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04/11 Patch Notes and Developer’s Letter #2

Hello, Commanders!

Since the recent patch a few days ago, quite a few additional updates have been made. To ensure smoother gameplay, we are now applying a second patch. Also, based on the accumulated play data and community feedback, we’ve completed our first round of balance adjustments.

Please refer to the details below.



[h3]Enemy Balance Adjustments[/h3]

Some enemy units in Chapter 3 have been adjusted.
  • Orc
    • Before: ATK 4 / HP 20
    • After: ATK 3 / HP 18
  • Shield Carrier
    • Before: ATK 6 / HP 20
    • After: ATK 5 / HP 18
  • Bow Shooter
    • Before: ATK 5 / HP 8
    • After: ATK 5 / HP 6
  • Boss ‘Somewhat Smarter One’
    • Before: ATK 10 / HP 150
    • After: ATK 10 / HP 130

The health cost of the curse card ‘Germination’ has been adjusted from 3 to 2.

The number of ‘Assassin’ units summoned in the ‘Assassination Attempt’ battle has been reduced by 1.

The number of ‘Warg Rider’ units summoned in the ‘The Circuit Breaker’ battle has been reduced by 1.

The spawn frequency of ‘Warg Rider’ units has been reduced in the ‘The Good Shepherd’ battle.

In the normal pattern of the ‘The Wilderness’ battle, the number of summoned ‘Faceless One’ units has been increased by 6.

In the empowered pattern of the ‘The Wilderness’ battle, the number of summoned ‘Faceless One’ units has been increased by 4.



[h3]Card and Relic Balance Adjustments[/h3]

The card ‘Owlbear’ has been adjusted.
  • Unupgraded
    • Before: ATK 1 / HP 100
    • After: ATK 1 / HP 80
  • Upgraded
    • Before: ATK 2 / HP 100
    • After: ATK 1 / HP 100

The relic ‘Steelbeard’ has been adjusted.
  • Before: Grants +1/+1 to allied units for every 20 Steel owned.
  • After: Grants +1 HP to allied units for every 20 Steel owned.



[h3]Bug Fixes[/h3]

Fixed an issue where using the card ‘Overtime Pay’ multiple times granted Steel abnormally.

Fixed an issue where the encyclopedia sorting did not work correctly.

Fixed an issue where the unit ‘Self-Ringing Drum’ was not destroyed by ‘Preaching Vice’.

Fixed an issue where the card ‘Let Loose!’ disappeared when the unit ‘Steel Catapult’ was killed.

Fixed an issue where the relic ‘Rusty Nail’ was not applying properly.

Fixed an issue where flying units exited the ‘Trench’.

Improved some missing textures and materials.

Fixed an issue where icons appeared abnormally large on the game result screen.

Fixed an issue where the card ‘Raging Tide Militia’ with the "Reduce unit count to 1" upgrade did not increase in unit count with subsequent effects.

Fixed an issue where entering the ‘Wacky Works Lab’ without any summon cards prevented game progression.

Fixed an issue where the unit ‘Holy Knights’ did not receive certain relic effects.

Fixed an issue where commander skill and starting relic buttons behaved abnormally during commander selection.

Fixed overlapping of the ‘Settings’ and ‘Exit’ buttons in some languages.

Fixed an issue where Free Deployment behaved incorrectly in the ‘Retreat Order’ battle.



[h3]Other Improvements and Adjustments[/h3]

Improved visuals for the first area theme of Chapter 3.

Expanded the width of the late advance route in the final boss battle.

Adjusted the spawn frequency of Heroic and Legendary relics.

The penalty of the event An Unavoidable Trap has been reduced.

Improved font size for some UI elements.



[h3]Currently Being Fixed[/h3]

We are working on fixing an issue where obtaining both the relics ‘Almagest’ and ‘Blue Rosary’ prevents game progression.
(‘Blue Rosary’ is planned to be reworked.)



Lastly, we’d like to share some thoughts on the balance adjustments included in this update.




The chart above shows the players’ win rates for each battle across the chapters (gray represents regular battles, red for elite battles, and purple for boss battles). As you can see, win rates tend to decrease as players progress through the chapters. Naturally, elite and boss battles show lower rates.

However, we found that, contrary to our intentions, the difficulty level in the latter part of the game wasn’t consistent. To address this, we implemented quick difficulty adjustments for certain battles, which include stat changes and unit count reductions as explained earlier.

That said, since these adjustments were focused on lowering difficulty, they don’t fully resolve the “unpleasant and unfair combat experiences” that many of you have pointed out. We plan to take more time to revisit and revise the underlying gimmicks. Thank you for your patience.

While making the battles easier, we also addressed content that was considered overly powerful by many players during a short period. Specifically, we adjusted Owlbear, one of the strongest units in the game, and Steelbeard, the powerful starting relic of Dwarf Richard. We aimed for a stable fix instead of a radical overhaul to quickly balance the game, but we will keep monitoring and consider further adjustments. If there are any other cards or relics you’d like us to look into, feel free to leave a comment!