are reserved for the Work Zone itself and must not be transferred
80% threshold on sell orders means that everything above 80% can be sold
Buying works with absolute numbers of stacks up until which the pallet will buy missing materials to restock those stacks
The company will only pay for the difference of restocked materials
The pallet will add default settings for the Courier System based on the setup in the Work Zone
If an item is being consumed in a zone but not produced -> 100% input
If an item is being produced but not used in a zone -> 100% output
If an item is being produced and also consumed in a zone -> 50% output
If an item is set to buy -> it’s considered as if it were produced in the zone
If an item is set to sell -> it’s considered as if were consumed in the zone
Players can manually change thresholds by activating an advanced mode. It's even possible to combine input and output settings.
Courier System
Couriers are employees with special equipment to transport large quantities of items between two or more Courier Pallets. This system works mostly automated and independent from what happens within a zone – it will simply focus on the states of Courier Pallets.
The courier menu button can be found at the bottom bar of the HUD, left of the player inventory
It can also be accessed via the hotkey N
It is possible to add, edit or remove courier routes through this system
After a Courier Route is created, players can add waypoints by selecting the pallets on the map
A route needs at least 2 waypoints to work
A pallet can’t be added twice
The order of pallets can be changed afterwards
Courier Pallets have an input and output. If a route has an input and an output for a specific item, it will be added to the route for transportation
Players can modify input/output settings for pallets to a certain degree
Otherwise input and output depends on the internal logistic setting of the Work Zone
A courier can transport up to four different items
If there are more than four items to be transported, additional couriers can be hired
A route will display a warning in its overview, if necessary
Market Updates
We are constantly iterating the market system of Good Company in order to improve it. While major updates related to markets, marketing, etc. will be introduced in the future, we now want to introduce some short term approaches to improve market balancing.
Market phases now need to be advanced manually (Freeplay only)
In order to advance a market phase, players need to accumulate a certain amount of sales for a product
If the required sales amount is reached, players can click a button to advance the market phase
Through manual market phase progress, the former phase duration got removed
Market phase changes were rebalanced (Freeplay only)
A new market phase now is more challenging, expecting more additional features
Demands will increase with each market phase instead of being stable
The potential profit margin will increase over phases instead of dropping
Product prices now depend on the expected feature values
Each product has a base price for each phase, while in Freeplay the product price modifier will affect only the base price
The base price will be increased for each feature point (0.1) added during the product design
This price bonus depends on the added features. Usually, it's 10G per 0.1 feature point
The price bonus can exceed the limit for the market appeal - the bar will then fill from right to left in a different color.
Several products in the campaign have been updated to match the new general balancing
Balancing Update
We're putting a continuous effort into balancing Good Company. With the 0.7.0 update, we decided to implement quite drastic changes, which affect the recipes/crafting of all modules. Instead of listing single changes, we want to share with you a general balancing breakdown.
The duration of a day was changed from 15s to 20s
Base crafting time has been increased from 10s to 20s
On one hand, we want to make crafting times easier to calculate, but this also mitigates the huge effect walking times of crafting employees had on production costs
Tier 2 crafting times have been increased from 4s to 12s
Machine-based crafting time is now 40s or 5 batches (8s each)
Pick-up time got changed from 1s per inventory to 2s per inventory
Many module recipes have been simplified, especially for the later game
The amount of consumed and produced components have been reduced
All modules should now yield a profit, even if the production efficiency is not maxed out
Several properties of modules are now distributed more evenly throughout the tiers
Features points per field
Drawbacks per features
Production cost per feature
Sampling time per data point
Cases now always have the same amount of slots,no matter what product they are used with
Small cases can’t be used anymore for the first bots
Tier and cost for the first small chassis have been reduced
Stack sizes have been unified
20 for all modules
50 and 100 for base materials and components
The amount of items that can be sold per component/module is now set to 2 stacks per week
Levels & Campaigns
Due to the extensive changes introduced for Work Zones, balancing and automatic connections we had to change some levels and challenges. However, most of the content is still the same, with slight balancing adjustments.
Level 1 - 3 have been completely reworked
The new logistics and Work Zone mechanics are explained in levels 1 and 2
We recommend everyone play those two levels, even experienced players
Level 3 is now an in-depth research and market tutorial
Level 4 to 8 got minor adjustments to fit the new balancing
The challenges "Module Mania" and "Chassis Parade" now have completely new ‘modules’ as the old recipes were changed
All campaign levels got a new ‘season’ for their highscore
If you switch to game version 0.6, you can still play the old challenges with old highscores
New Conveyor Parts
We are aware that handling conveyor belts is not as optimal as possible yet, and in future updates we want to address several issues related to belts. What we found most important though, was adding new segments to the system which aim to improve the gameplay of conveyors in general.
