Areas
28 changes in this update

Added

19 changes
The Long Night
  • The campaign continues with Part Two: six new stages, from Nightfall to The Heart of the Night, which open once you win The Last Age

  • A season after the Six were freed, night falls on every age at once, and the Ageless sends out three commanders it bound long before them

  • Every Part Two stage has a rule of its own for both sides: war parties that march sooner, kills that pay double, no turrets, training in half the time, champions from the start, or stronger bases

  • The Barrow Fields has a Mother Lode in the middle, worth fighting over

  • The campaign tab has a tab for each part, and The story so far carries on into Part Two, with a new epilogue once the last stage falls

New commanders
  • Three new commanders to free, held at The Hunting Grounds, The Rail Yards and The Heart of the Night

  • The Ranger's shooters hit 15% harder and reach 10% further, and Hunter's Mark makes every enemy on the field take 30% more damage for 8 seconds

  • The Quartermaster's units cost 12% less, train 20% faster and your army can be 3 bigger, and Muster sends your whole training queue out at once, with anything you train in the next 6 seconds ready instantly

  • The Revenant's units are tougher and its champion returns sooner, and Rise Again brings your last 3 fallen units back to fight again

  • All nine commanders are open in versus, and the daily challenge can hand out any of them

The War Council
  • In versus, a War Council sits at 2:00 and every 2:30 after that and lays out three edicts

  • Whoever is behind picks first, then the other player, and the third edict is left on the table

  • Nine edicts to fight over, from a free mercenary band and a war chest to a battle hymn, gold fever, saboteurs and a tribute taken from your opponent's gold

  • The versus bots sit on the council too

The warband
  • Wounded veterans carry their wounds into the next battle: a win mends some of it, and a supply camp mends it all

  • Veterans from the rank of Veteran up inspire the units near them to hit harder, shown by a gold ring at their feet

  • Three new Warpath spoils for your warband: Muster Call recruits a veteran, Drill Yard trains them all, and Field Surgeon heals their wounds

Deeds and Codex
  • Two new deeds: Starlit for campaign stars and Oathbreaker for freeing commanders

  • The Codex has a Mark all seen button to clear every new entry at once

Improved

5 changes
  • Enemy special attacks no longer hit your Warpath veterans or aim at them, and the Warpath's enemies grow a little stronger each step to make up for it

  • Every turret now has an idle animation while it waits, from the Gunpowder guns' smouldering matches to the humming Neon emitters

  • Veterans turn around smoothly when they fall back, and units thrown by a blast land with a squash

  • The commander picker fits all nine commanders on one screen

  • Both versus players need this update to battle each other

Fixed

4 changes
  • The victory card no longer runs off the bottom of shorter screens

  • The unit card no longer reaches under the mine, and a unit's health no longer reads above its maximum

  • Turret portraits no longer spill out of their buttons on narrow screens

  • On narrow screens, the enemy's commander no longer runs off the edge of a stage's details

Areas
37 changes in this update

Added

26 changes
The Warband
  • In the Warpath, your units still standing after a victory who made a kill join your warband as named veterans, up to six

  • Veterans hold your gate at the start of every battle: press G, or the new button beside your specials, to sound the charge, and again to fall back and mend

  • Veterans earn valor and rise from Recruit to Legend, and at Veteran and Hero you choose one of three gifts for them, from Heavy Hand to Last Stand

  • A veteran who falls is gone for good, and an Elite earns a title from their first gift

  • The Hall of Legends remembers every veteran who reached Elite, and you can recall one to march with you from the first battle of your next run

War Rank and renown
  • Every battle earns renown, win or lose: for time fought, enemies defeated, victories, stars, Endless waves, daily runs, beating the Warlord and your first win of the day

  • Renown raises your War Rank from Recruit to Grand Marshal and on to Legend of the Ages, each title with its own insignia

  • Every rank brings a relic, and every fifth rank two more

  • Saves from before this update get back pay for the battles they have already fought and won

