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
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
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
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
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
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
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