1. Gems of War
  2. News

Gems of War News

Update 9.0



We have returned to the Underspire to add several new rooms for players to discover. We have also updated some Underspire menus to match the new UI style.

The example above shows a defeated new Treasure Room, which has left a Treasure Chest, awaiting collection.




  • We have updated the following menus with the new UI style:
    • Underspire Main Menu

    • Underspire Shop

    • Deep Shrine

  • We have changed the Goblin Merchant card icon on the Underspire map to be teal
    instead of red (due to the introduction of trap rooms, whose icons now have the red card icon)


[h3]Please note: That all new rooms will start appearing in Underspire after weekly reset. To allow players time to update to 9.0[/h3]



Trap rooms are a new type of battle encounter/room that can appear in the Underspire. These new rooms consist of 4 enemy troops, including the new Enemy Trap Troops! These new Trap Troops are not collectible.


Trap rooms cannot appear next to each other along the path or at a dead-ends.


Enemy Trap Troops each have a theme and all create a new Heroic Gem - the Trap Gem. The Trap Opponents include:

  • Spike (Bleed)
  • Acid (Poison)
  • Boulder (Stun)
  • Mirror (Reflect)
  • Flamethrower (Burning)
  • Frozen (Freeze)
  • Dart (Single-target damage)
  • Pit (Knocks troops to the back)

[expand]
[/expand]
Trap Gems are colorless Gems that, when destroyed, will do 1 of 5 effects:

  • Stun all Player Troops
  • Freeze all Player Troops
  • Entangle all Player Troops
  • Faerie Fire all Player Troops
  • Create 3 Doomskulls



The negative status effects only affect the player's team (even if the player destroys the Gem). Trap Gems do not drop randomly in battles; they are only created by Trap Enemies in Trap Rooms.

After defeating a Trap Room, a Trap Room Chest will appear for collection! These can contain items such as Cursed Runes, Writs, Chaos Shards, Ingots, and more.



In addition to the new Trap Rooms, we have added 6 new types of rooms that players may encounter.



Treasure Room - Find and defeat a Treasure Room for the chance to be rewarded items such as a random Book of Deeds or Shiny Dust. Treasure Rooms can appear anywhere in the Underspire.

Up to 20 Treasure Rooms may be found in each Underspire.



Oracle Room - Discovering an Oracle Room at a dead end will reveal a random 3x3 location somewhere within the Underspire Map, showing the rooms or passages in that space! This area is viewable only and cannot be interacted with. Intended to just reveal a section of the map you have yet to discover. Oracle Rooms can only appear in a dead-end room in Underspire.

Up to 2 Oracle Rooms may be found within each Underspire.



Trinket Room - Finding a Trinket room will reward the player with 2-5 random Trinkets. The Trinket Room can appear anywhere in the Underspire.

Up to 3 Trinket Rooms may be found in each Underspire.



Cursed Mine - Interact with this room to earn between 10 -20 Curse Runes. Cursed Mines can appear anywhere in the Underspire. No more than 1 Cursed Mine may be found in each Underspire.



Powder Room - Interact with this room to earn either between 2-4 Torches, or if the player is lucky - a Lantern. Powder Rooms can appear anywhere in the Underspire. No more than 1 Powder Room may be found in each Underspire.



Secret Passage - Interact with this room to open a secret door to a new location in the Underspire (which is unlocked and ready for battle). Secret Passages can only appear in dead-end rooms. No more than 1 pair of Secret Rooms may be found in each Underspire.

All of the new rooms (except the treasure room) do not have a battle in them, and so do not use a torch to explore!

Things to note:

  • Of the new rooms, only Trap Rooms and the new Treasure rooms consume Lanterns/Torches
  • Not all new rooms are guaranteed to appear, or up to their maximum number.
    • For example, there may be anywhere from 0 to 20 Treasure Rooms, and 0 Powder Rooms.

  • These new rooms will not replace Treasure Guardians - they occur in addition to the Treasure Guardians
    • (i.e. you will get the same amount of Treasure Guardians as you did previously).

