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Gems of War News

Update 3.2 - New UI Guild Wars Defense Bonuses

Greetings All,

Please see below for the detailed patch notes:

Major Features
Guild Wars Defense Bonuses
Using unique troops on defense will grant bonuses to the player’s Guild Wars Score. The more unique troops you use throughout the week, the better the bonus! This should create much greater diversity in terms of the teams you face when attacking.

New UI
The new UI has been implemented in many but not all screens (the remainder to follow soon). The new UI addresses lots of quality of life issues (e.g., Troop Filters!), should help with performance on some lower end devices, and will make it much easier to make new and updated UI in the future.

Troop Filters:
  • Filter by multiple mana colors
  • Filter by mana combinations
  • Removed filter by trait & spell effect to simplify list but these can still be applied by using the Keyword filter


New Bonuses Screens Added new Bonuses tab in the Troop Collection menu
Redesigned the Banners tab in the Troop Collection menu


Redesigns of UI on the following screens:
  • Guild Wars
  • World Map
  • Troop Collection
  • Pre-battle screen
  • Quest menu
  • Challenge menu
  • Kingdom popup
  • Post battle
  • Reward unlocks (Excluding purchase rewards)
  • Message dialogs
  • Event/News menu
  • Tribute menu
  • Chat menu
  • Puzzle game
  • Team list
  • Loading screen
  • Loading wheel



Minor Features
  • Chat window can now be resized using from the Window Size option
  • AI Slides have been removed as they were not having the desired effect.



Bug fixes
  • Gem matching traits will only trigger once per board match calculation
  • Various Minor bug fixes.


3.2 Balance Changes


Wisp
  • Changed Magic Link trait to Fey Bond
  • Mana cost increased from 9 to 10


Death
  • Increase base spell damage from 11 to 15


Swamplash
  • Double damage changed to Triple damage


Jotnar Stormshield
  • Increase boost ratio from x5 to x7


Infernus
  • Increase spell base damage from 6 to 10


Troop Refunds
  • Wisp


We are particularly interested to hear feedback on the UI changes, so we highly encourage you to visit us on the forums at: community.gemsofwar.com

As always, thanks for playing, and happy matching!

-GoW Team

Update 3.1.1 - Critical Bug Fixes

Hi All,

We have released the 3.1.1 update, which is intended to address several of the critical bugs that players have raised since the release of Update 3.1. This is a mini-update that primarily fixes major bugs and brings some quality of life changes based on player feedback.

Changes
Looping Issues
We received a huge amount of feedback on the changes to gem spawning and matching resulting from the completion of the port to Unity. We fully understand players' frustration and thus wanted to rush out fixes to this as soon as possible. Please be aware that these fixes represent the first, easiest step but we will be looking to make more changes with subsequent updates to further address any remaining concerns.
  • Fixed Impervious trait from not blocking Devour and Mana Burn. Impervious is a hugely important tool for countering the current meta, so this should help with some of the worst impacts of the 3.1 Update.
  • Mana Surges no longer occur on 4 of a kind matches. As many players identified, we believe this was at the core of the issues. It enabled the enemy to fill much more quickly, and thus loop much more effectively, so this should help a great deal with the excessive looping players were experiencing.
  • Unfortunately, we are currently unable to provide specifics on what we are planning for subsequent updates, but please know that will be rolling out additional measures and will also continue always listening to player feedback so we find a good resolution.


Other Fixes
  • Fixed One-Shot Spells only triggering for each troop rather than all troops.
  • Increased the Guild Announcement Length to 255 characters based on player feedback.
  • Aspect ratio bug on console has now been fixed. You should be able to properly adjust the resolution of Gems of War to match your screen.
  • Included more tutorials for First Time Users.
  • Other various small bug fixes and improvements like issues with the levels of summoned troops


As always, please visit us on the forums at: community.gemsofwar.com

Happy matching!

-GoW Team

Update 3.1 - Boss Fights Crafting

Major Features


Soulforge
  • Complete a new quest to unlock the Soulforge in the Blighted Lands
  • Craft Troops, Weapons, Traitstones, and more in the Soulforge
  • Collect Jewels and Shards to use in recipes to craft items
  • Level up your Soulforge to increase your pool of recipes


Dungeons
  • Complete a new quest to unlock Dungeons in the Drifting Sands
  • Boss Fights! Face powered-up versions of popular troops.
  • Delve into the Dungeons to loot the Jewels
  • Dungeons change on a daily basis. Each day you will face different bosses and earn different rewards.