Overhead Transporter
A segment with the fixed length of 3, 4 or 6 tiles, of which 2 (start and end) are on ground level
Players, other belts and equipment can be placed underneath the overhead part
This makes it possible for belts to cross
Automatic Storage System
This element takes items from a belt, machine, etc. and places them in an inventory (shelf)
No employees are required to operate it
The setup for this element is pretty much automatic
Automatic Retrieval System
This element takes items from an inventory (shelf)
Players are able to define ratios to make sure that items arrive in the expected order at the end of a conveyor belt or machine
The system offers additional configurations to wait for a specific stock amount before starting to work, or the ability to skip items in a specific order sequence
Freeplay maps now include Conveyor Hatches
Hatches are vents in a building wall
It is not possible to change position of hatches
Conveyor belt lines can be built through hatches instead of doors and gates
New Map & Products
To enhance Summer feelings, we're happy to extend Good Company with a new Freeplay map set on sandy shores, as well as a new product.
When starting a new game, players can now select a map to play on
A second Freeplay map called ‘Silicon Summer’ was added
This is a bigger map with larger buildings and features a beach theme
Freeplay now starts with two products instead of one
With the new Cassette Player, we are introducing a new product type which is between the Calculator and the Small Game Devices
The Cassette Player requires fewer features
The average expected feature amount for each feature is higher than for other products on a similar level
The Cassette Player also replaces the Calculator as the product in level 2
New Machines
Also, we are introducing two new machines to Good Company. This addition is another move of shifting production setups towards mechanically automated systems.
Small Case Machine
Unlocked through milestone 5 during the Freeplay
Produces any type of small cases in a batch of 5 within 40 seconds
Does not require employees to operate
Can be connected to conveyor belts
Metal Processing Machine
Unlocked through milestone 5 during the Freeplay
Can produce any metal component in a batch of 5 within 40 seconds
Does not require employees to operate
Can be connected to conveyor belts
Design Desk removed
For an easier handling of the product design process, we have removed the Design Desk.
The Blueprint Designer can be accessed at any time using the button at the bottom of the screen, on the left of the player inventory
Players can also use the hotkey B to open the design view
Unfortunately, due to technical issues, today’s release and the bonus program that goes with it, will be postponed till tomorrow, June 25th, 2020. To compensate for the inconvenience, the program’s details change as it follows:
Start:June 25th, 2020
End:July 9th, 2020 at 12:00 PM UTC
Grace Period:July 11th, 2020 at 12:00 PM UTC
Of course, the Free Little Notes Pack will get an additional stack of 10 Music Note tokens added to it for a total of 50 Music Note tokens and an additional Golden Lucky Clover for a total of 2! The final day on which you can get that free pack is also extended till July 2nd, 2020 at 12:00 PM UTC.
While we wait for the release tomorrow, the Keyper will also have an upgraded loot table! Starting now, he will be dropping guaranteed Shard of the Intern x2 to everyone for the next 24 hours! This extra event will end on June 25th, at 2:00 PM UTC!
You've explored Erenor from the endless seas to the peaks of the Eastern Hiram Mountains, and now it's time to explore the Navel of the World and beyond. Open the Garden Gate and create your cinematic masterpiece either through animation, live-action acting, or in-game clips to create your perfect story.
Calling all Directors in Erenor!
Starting on Tuesday, June 23rd, 2020, send us your best video to go along with "The Garden" by Invocation Array, to be judged by a jury made up of the ArcheAge team and subsequently the ArcheAge community! Three lucky participants who create the most engaging and captivating music videos that tell their story will be rewarded handsomely with hardware from GIGABYTE!
Visit our {LINK REMOVED}website to view the prizes, contest rules and how to enter now!
Learn how you can get a free Infernium Dwarven Spiderling pet when you verify your email address and opt in to marketing emails.
From now until the end of June, ESO players that have a verified email address and have also opted in to receive marketing emails will receive a free Infernium Dwarven Spiderling pet. Here’s exactly what you need to do to get your hands on this arachnid automaton.
Verify Your Email
To see if you have a verified email address, log in to your ESO account on the official website. If you can log in, congratulations! You have a verified email address.
If you are on console and have not verified your email, you can find instructions for both PlayStation®4 and Xbox One in this help article. If you are having trouble logging in to your account, you can recover your account using this form.
Opting In to Email
To opt in to marketing emails, log in to your ESO account, navigate to your Options menu, and then select Account. From there, under “Marketing Preferences” you can enable marketing emails.
You can also do this from the official website. From your account page, select “Marketing Preferences” under the Account Summary section, then check the “I would like to receive news about new events and promotions” box and select “Save.”