  • The Underspire is being generated in the same manner as previously. It will not be any larger than the previous underspires - the new rooms will simply be replacing regular rooms/battles that would have been encountered while exploring.
    • We understand that Underspires are large, and we do not want to make the event any bigger than it already is.

  • Lanterns only double rewards given from the Victory screen and not any rewards given in Treasure Chests.

[h3]
Final notes[/h3]

Underspire Treasure Guardian troops: This is feedback I (Jeto) have been sharing from the community to the team around, players experiences with trying to collect these troops. There are no changes coming in 9.0, but the team has shared that they are looking at introducing the Underspire Sentinel troops into the Soulforge in some way.

Tarot troops:
In future, the team are also investigating an additional new room based around the Tarot Troops, whether that is somewhere they can be earned or purchased has not been established, as it is just the beginning of an idea currently.
Came up from discussions from our awesome BETA




It's A Trap!: Defeat 10 Trap Rooms in the Underspire.

Drums in the Deep: Find 5 Cursed Mines in the Underspire.

Double the Powder: Find 5 Powder Rooms in the Underspire

  • We have a new heroic Gem for a future Campaign.
    • This will not appear till that Campaign is live.
  • We have made some improvements to how the 'Upgradable' filter works in the Troop Collection menu; it sorts troops better, based on the types of upgrades they have available.
  • We have changed the Level Troop Tutorial to upgrade Prisoner Luther instead of the Priestess.
  • The Guild Activity button on the Guild Overview menu, will now get a '!' icon when there is a new activity to view.




  • Players are unable to set up their Guild War defenses when using a controller.
  • The max Upgrade option available was not behaving correctly if the troop only had a single trait upgrade available with traitstones.
    • The Ascend all button is still missing, and currently aiming for 9.2 at the earliest. Will update the Known Issues article when we have a confirmed update
  • Troop Upgrade filter listed troops inconsistently.
  • Rewarded Ads button was not appearing on mobile.
    • Rewarded Ads were not always running correctly.
  • New players could experience a soft lock in-game by reaching the world map if they switch between inputs (e.g. Controller + Keyboard) during early tutorials.
  • Guild ranks for a guild member's promotion/ demotion were failing to display in the promotion/demotion confirmation popups.
  • PvP Global Leaderboard rewards were not being mailed out at weekly reset for some players
  • Text was not always appearing correctly in conversations for Russian and Simplified Chinese.
  • Profanity filter for Guild Names and Guild Ranks to be consistent with Global Chat.

Update 8.9


We have updated the 1 hour Pet Rescues, from Pet Gnomes to help players try to target the Pets they are missing.

When players defeat a Pet Gnome (and there are no other Pet Rescues currently active), they will now get a new popup menu that will allow them to pick between 3 potential Pets to rescue.



The 3 Pets will be randomly selected, and will not necessarily be from the same Kingdom, however there will always be the following:

  • 1 Buff Pet (this is any pet that has an ability that helps the player)
  • 1 Cosmetic Pet
  • 1 Buff OR Cosmetic Pet


Only 1 Pet can be chosen from the 3 Pet options. Once a Pet has been selected, it will be the Pet Rescue available to the player and their guild.

PvP Pets, Starry Pets, Faction Pets, Immortal Pets, Platform-Exclusive Pets, and the Revered Dragonkitty will not appear as options for the updated Pet Rescues.

Please note: These changes only affect the Pet Rescue event from defeating Pet Gnomes, and will not apply to scheduled Pet Rescue events on Wednesdays. We are looking into this as a potential change to come in the future!



We have added an updated version of the classic Guild Roster to the new Guild Wars. The new Guild Roster displays Guild Wars information for all guild members.

Similar to classic Guild Wars, all guild members will be able to view the Roster. It can be accessed from the Guild’s Keep menu. Players will also be able to review the final Roster results during the 2 day Guild Wars “grace period” after the final daily war ends.


Names have been removed from this screenshot

This information includes:

  • How many Guardian Boosts has a player purchased?
  • Is the Guild member defending a location? If so, have they set up their team?
  • How many Wins / Losses did the player have each day?
  • What is their total Guild Score for the event as a whole (across all the days)?


