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Warside News

First Break Labs Winter Sale is Here!



It’s that time of year again, and First Break Labs is going BIG this season on Steam with some of our deepest discounts yet!

Whether it’s chill vibes coasting through a snowy alpine village on your skatebroom, a puzzling adventure through a mystical land of particles, old-school tactical turn-based battles, or blasting hoards of alien invaders as a sharp-shooting frog riding a mech, we’ve got you covered.

Check out these deals:

The sale ends on January 5th, at 10AM Pacific. Don’t miss it!

https://store.steampowered.com/app/2412200/Cthulhus_Reach_Devil_Reef/
https://store.steampowered.com/app/346180/David/
https://store.steampowered.com/app/2602030/Entropy_Survivors/
https://store.steampowered.com/app/1560160/ILA_A_Frosty_Glide/
https://store.steampowered.com/app/446760/Neighborhorde/
https://store.steampowered.com/app/2074740/Particle_Hearts/
https://store.steampowered.com/app/548230/SPINGUN/
https://store.steampowered.com/app/2368300/Warside/

Bug Fixes for v1.5

  • [p]A new widget has been added to the bottom left corner to show terrain and unit info for the object currently under the cursor.[/p]
  • [p]The green highlighted area for movement is now a higher contrast green when playing on Ice environment missions to aid readability.[/p]
  • [p]Maps that defined a custom max-health for a unit can longer set this value to 0. Existing maps set to 0 will convert this value to a new minimum of 10% hp.[/p]
  • [p]Fixed missing background on multiplayer lobby screen.[/p]
  • [p]Fixed a crash that could occur when changing screen resolution whilst the "mini-menu" was open in-game and displaying a battle power with a name longer than 2 lines.[/p]
  • [p]Fixed a crash when opening the Skirmish menu and immediately closing it whilst the list of popular maps was still loading.[/p]
  • [p]Fixed a camera lockup that could occur when the mouse was left at (0, 0) whilst also using a controller for input. This was more common when using certain streaming software.[/p]