  • The main menu shows your rank, today's orders and your medals

Orders of the day
  • Three new orders every day, such as winning 2 battles, building 4 turrets or winning inside 10 minutes, each worth renown

  • Finish all three for a bonus and a relic, and keep a daily streak going for more; you can swap one order a day

Deeds
  • 32 deeds in five groups, each with bronze, silver and gold medals that pay renown, and a relic for gold

  • A new Deeds tab in the War Room shows your rank, the titles ahead, today's orders, your service record and every deed

Battles
  • The results card shows the renown each battle earned, line by line, with your rank filling up and today's orders

  • Kill several enemies in quick succession for a rout, called out on the battlefield from 4 kills

  • After a defeat, the results card says how close you came and which of your units counters the enemy that hurt you most

Sounds
  • War drums sound when an enemy war party marches on you

  • Special attacks whoosh in before they strike, catapults whoosh as they throw, and arrows whoosh as they fly

  • Mortar and howitzer shells, rockets, grenades and explosive specials now burst with a real explosion, and so do bases when they fall

Art
  • Each age's skies have fliers crossing them, from birds and a pterosaur to airships, a witch on her broomstick, jets and drones

  • Undug mine seams show things buried in each era's rock, from fossils to power cells

  • The Relic Tree is drawn as a tree with links between relics, and a reliquary below lists every bonus your relics give

  • The Endless Siege tab shows the enemy's march through the ages and an illustration of the siege

  • The results card has a victory banner with confetti, or smoke and a torn banner after a defeat

Tutorial
  • The tutorial now teaches age upgrades, mine traps and guards, and raiding the enemy's mines; if you finished it before, you see just the new steps once

Improved

8 changes
  • The Dawn Age's turrets are contraptions worked by cavemen: the Teeter Catapult, the Sapling Sling and the Dart Nest

  • The Hex Storm gathers storm clouds over the enemy and strikes with forked lightning

  • Long Range now lets one more ranged unit in a line shoot with each tier, instead of adding a little range

  • The battle screen's panels, health bars and minimap now wear the art of your age

  • Mine trap and guard buttons show their prices and are easier to read

  • Smoother animations across the menus, buttons, tooltips and results card

  • The Warpath's enemies grow stronger with each step to match your warband

  • Both versus players need this update to battle each other

Fixed

3 changes
  • The Arcane base no longer has a stick floating over its dome

  • The mine's trap and guard buttons no longer shift as the overclock timer counts down

  • The tick and lock on captured commanders' portraits are centred

Areas
40 changes in this update

Added

25 changes
Commanders
  • Lead every battle with one of six commanders, each with a lasting perk and an ability you use with R or their button on the top bar

  • The Conqueror marches faster and hits harder, and War Cry makes your army hit 35% harder for 8 seconds

  • The Warden toughens your base and your units, and Hold the Line makes your army take 35% less damage for 8 seconds

  • The Engineer's turrets cost less, reach further and hit harder, with an extra turret slot, and Field Repairs patches up your base and your army

  • The Prospector's mines yield more, cost less and cave in less, and Bonanza makes every mine yield 70% more for 12 seconds

  • The Tactician gets specials and champions back sooner, and Second Strike recharges your special at once

  • The Saboteur's tunnellers are cheaper and quicker, defences cost less and kills pay more, and Cut the Lines stops the enemy's training for 10 seconds

  • Pick your commander in the War Room or in a versus lobby, where both players choose from all six

  • The daily challenge gives everyone the same commander each day, so the board stays fair

The Long War
  • The campaign now tells a story: the Ageless has captured all six commanders and makes them lead its armies against you

  • Win the stage where a commander is held to free them, and they lead your battles from then on: River Ford, Iron Pass, The Breach, Pressure Line, The Mother Lode and The Last Age

  • Every stage has a briefing and, once won, an aftermath, and The story so far collects them all, with an epilogue once the last stage falls

  • Your saved progress carries over: every commander whose stage you have already won is free