Also returning are the classic Guild Wars Ranks of Paragon, Champion, Herald, Vanguard, and Soldier.
Players will earn one of 5 ranks based on their total Guild Wars score from the previous Guild Wars events – so players wanting to be Paragon will need to be the top-performing player in their Guild.

Currently, these Guild War Ranks are for bragging rights only and give no other advantage, but we may explore special rewards in the future!


We have made some initial improvements to the rotation of craftable Mythics and Legendary troops.

The Soulforge will now rotate the Mythic + Legendary Troops available for crafting twice a week – once at weekly reset and once at Daily Reset on Thursdays.

This allows us to cycle through the Soulforge lists for Mythic and Legendary Troops faster, allowing for new Troops to go into the rotation more quickly.

We have added a ‘time left’ timer to all troops that will rotate, so players know how much time is left before the Soulforge changes its contents.


The Craftable Dragonite Dragon, Weekly Kingdom Weapons, and Colored Summoning Crystals will continue to rotate once a week, at weekly reset.


Guild Leaders (and only Guild Leaders) will now be able to change their Guild’s name in-game from the Manage tab of the Guild Admin Menu.



Guild Leaders may only change the Guild’s Name once every 4 weeks.

Guild Names will go through the same restrictions as choosing a name for a new Guild. (To make sure the new name is available and isn’t inappropriate). As part of this change, the Guild Admin menu for the Manage tab has been updated.

Please Note: We have freed up some old names from disbanded guilds that have not had any activity for some time, to make additional guild names available.

Support will no longer be accepting Guild name request tickets, after 8.9 releases.


We have updated the Troop Upgrade menu to bring all aspects of troop upgrading back into a single menu. The Troop Upgrade Menu has been updated to the UI style to be similar to the Immortal Menu.

On the new Overview menu, players will be able to view their Troops’ information and easily navigate to the different types of Troop upgrade menus.



The menu along the right is broken down into 5 sections:

  • Spell: View the Troops spell description and spell icon.
  • Level: View the Troops’ current Level and Skill Points. Players can also tap the notepad button to see a breakdown of Skill Points.
  • Traits: View all 3 Traits on a Troop and their unlock status.
  • Ascension: The Troop’s progress to their next ascension Rarity.
  • Max Ascension for all Troops is not available on this menu at this time, but will be added back into the UI in a future update
  • Elite Level: This will replace Ascension once a Troop is fully ascended. Players can see the Troop’s Role and current elite level.
  • Shiny: If the troop has a shiny version, they can see the current progress and tap on the shiny token to bring up the Troop’s Shiny Menu.


Along the edge of each section, there are upgrade icons that – when tapped – will slide out the upgrade menu for the matching Troop upgrade (e.g. Level, Traits, Ascension, Elite Level).


On each Upgrade menu, players will be able to either upgrade with their resources or choose to use an Orb for that type of upgrade. This will allow players to view upgrades and decide if they prefer using an Orb instead of resources.
Along the top left of the menu, adjacent to the Back, Help, and Chat buttons, there are 2 additional buttons:

  • Orb Button: Players will be able to view all their orbs (similar to the Jewel view in Soulforge)
  • Disenchant Button: Players will be able to go to the Disenchanting menu.



We have kept the Max Upgrade button on the overview menu that will do any possible upgrade for that Troop (including Level, Traits and Ascension as before).

The button has a slide-out display that lists all of the upgrades and resource costs when using the button.

This slide-out will also allow players the option to use an Orb of Power instead of regular resources if they prefer.

All Orb upgrades have a confirmation popup menu in case a player accidentally interacts with an orb button instead of the regular upgrade button in a menu.



Using the Level up button from the Troop Card view will take players directly to the Troop level menu.

We left this button in for new players, to make it easier for them to focus on levelling their troops.



Players still have the option to take a screenshot of the Troop Overview menu, but we have removed the screenshot customization options at this time.