Update 1.5 Now Live - Balance Changes & Campaign Refinement

[p]Commanders![/p][p][/p][p]Update 1.5 has landed, and with it comes a major balance pass for Warside. This update is all about fine-tuning the battlefield: smoothing out difficulty spikes, refreshing underused strategies, and laying the groundwork for a more balanced Warside experience.[/p][p][/p][h3]Balance Update – Better Choices, Better Battles[/h3][p][/p][p]We’ve taken a close look at how players are approaching units and Battle Powers across all game modes, and have made a number of adjustments aimed at encouraging more diverse play. We're also aiming to make a wider variety of playstyles viable in multiplayer games.[/p][p][/p][p]These changes aren’t intended to completely shake up the current meta, but to better steer gameplay towards our original design goals. [/p][p][/p][p]Highlights include:[/p]
  • [p]Infantry-type units were generally underutilised for everything other than capture. All specialised infantry have been buffed to better encourage their use. The standard Infantry unit remains unchanged.[/p]
  • [p]The Boomtruck now lives up to its name and explodes with 1-tile radius splash damage.[/p]
  • [p]The trusty Tank has long been a staple of every player's army, but it's a bit too versatile, and we want to see a better mix of units in play. Its base attack has been slightly reduced to make it less competitive relative to our other units.[/p]
  • [p]The relationship between Attack Helis, Flak Canons, and Tanks has been tweaked so the helicopter doesn't always come out on top. Attack Helis are expensive, and we didn't want to directly mirror the relationship as seen in other games, but the data suggests they were too strong.[/p]
  • [p]The Icefang's attack now penetrates units in a line behind their target. This was our original intended design for the unit. The attack damage has been slightly reduced to compensate.[/p]
  • [p]The Frigate now has a secondary attack to target helicopters. The relationship between costly ships and equally costly air units is a difficult one to balance. Attack Helicopters were able to move in close and cause uncontested damage at a relatively low cost. By giving Frigates a counter-attack (or even a first-strike on a helicopter out of position), the balance shifts back towards the naval units.[/p]
[p]This is an iterative update, and we’re keeping changes measured so we can see how they play out in live matches. Expect more balance tweaks as we gather feedback and in-game data.[/p][p][/p][p][/p][p]We've also tweaked Battle Powers to make all Commander choices more viable. We have increased the amount of charge required where data suggested a power was too strong (we see you, Scourge!).[/p][p][/p][p]The power mechanics have been changed so that the required charge increases each time the power is used. The longer a battle goes on, the more you will need to think about whether this is the best time to activate your power.[/p][p][/p][p]See the changelog below for the full list of changes to units and powers.[/p][p][/p][h3]Campaign Balance[/h3][p][/p][p]All the way back in May, we introduced update 1.2 with our new (and much improved) AI. We also adjusted the campaign because many players did not find it challenging enough. The difficulty level was raised across the board, but the progression wasn't very smooth.[/p][p][/p][p]Our data shows we still have some very obvious sticking points where players are getting stuck. This leads to missions that feel like a slog to beat, or worse, players get frustrated because they need to restart multiple times.[/p][p][/p][p][/p][p]The orange area of the bars indicates missions where players are getting stuck at a higher rate than intended. The mission "The Blight" is the biggest offender here.[/p][p][/p][p]With this patch, we've had time to go back and adjust a number of our missions. We don't want to make the game easier (some missions we have made harder!), but we do want to smooth out the difficulty level and avoid the spikes we previously had. It was the sudden changes in difficulty that players left the most feedback on, and it's something we hope to have improved with this update.[/p][p][/p][p]As with all our patches, we'd love your feedback on our forums. It's your constant feedback that helps us keep improving the game.[/p][p][/p][p][/p][h3]Balance Changelog (Units)[/h3][p][/p][p]Medic[/p]
  • [p]Cost decreased from 4,000 to 3,000[/p]
[p][/p][p]Sniper[/p]
  • [p]Cost decreased from 3,500 to 3,000[/p]
[p][/p][p]Blightguard[/p]
  • [p]Cost decreased from 4,000 to 3,500[/p]
  • [p]Movement increased from 3 to 4[/p]
  • [p]Base damage versus Armor increased from 10 to 15[/p]
  • [p]Base damage versus Heavy decreased from 8 to 5[/p]
  • [p]Base defence increased from 0 to 1[/p]
[p][/p][p]Boomtruck[/p]
  • [p]Cost decreased from 7,000 to 5,500[/p]
  • [p]Base damage versus Armor decreased from 90 to 80[/p]
  • [p]Attacks now have splash damage in a radius of 1 tile, with 70% damage[/p]
  • [p]Fixed issue where defenders would get counter-attack charge for the value of the Boomtruck[/p]
[p][/p][p]Flame Tank[/p]
  • [p]Cost decreased from 8,000 to 6,500[/p]
[p][/p][p]Tank[/p]
  • [p]Base damage versus Armor decreased from 75 to 70[/p]
  • [p]Base damage (alt) versus Infantry decreased from 80 to 75[/p]
[p][/p][p]Flak Cannon[/p]
  • [p]Cost decreased from 9,000 to 8,500[/p]
  • [p]Base defence increased from 0 to 1[/p]
[p][/p][p]Attack Heli[/p]
  • [p]Base damage versus Armor decreased from 75 to 70[/p]
  • [p]Base damage versus Boat decreased from 85 to 80[/p]
  • [p]Base damage versus Ship decreased from 45 to 40[/p]
[p][/p][p]Icefang[/p]
  • [p]Cost decreased from 15,000 to 14,000[/p]
  • [p]Base damage versus Armor decreased from 100 to 90[/p]
  • [p]Base damage versus Heavy decreased from 55 to 50[/p]
  • [p]Base damage versus Ship decreased from 50 to 45[/p]
  • [p]Base damage versus Structure decreased from 45 to 30[/p]
  • [p]Attacks now penetrate 2 additional tiles behind the target, with 70%, then 50% damage[/p]
[p][/p][p]Frigate[/p]
  • [p]Can now (alt) attack Helicopters with a base damage of 75[/p]
[p][/p][h3]Balance Changelog (Powers)[/h3][p][/p][p]The charge amount needed to activate a Battle Power now increases by 10% (compounding) with each use.[/p][p][/p][p]Iconclad (Ava)[/p]
  • [p]Charge decreased from 5 to 4.5[/p]
[p][/p][p]Venomous Haze (Scourge)[/p]
  • [p]Charge increased from 5 to 7.5[/p]
[p][/p][p]Fearstrike (Medusa)[/p]
  • [p]Charge decreased from 5 to 4.5[/p]
[p][/p][p]Neural Overload (Mordred)[/p]
  • [p]Charge increased from 4 to 4.5[/p]
[p][/p][p]Winter's Grasp (Boreas)[/p]
  • [p]Charge increased from 6.2 to 6.5[/p]
[p][/p][p]Shatterstorm (Demetria)[/p]
  • [p]Charge decreased from 6 to 5.5[/p]
[p][/p][p][/p][h3]Additional Changes[/h3][p][/p]
  • [p]Ranged units now give a visual "nudge" on the map view when firing, to make it more obvious which unit is attacking.[/p]
  • [p]Fixed an AI crash that could occur when playing on fog-of-war missions.[/p][p][/p]

Bug Fixes for v1.4.1

  • Fixed crash when pressing shoulder buttons for next/prev unit when there was a unit at (0, 0).
  • Fixed the camera sometimes locking on Steam Deck when resuming from sleep.
  • Fixed dialogue trigger if Flint is defeated during "Desert Storm" mission.
  • Fixed shaders not always returning to the pool after using Mission Editor. This resulted in a gradual slowdown if continuing to play, which is now resolved.
  • Audio levels have been rebalanced to further raise SFX levels relative to music. Players can still adjust volume sliders as normal if a different balance is desired.
  • Fixed an issue in multiplayer where transport units were not correctly syncing their contents if a player lost connection and then reconnected.
  • Fixed a number of crashes that could occur on the credits screen.
  • Units affected by Neural Overload now correctly account for units within their minimum firing range, and will reposition to attack them if there are no other targets.
  • Adjusted some heuristics to help the AI better choose where to target Battle Powers.
  • Fixed the Disconnected & Reconnecting popup not correctly showing during multiplayer games.
  • Fixed an intermittent soft lock when a victory/defeat condition was triggered during an AI player's turn.

First Break Labs Autumn Sale!



Hello First Break players!

It’s that time of year again!

From now until October 6th at 10AM PT, ALL First Break Labs games will be on sale for up to 80% off!

Entropy Survivors - 50% Off
Warside - 25% Off
Particle Hearts – 25% off
Cthulhu's Reach: Devil Reef - 15% Off
David. - 70% Off
Neighborhorde - 80% Off
SPINGUN - 70% Off

Grab’m while they’re hot!

Also keep an eye out for our upcoming games 😊:

- ILA: A Frosty Glide – out Oct 20th
- Baseless – out Dec 4th

More info soon!

- The First Break Labs team