Champion abilities
  • Every champion has an ability you can use while it is on the field (key 5): War Stomp, War Horn, Holy Light, Volley!, Overdrive, Dive, Main Gun and Flares

  • A callout names each ability as it is used, yours and the enemy's

Mine raids
  • Send a tunneller under the lane from the enemy's workings to sabotage one of their shafts or rob their gold

  • Defend each shaft with a hidden trap or a guard in plain sight; you hear the digging a few seconds before it breaks in, and T sets a trap there

  • Catching a tunneller pays you half its price

The Codex
  • A new War Room tab lists every unit, turret, special, upgrade, commander and raid piece by age, with what each beats and what beats it

  • Entries fill in as you meet them in battle, and new ones are marked until you look at them

Fliers
  • The Tempest Gunship is the Neon Age's new champion: an attack helicopter on four ducted fans that fires rockets, and only shooters, turrets and specials can hit it

  • The Drone is a new Neon Age unit on its own button (key 6): a small flier that shoots at air and ground and hits other fliers harder

  • Melee units walk on beneath fliers, so bring shooters or turrets to meet them

Versus bots
  • No opponent yet? Seat a bot in your lobby at Easy, Medium or Hard and play it right away

Reset progress
  • The Options can reset your progress and start you over from the first battle; your settings, keys and online scores are kept

Improved

10 changes
  • The Iron Age's turrets are three different machines now: the Crossbow Tower (a crossbowman who rises over the wall to shoot and ducks down to reload), the Ballista (a torsion engine whose arms slam forward) and the Bolt Wheel (four crossbows on a turning wheel)

  • Versus bots defend their base: a lone attacker at the gate is met within seconds, on every difficulty

  • The Rifleman fires a little slower with slower bullets for the same damage a second, and each shot now leaves with its muzzle flash

  • Health bars ease down and show what a hit took, new units fade in, and notifications fold away instead of vanishing

  • Rest the mouse on a unit to see what it is strong and weak against

  • The War Room remembers the tab you were on

  • Six-figure prices on unit and turret buttons are shortened (183k) so they fit every screen

  • Portraits and icons are drawn while you are in the menus, so screens open more smoothly

  • The campaign was rebalanced around the commanders, with a captured commander leading the enemy on six stages

  • Both versus players need this update to battle each other

Fixed

3 changes
  • The tutorial no longer freezes the battlefield as it opens, which could leave the view all blue

  • The global chat's message box no longer slips out of its panel on shorter screens

  • Campaign stage cards no longer wrap three to a row at some screen sizes

Removed

1 change
  • The Neon Vanguard has retired: the Tempest Gunship is the Neon Age's champion now

Known Issues

1 change
  • The first time you open the commander picker in a session it can take a moment to appear

Areas
21 changes in this update

Added

8 changes
The Mother Lode
  • Waiting for the other player to attack first no longer wins versus battles: a rich seam of gold breaks the surface in the middle of the field a minute in

  • Stand your army over it with no enemy among them to claim it, and while you hold it your miners pour out gold and XP every second

  • It pays more in later ages and more with every minute it has been open, so the longer a standoff lasts, the richer it makes whoever holds the middle

  • A dig with a winch and a banner marks it, a meter shows who is winning the ground, and the versus panel shows who holds it and what it pays

Two new campaign stages
  • Brimstone Ridge: break an enemy dug in along a ridge of Gunpowder Age batteries while rockslides keep coming down

  • The Mother Lode: a Steam Age battle for a gold seam in the middle of the field, against an enemy that wants it first

  • The campaign now has twelve stages and 36 stars; Glass Towers and The Last Age are now stages 11 and 12, and every stage you have played stays open

Fire
  • The Fire Catapult's burning pots set the enemies they splash on fire, burning them for 8 damage a second for 3 seconds

Improved

11 changes
  • The Viking Age's Arrow Loft is now the Dragon Prow: a longship's carved dragon that snaps its jaws open to spit arrows, with smoke curling from its nostrils