The Disenchant menu has been updated to the new UI Style, but will work the same as it did previously.

Again, Max Ascension for all Troops is not available on this menu at this time, but will be added back into the UI in a future update

  • In the Opening Tutorial sequence, we have removed the 2nd Militiaman troop from both Battle 2 and Battle 3. This allows players to complete these tutorial battles faster, allowing new players to get into the Dragon’s Pursuit story sooner.
  • In tutorials, the message “Tap/Click to Continue” now appears faster, so players don’t have to wait to move to the next part of a tutorial.
  • We have sped up the reveal of nodes for a story arc (the quest nodes between the arc start and the next mini-boss or Boss battle).
  • We have changed the battle background in quest battles to match the background used in starting conversations. This ties the battles to conversations happening beforehand.
  • Paragon of War: Earn the Paragon rank in a Guild Wars event.
  • Anger Management: Match 100 Enrage Gems

  • Warbands will now rotate around every 2 weeks – with the oldest Warband cycling out, and a new Warband cycling in.
  • Adjusted text on various menus to address some of the readability concerns with the new fonts.
    • We have also been reviewing the new fonts in non-English languages to address the smaller text concerns

    • We will be reviewing the font changes and feedback as an ongoing project



  • SONY offers for real money appeared without a price and were unable to be purchased
  • Improvements to the tech around the Rewarded Ad videos, to help address the issue where no video is available.
  • ”Tower Destroyed” reward text in Invasion events would expand out of the reward box making it difficult to read some of the text.
  • Gnomes summoned during Gnome-a-Palooza would appear as level 1 and would ppear with higher stats than they should have from PvP bonuses, such as Blood Frenzy
  • Guild admins were blocked from Guild admin features, caused by a CLIFFY error
  • Game board shrink after accessing Chat menu
  • Glory not visually displayed in the Rewards list after completing a Treasure Hunt game
  • Progression on Guild tasks visually missing
  • Team score visually incorrect in Defense team


Small note from Jeto: I have a list (one of many) of what I believe are the ongoing top priority bugs that need to be addressed, and I am following them up regularly with the team to get any sort of update on the progress on those issue.

Puzzle Quest: Immortal Edition OUT NOW!

The original Match-3 RPG is back! Puzzle Quest: Immortal Edition is the definitive Puzzle Quest, polished for a new era and featuring all the collected content from almost 20 years of history. Experience the original Puzzle Quest: Challenge of Warlords, Revenge of the Plague Lord, and The Legend Returns all together in a neat package. What's more, for a limited time, pick up Puzzle Quest: Immortal Edition and enjoy 20% off!

OUT NOW ON STEAM!

https://store.steampowered.com/app/3236710/Puzzle_Quest_Immortal_Edition/
[previewyoutube][/previewyoutube]
  • Create a Hero who gains skills and spells
  • Match-3 Battles with varied opponents requiring different strategies
  • Complete Quests and Side Quests
  • Meet Companions who will aide you
  • Learn Spells and collect Items
  • Build your Citadel – add buildings that grant you special powers
  • Capture creatures, use them as Mounts and train them
  • Capture monsters and play the research mini-game to learn their spells
  • Discover hidden Runes and create magical items in your Citadel Forge
  • Siege Cities around Etheria to expand your dominion

Are you ready to save the kingdom of Etheria?

Update 8.8

Shout out to our wonderful little crew of beta testers for their time & efforts, this update.
Guild Keep Guardians are getting expanded in this update. Players will be able to give their Keep Guardian Teams a helping hand to improve their effectiveness!
All Guild Members will be able to view the Keep Guardian and its current effect on the Keep menu. During the Guild Wars preparation, before the new event begins, players will be able to purchase boosts for their Keep Guardian.
The Guardian Boost menu can be accessed from a button in the Keep Guardian info area.

Players can purchase up to 5 Guardian Boosts for an upcoming Guild War. There are 3 types of Boosts, which can each be purchased with Silver Marks.