By opting in to marketing emails, you’ll receive information on latest news, trailers, sales, and more. You can opt out of marketing emails at any time by changing your Marketing Preferences as noted above (or using the unsubscribe feature included in our marketing emails). Opt-in to receive this pet!
That’s it! As long as you have a verified email address and have opted into marketing emails by July 1 at 2:59AM EDT, you are eligible to receive the free pet.
We will email a code for the Infernium Dwarven Spiderling pet during the month of July, so keep an eye on your inbox. Once you have received it, you can redeem your code by navigating to the in-game Crown Store and selecting “Redeem Code” from there. You can also log in to your account on the official website and select the “Redeem Code” link under Account Summary.
If you have any questions or concerns concerning getting your new pet, please don’t hesitate to contact our support team on Twitter or the Help Portal, or reach out to us directly via @TESOnline, Instagram, or Facebook.
The Ben 10 Epic Crossover event carries on in Brawlhalla! Cartoon Network’s Ben 10 arrived in his alien forms Heatblast, Diamondhead, and Four Arms. The event also includes a new Vilgax KO Effect, new Morph game mode featured as the Brawl of the Week, and more updates that will be staying in Brawlhalla after the event ends.
Battle Pass Season 1 continues with new missions for its fifth week! Lastly, we have updated items on sale and updated the free-to-play Legend Rotation.
It’s hero time in Valhalla! Heatblast, Diamondhead, and Four Arms are new Epic Crossovers. Epic Crossovers feature custom Signature effects, custom lock-in animations, dedicated Roster spots, and two new Weapon Skins.
Heatblast will scorch his opponents with his Blazing Fire.
Diamondhead Epic Crossover - “You haven’t even scratched the surface.”
With crystal shards and spiked balls, Diamondhead cuts through the competition!
Four Arms Epic Crossover - “Four armed and ready for battle!”
Using the environment to crush his enemies, Four Arms brings his Concrete Slam into the tournament.
KO Effect
Vilgax
“The conqueror of worlds will destroy you.”
This KO features Vilgax rising from the depths to fire laser beams at your opponents before bringing them down with his tentacle arms.
Podium
Omnitrix
“It’s hero time!”
Let your Legends stand upon the Omnitrix itself. Features a green glow during selection, and for the first time, sound effects upon confirmation!
This Ben 10 event also includes:
A new Ben 10 themed Game Mode and Brawl of the Week - Morph!
Daily login bonus of 250 Gold to celebrate this Epic Crossover event.
A new Free-for-All Map called Galvan Prime and 1v1 Map called Small Galvan Prime, the homeworld of the creator of the Omnitrix.
A Ben 10 themed UI Takeover!
It's hero time in this 1v1, 3 stock transforming battle! Choose one weapon each from 3 of your favorite Legends in character select. Activate your powers like the Omnitrix with the throw button to change forms. Weapons are always equipped and cannot be picked up or thrown. First to 3 KOs wins!
New Morph Game Mode
1v1, 3 Stocks
Choose one weapon each from 3 Legends.
Morph into the different Legends with the throw button.
First to 3 KOs wins!
Check out the updated base design of Xull in the Legends tab!
Looking for a certain chest? We’re rapidly rotating through chests, so check out the in-game timer to know when the next chest will rotate.
Find the new Sales items!
The new Legend rotation for this week includes: Rayman, Mordex, Lin Fei, Ulgrim, Fait, Yumiko, Thatch, and Hattori.
Rayman -The Champion of the Glade of Dreams, wielding his Gauntlets and Axe, has found his way into Valhalla on a mission to save his home.
Mordex – Wielding Gauntlets and Scythe, this lycanthrope steps into battle!
Lin Fei – A defender of the innocent and teacher of the lost ways. She is a great teacher who has developed her own fighting style, the ‘Way of the Iron Dragon,’ which utilizes her Cannon, Katars and an ancestral dragon-spirit.
Ulgrim – Equipped with flawless Ivaldi creations, his Axe and Rocket Lance, the legendary blacksmith forges his way into battle!
Fait - Speaking to the stars and using glimpses of the future, Fait battles for good with her Scythe and Orb!
Yumiko – Holding the appearance of a blind seamstress, this centuries old fox spirit has been brought into battle wielding her Magical Hammer and Bow!
Thatch – The tournament is a paradise of chaos and fire for this Madman of the Barbados as he uses Sword and Blasters.
Hattori – A gifted ninja with unparalleled skill with the Sword and Spear has discovered Valhalla. Will she find any worthy challengers there?
The full list of today's changes is available below.
1. Info: New Rewards Calendar starts on July 1. 2. New: Exchange Dragon Pearls for various new outfits and vice versa at Allaster's (Redrock). 3. Update: Gold Mask Evo I loot has been switched to Weapons. 4. Premium: New Dragon Outfits! 5. Premium: NEW SALES!