1. ORX
  2. News

ORX News

ORX v0.14.0.28

[p]RUNE GUARDIANS[/p]
  • [p]Veterancy now grants unit-type-specific bonuses instead of a single generic curve:[/p]
    • [p]Militia: stronger STR-focused bonuses[/p]
    • [p]Spearmen: stronger VIT-focused bonuses[/p]
    • [p]Orbcaster: stronger DEX-focused bonuses[/p]
    • [p]Paladins: more balanced, averaged bonuses across stats[/p]
  • [p]Paladin base stats reduced.[/p]
[p]CAMPAIGN & DIFFICULTY[/p]
  • [p]Further reduced Zeppelin and Titan spawns from spawn points in early Acts (1-2).[/p]

ORX v0.14.0.26

[p]CAMPAIGN & DIFFICULTY[/p]
  • [p]Mission scaling adjusted from Act 3 onward. Later-campaign waves will be slightly harder.[/p]
  • [p]Reduced the aggressiveness of ORX Zeppelin spawns from forests and destroyed buildings.[/p]
  • [p]Wind/Water/Fire/Earth ORX Villages reintroduced in Act 4 in low quantity. Elemental ORX have been rebalanced, each gaining their own passive abilities.[/p]
  • [p]Wizdomiac boss: when forced to retreat between waves, it now destroys its own totems (should remove several stupid softlocks that happened occasionally due to random map generation).[/p]
[p]DUNE REAVERS[/p]
  • [p]Full card cost rebalance; cooldowns added to a number of cards.[/p]
  • [p]Updated many card descriptions that did not match real behavior.[/p]
  • [p]Cards are now correctly distributed across 3 rarities.[/p]
  • [p]Fixed a visual issue where Dictates were not carrying over when moving a unit.[/p]
  • [p]Archers damage behavior changed to reduce lag (less attack speed, more damage + Multistrike).[/p]
  • [p]Warriors should no longer spawn outside of map bounds.[/p]
  • [p]Expanded/fixed behavior for multiple cards and effects, including: Dictates, Geology, Well, Road Lamp, Orator, Weapon Craftsman, Mystic Crypt, Fight Club.[/p][p]Dune Reavers warning: this is by no means the final iteration of Dune Reavers, but this update makes them playable in terms of balance on the current patch.[/p]
[p]BOREAL NOMADS WARNING[/p]
  • [p]Added a prominent in-game warning that Boreal Nomads are currently not balanced and may be broken. The faction remains available to play, but expect issues.[/p]

ORX v0.14.0.24

[p]BALANCE[/p]
  • [p]Starting Initiative reduced from 3 to 2.[/p]
  • [p]Artifacts that grant Initiative at the start of combat now grant 1 less Initiative.[/p]
[p]QUALITY OF LIFE[/p]
  • [p]Each redraw now reduces the remaining cooldown by 10 seconds for all cards currently in the cooldown deck.[/p]
[p]FIXES[/p]
  • [p]Fixed an error that could occur when opening building info.[/p]
  • [p]Ability Active Time now displays and applies correctly (we will be updating it to give more clarity to buff bastions in the future, but for now we are fixing a bug related to it).[/p]

ORX v0.14.0.23

[p]ENEMY COMPOSITION & DIFFICULTY[/p]
  • [p]Metaclans now ramp more smoothly across missions.[/p]
  • [p]Biome matchup tuning: Dune Reavers and Boreal Nomads now face more appropriate metaclans in their home biomes (e.g., Tacticsclan in winter, Eliteclan in desert).[/p]
  • [p]ORX Titan spawns from forests and destroyed buildings tuned down again; Titans are slightly weaker; Titans Defense scaling removed, replaced with Armor (will become weaker to Multistrike).[/p]
[p]FACTIONS & BALANCE[/p]
  • [p]Dune Reavers: unit scaling updated — Strength-based scaling increased across the roster.[/p]
  • [p]Dune Reavers Spearmen: added Thorns and Knockback.[/p]
  • [p]Dune Reavers Shieldbearers: replaced Thorns with Reflect.[/p]
  • [p]Dune Reavers Archers: removed Wind element.[/p]
  • [p]Dune Reavers Grenadiers: attack less frequently, but their hit strength is significantly increased.[/p]
  • [p]Dune Reavers: Bazaar added to the starting deck.[/p]
  • [p]Rune Guardians: Veterancy progression now spans 10 ranks instead of 5 (smoother scaling).[/p]
  • [p]Rune Guardians: Buffing Bastions reduced buff strength.[/p]
  • [p]Starting gold capacity increased to 200 (was 100).[/p]
[p]WORLD & VARIETY[/p]
  • [p]Added one new sub-biome variant per biome: Ruins, Volcano, Enclave, Abyss.[/p]
  • [p]Weather is now biome-locked to prevent cross-biome inconsistencies.[/p]
[p]FIXES[/p]
  • [p]Map generation: second pass fix for the map layout issue that could lead to a game freeze when loading into a mission. If this still happens - message me in our discord in the english-chat or help sections. https://discord.gg/hTgGrkf34m[/p]
  • [p]Fixed Hell difficulty not starting missions.[/p]
  • [p]Korean localization: fixed square glyphs in most strings.[/p]
  • [p]Fixed several softlocks based on recent bug reports. If you were affected by this before, check if it happens again. If it does - report it please and share the logs (don't forget to close the game prior to that).[/p]

ORX v0.14.0.22

  • [p]Smoothed early-game spawn scaling for Titan ORX, ORX Behemoths, and tank units from forests and destroyed buildings, reducing extreme spikes at mission start and in early Acts.[/p]
  • [p]Fixed several localization strings.[/p]
  • [p]Fixed a Structure Integrity regression; the stat no longer appears or interferes with gameplay.[/p]