  • Lv 30 Boost – 20 Silver Marks
  • Lv 50 Boost – 40 Silver Marks
  • Lv 70 Boost – 60 Silver Marks

The Guild tracks how many Boost purchases are made by its members (displayed on the right).
Each Boost purchased will add to the Guardian Blessing pool. Once the first Daily War begins, no more Keep Guardian Boosts may be purchased.





[h3]Guardian Blessings[/h3]



For every 3 boosts the Guild purchases, they will get a Skill Point towards their Guardian’s Blessing. These skill points unlock in a specific order: Life > Armor > Attack > Magic
Up to a cap of 135 Boosts, for the whole Guild.


As these Guardian Blessings are unlocked, they will apply Skill Points to the Guild members’ attack teams during Daily Wars battles!


Every time your Guild’s Keep Guardian Team appears in a battle to defend your Keep, it will consume ONE of your Guild’s Keep Guardian Boosts, and last for that one battle. Highest level boosts are used first
Again.. This boost will level up the Guardian for this one battle, and uses your highest-level boosts first.


Each day during the event, your Guild’s total number of Keep Guardian Boosts replenishes to the original total your Guild members had purchased, ready for the next Daily War.


When the Guild Wars Event ends (currently, after 5 days). the Guild Boosts reset to zero, and they will need to be purchased again for the next event.
Remember: The Gate is always defended by a Guardian Team, and any location that does not have a player defending.




Players will be able to view results and information about previous Daily Wars! The new Daily Wars Result menu is accessed from the main Guild Wars menu (under Leaderboard).

There are two tabs in the Result Menu:

Guild: View your Guild’s results.
Screenshots taken from a staging server and displayed data may not reflect actual scores and calculations

Personal: View the results of your own previous Guild Wars battles.


Players can view their Guild’s Daily War results further, with information such as:

  • Leaderboard Ranks
  • ELO Ratings
  • Daily War score
  • ELO Change from the Result
  • Total Battles
  • Morale Bonus
  • Conquest Bonuses
  • Total number of Keep Defenders
  • Keep Location Wins vs number of Battles
  • Guild member performance (Score/ Wins)
More information UI for Guild Wars, is coming in 8.9




  • Players can now view their Guildmates’ defence teams within the Guild Keep.
  • If no team has been set up, there will be a pop-up message to let you know.
  • Grace Period: For 2 days after a Guild Wars ends, players will be able to collect their Daily War Rewards for the final day, as well as any uncollected personal Guild War rewards. Once the grace period ends, any uncollected rewards will be mailed out like normal.
  • Review Next War Rewards: Players will be able to access the Guild Wars Reward menu to view the rewards for the next Guild Wars event, along with being able to purchase the Guild Wars Medallion in advance.
  • We have increased the base Gold and Silver Mark rewards from winning a Daily War.
  • Base Gold Marks has increased from 10 to 20 Marks (which is scaled by the guild’s morale)
  • Base Silver Marks has increased from 20 to 40 Marks (which is scaled by the guild’s morale)
  • We have changed Purple Keep Guardian of Darkness’ Defense Ability to: Inflict Bleed on 3 random Enemies. Create 3 Bleed Gems.
  • We have added a confirmation message when a player fights on a location they have already defeated.
  • When a player selects a location to fight, it will now display a path on the Keep map to display what new areas(s) would unlock from defeating that location




Searching for specific Monoliths just got easier. The Monolith Menu has had an update to match the newer UI style in the game. Similar to the Collection menu, there is now a Filter button on the right-hand side of the menu.
Players are now able to filter Monoliths in multiple ways:

  • By Region
  • By Buff Type
  • By Searching for the Monolith Name
  • By Active/ Inactive Monoliths






We have added a new pop-up menu when a PvP Season has finished, and a new one has begun.