  • Every Viking turret has new animations: the Javelin Rack's pole whips forward and quivers before it is cranked back, and the Fire Catapult rocks up as it throws, its fire basket swinging

  • Viking turrets stay alive while they wait: flames flicker, pennants flap and the dragon breathes

  • The Arcane Age's dragon now flies: it hovers on beating wings, rears back to draw breath, dives to pour fire on the ground ahead, and falls out of the sky when it dies

  • The dragon's fire has its own fireball woosh

  • Back row units now keep behind your front line instead of walking out ahead of it and dying

  • Burning enemies show flames and orange damage numbers, and turret tooltips show their fire

  • The Fire Catapult's direct hit deals a little less (56, was 72) now that its fire burns on

  • The campaign and the Warpath were rebalanced for the back row change

  • The Warpath boon Mother Lode is now called Golden Vein; it works the same

  • Both versus players need this update to battle each other

Known Issues

2 changes
  • The enemy on The Mother Lode stage doesn't head for the seam on purpose; it marches and fights as on any stage

  • The Arcane Age's magic bolts use a generated placeholder sound for now

Areas
27 changes in this update

Added

16 changes
The Modern Age
  • A sixth age between Steam and Neon: diesel engines, camouflage and radios, with its own base, mine, top bar and battlefield

  • Commando: a fast knife fighter with face paint

  • Rifleman: fires bursts of three rounds from an assault rifle, with a radio on his back

  • Riot Trooper: a clear riot shield, padded armour and a baton

  • Gun Truck, the age's unique unit: a light truck with a shielded machine gun on its roof; its bursts slow the attacks of whatever they hit

  • Battle Tank, the age's champion: tracks, a long gun and shells that burst

  • Three turrets: a twin Rocket Launcher, a Howitzer that lobs heavy shells and a Machine Gun Nest behind sandbags

  • The Airstrike: two jets scream over the battlefield while a line of bombs walks across the enemy

  • Fully animated vehicles: wheels and tracks roll, guns recoil, crews look about and cheer, and a destroyed vehicle blows up or burns out

  • Recorded sounds for the age's guns: a rifle crack for the riflemen and a heavy machine gun for the Gun Truck and the Machine Gun Nest

  • The Modern Age in every mode: start versus battles in it, and meet it in the campaign, on the Warpath and in the daily challenge

Battle
  • Melee units have a job now: the front row takes 40% less damage from shots, melee units charge in when enemies are close, and their blows also hit the enemies beside their target

  • Shooters in the back row deal half damage at point blank, so keep a front line ahead of them

  • Counters hit harder: a unit deals 50% more to the role it beats and 30% less to the one that beats it

  • Unit tooltips explain their row's strengths and weaknesses

  • Soldiers walk past a truck or tank that has stopped to fire, to reach the enemy

Improved

10 changes
  • Bigger armies: you start with 12 population (was 8) and each Barracks tier adds 3 (was 2), up to 27; enemies field bigger armies too

  • The Wider Barracks relic and the Conscription, Legion and Recruiting Drive boons give more population

  • Shooters' ranges are a little shorter and Long Range adds 8% a tier (was 12%), so a line of shooters can't pick off everything walking in

  • The Neon Age is the sixth age now: its units, turrets, special and mine are stronger and cost more, a step above the Modern Age

  • Evolving into the Modern Age takes the 15,000 XP the Neon Age used to, and the Neon Age now takes 45,000

  • The Warpath has nine steps: it marches through the Modern Age before the Neon Warlord's keep

  • The Warlord's keep starts with one turret instead of three, and still builds up to three as the battle goes on

  • Campaign stages 7 to 10 were rebalanced for the new age and the bigger armies

  • The Endless Siege's first wave comes at 1:00 (was 0:45), with 38 seconds between waves (was 35)

  • Versus battles that start in a later age keep their pace with six ages

Fixed

1 change
  • A shot from a long gun at a close target no longer flies backwards out of the barrel