  • When players go to the PvP World Map for the first time after a PvP Season, they will get a PvP Season Ended Summary message.
  • The summary will include a list of all uncollected rewards that have been awarded to players (this replaces the Season mail being sent out, since it could be lost due to a full inbox).
  • If players have no uncollected rewards, this area will be empty with a note “Thanks for playing the previous season”.
  • The PvP Season Summary will display your end-of-season PvP Icon Conversion. The overall VP earned from Icons the player had in their inventory when the PvP Season ended.
  • This will show how each rarity of their Icons has been converted to make up that total VP amount, in a help popup window in the menu.
  • Players can return to the PvP Season Ended pop-up menu after closing it from the PvP World Map (near the Mail button on the right-hand side).
  • This button on the PvP World Map will be available for 1 week after the PvP Season Ended Summary has been displayed.








When a player earns a Hero Level, they will go through a new Hero Level up sequence. The new sequence has been updated to match the new UI Style for the game.

All level-related rewards (e.g. new Feature unlocks from Adventurer’s Path, or Weapons unlocking from new Gem Mastery) will be displayed in a single menu, alongside any Skill Point increases, and Gem Masteries chosen.




  • Players’ PvP teams will be saved within a region for specific restrictions (as long as the player has created a team previously).
  • Added a new Heroic Gem for a future Campaign.
  • Updated the main fonts for the game to match the new UI style of the game.





  • To the Victor… : Win 25 Quick Match PvP Battles in any Region.
  • Guild Paragon: Win 10 Guild Wars Battles.
  • Pillars of Might: Win 5 Monolith Battles.


  • Disconnecting from Chat from the World Map caused a softlock
  • Reward animation missed the first reward, often Campaign Stars
  • Morale bonus showing /30 instead of /27
  • PvP Gold Mark Region bonus not displaying and not being rewarded
    • Awaiting confirmation on the details of the fix
  • The 'Y' button icon is upside down in the Vault Rewards screen on Nintendo Switch
    • Awaiting confirmation
  • CLIFFY Error in PVP caused by the opponent's Troops not be
    [list[
  • Awaiting confirmation



If any further are confirmed, we will update these patch notes.

Also, there are placeholder translations for some languages, while we are waiting for localisation to come back.

Due to some delays and issues outside of the studio's control, a number of bug fixes have needed to be pushed back into 8.9.

Upcoming QOL Plans

Hello everyone!

This is the first of what we plan to be an ongoing series, where we share the Quality of Life features and content ideas from the Community that we have in the pipeline!


The intention of these blogs going forward is to share what is happening currently. Which QOLs are at the end of their review process.
Review process: The Production team has read the request/suggestion and it has or hasn’t been approved.

These blogs may also include features/requests we are currently not going forward with, whether that is ever, just for now or in a different way to what has been suggested.

There are also some requests that are unsuccessful, but will go back through the review process, if there is an alternative suggestion or just more to discuss. These will not be shared in these blogs.
As there is a backlog, these blogs initially will have a regular release cadence.

But once that has been cleared, we will share them less frequently/consistently and save making a post until there are multiple QoL/feature requests to share at once. So please, be patient and hold off asking when the next blog is coming, if you have not seen one in a little while.

Which is a great segue for..


[h2]Housekeeping TLDR;[/h2]

  • Everything shared is a work in progress and subject to change
  • Do not comment about other QOLs not mentioned in this blog
  • Don’t derail the thread.
  • Anything with an Outcome listed as pending/ongoing does not require further community suggestions
Everything we share in these blogs will be a work in progress. Everything is subject to change.
If there are any ETA’s or predicted updates shared, this could change, be delayed, no longer happen at all, move backwards or move forwards!

On the flip side, some things we mention may not even have an ETA or predicted update yet. So, please do not ask; Once we can share that information, we will!

We will be sharing a shortlist in each blog.

Please do not post in these threads to ask or comment on OTHER QOLs/features that are not mentioned.
For example: “Why are you implementing X! What about B QOL -something something” 
We can get into the why of X-QOL being implemented! But we won’t be going into why B-QOL won’t be, if it’s not mentioned in that blog.

If there isn’t a thread already discussing a QOL, please feel free to start one!


To join in on the discussion, please jump over to our Community Forum!


In some blogs, we will also call something out as a “Feature”, which differs from Quality of Life requests.
Some examples of what a QOL is versus a Feature:


QOL Request:

  • A task that can be completed in a short period of time
  • A change one dev can complete around other tasks
  • Works within the existing frame of the game
  • Minimal to no other components of the game require an update for it to exist
  • Minimal to no changes required to our tools
Example: Adding a pop-up screen to describe a game mode


Feature:

  • Something that takes a number of days or longer to work on. 
  • Something that requires potentially multiple devs to implement
  • A change they might be working on as a primary task
  • Something that may require our tools to be updated or whole new tools to be created.
  • Something a whole update could be centred around.
  • An item that adds a new component to the game, or significantly changes/updates an existing component.
Example: Reworking a gamemode


Each item will be broken down into 3 short sections:

  • The issue
  • At the core, what is the problem we want to resolve
  • The suggestion
  • The idea of how this could be resolved
  • The outcome
  • This can be varied. It could be what is being implemented if it differs from the Suggestion, what are the current blockers/limitations, any ETA’s if we have them.. Etc


If an item has an outcome listed as pending or still in discussion, please do not share further suggestions in this thread.

Everything that has reached this point already has community suggestions included when it starts this whole process.

Anyways, finally, onto our first items!

[h2]Guild name changes made in-game[/h2]
The issue: Players are required to reach out to the support team with a support ticket, everytime a Guild leader wants to change the name of their Guild.
The suggestion: Much like how players can change their own name, add a feature into Guild Admin to allow Guild leaders to change their Guild name without leaving the game.
The outcome: Current ETA is 8.9.

[h2]Testing your own teams[/h2]
The issue: Players cannot easily test out their own Teams. Currently requires setting up team in PvP > Central Spire, then navigating through their own hero menus to fight this specific team.
The suggestion: Creating a space where players can set up and test a team, without needing to go through so many menus.
The outcome: Given the scope of what we have been discussing, this would be a whole feature. We want to create a place where you can easily build a team and then compete against them, so this currently has no ETA, but we wanted to share that it is in the works.

[h2]Guild Wars Roster[/h2]
The issue: This will address a lot of requests all at once.

  • It takes a lot of investigation for Guild leaders to see who is and isn’t participating in Guild Wars. Which is most important for Guilds with a Guild Wars participation requirement
  • There isn’t one place where players can see everyone in a Guilds score, wins/losses, who hasn’t set a defense team, etc.
The suggestion: Add a menu to Guild Wars called the Guild Roster.
The outcome: Current ETA is 8.9

[h2]World Event Scoring displayed in-game[/h2]
The issue: You do not know the World Event scoring, unless you read the weekly blog, as it’s not displayed in the event.
The suggestion: Update the World Event UI to display the scoring information within the event.
The outcome: Still currently investigating the scope of this. Will share an ETA once we have one.


[h2]Tower of Doom map will reveal rooms if cleared by Guild members[/h2]
The issue: Players use 3rd party community-made tools to track Tower of Doom rooms to help each other within the Guild target rewards. This required players to leave the game to do so.
The suggestion: Update the Map UI to show which rooms have been cleared by another Guild member and the rewards available.
The outcome: Still currently investigating the scope of this. Will share an ETA once we have one.


[h2]Improving the Soulforge Mythic & Legendary cycle[/h2]
The issue: As there are over 200 troops in the Soulforge cycle, it takes months before the cycle clears and then allows new troops to be added to the pool. Only increasing the time it takes for the cycle to complete.
The suggestion: This one had a lot of various suggestions, with the end goal being to just make the Soulforge cycle through faster. 
The outcome: Soulforge refreshes every Monday and Thursday, or every 3 days, instead of just at Weekly reset. Currently pending for 8.9, depending on scope.
This will be under review after the change has been made.


And that’s it! A huge first blog, but going forward, they will just be the QoL and Feature list mentioned just above. So, a much lighter read.

We will also have more Community Surveys in future, to continue collating data on released QOLs and features! As well as ones we are investigating for the future.

So, keep an eye out for those, as that data is incredibly important!

It helps the Community team push priority suggestions if I have data to support the feedback, especially as they reach a much wider audience than those who are active on the community forum.