Updated AI
  • PvP Defense Team AI can now be customized from the Defense tab in the PvP Menu


Minor Features
  • Text can now be made larger in the Chat Menu
  • Chat Menu can now be resized and relocated
  • Performance improvements to the blur when set to off


Major Bug Fixes
  • Souls gained when using the Necromancy trait should now give the correct amount of souls
  • Settings Menu should now save some settings values correctly between sessions
  • Gem converters which transform multiple colors can now override the color which is not that color. E.g., if converting to blue and green gems, then blue gems can overwrite green gems and green gems can overwrite blue gems.
  • Game should no longer crash when starting the game when the system language is set to certain languages


Minor Bug Fixes
  • Server Status should no longer glitch on the initial loading screen
  • Casting a spell during a tutorial will no longer crash the game
  • Tutorial hero now sits correctly in their troop card


Balance Changes
Troops
  • Artema
    • Mana cost reduced from 16 to 15
    • Boost ratio increased from x4 to x5


  • Mega-Gorgotha
    • Now is a base rarity mythic instead of Legendary
    • Stats have been recalculated to match other Mythic + Dungeon Boss troops
    • Traits now match classic Gorgotha (so should now have his Legendary trait)


Weapons
  • Eye of Xathenos
    • Mana cost reduced from 16 to 15
    • Random stat steal increased from 3 to 5
    • Increased damage vs fey from double to triple


Khaziel Kingdom + Bonus Dwarf Rework The dwarves are finally getting a little bit of love as well as the new dwarf-exclusive trait, Fortitude, which gives immunity to Stun, Poison, Disease, Death Mark, and Devour.

  • Apothecary
    • Changed Sturdy to Fortitude
    • Changed Trait order from Sturdy > Merchant > Stone Heart to Stone Heart > Merchant > Fortitude


  • Blast Cannon
    • Now gains Magic at levels 7, 12, 13, 16, 18
    • Changed Aflame to Impervious


  • Bombardier
    • Changed Sturdy to Fortitude
    • Changed Trait order from Dwarf Bond > Sturdy > Pyromania to Dwarf Bond > Pyromania > Fortitude


  • Deep Borer
    • Changed Mech Bond to Fortitude


  • Dwarf Lord
    • Changed Merchant to Fortitude
    • Changed Trait order from Dwarf Bond > Merchant > Reinforced to Dwarf Bond > Reinforced > Fortitude
    • Spell Change: Now can target the enemy; Gives armor to all allies if enemy dies


  • Dwarven Miner
    • Spell Reworked: Now Destroys X Gems of a chosen color; Increased chance to give 100 gold; Mana Cost increased from 3 to 8
    • No longer gains Magic at level 17 and 19


  • Emperina
    • Mana Cost reduced from 14 to 13


  • Lady Ironbeard
    • Change Reinforced to Fortitude
    • Increase base damage from 1 to 6
    • Now gains Magic at levels 13, 14


  • Lord Ironbeard
    • Change Dwarf Bond to Fortitude
    • Changed Trait order from Dwarf Bond > Monster Slayer > Stoneskin to Monster Slayer > Fortitude > Stoneskin
    • Increase base damage from 2 to 6
    • Now gains Magic at levels 11, 12, 13, 14, 16


  • Runesmith
    • Change Fireproof to Fortitude
    • Increase boost ratio from 4:1 to 3:1


  • Stonehammer
    • Change Thick Head to Stone Heart
    • Changed Warded to Fortitude


  • Dwarven Slayer
    • Now gains Magic at levels 2, 3, 5, 6, 8, 9, 11, 12, 13, 14, 16


  • Keghammer
    • Change Dwarf Bond to Fortitude
    • Changed Trait order from Dwarf Bond > Giant Slayer > Empower to Giant Slayer > Fortitude > Empowered
    • Increase bonus damage from double to triple dmg vs Giants


  • Sparkgrinder
    • Change Reinforced to Fortitude



New Race Trait - Undying Undead troops have a new trait giving them immunity to Death Mark, Disease and Poison. The following troops have had traits change for Undying:
  • Alastair - Changed Avenger trait to Undying
  • Astral Spirit - Changed Warded trait to Undying
  • Aziris - Changed Divine Slayer trait to Undying
  • Banshee - Changed Jinx trait to Undying
  • Bone Daemon - Changed Warded trait to Undying
  • Bone Dragon - Changed Sturdy trait to Undying
  • Bone Naga - Changed Naga Shield trait to Undying
  • Bone Scorpion - Changed Sturdy trait to Undying
  • Captain Skullbeard - Changed Undead Bond trait to Undying
  • Crimson Bat - Changed Cursed trait to Undying
  • Death - Changed Doom trait to Undying
  • Draakulis - Changed Warded trait to Undying
  • Flesh Golem - Changed Regeneration trait to Undying
  • Ghoul - Changed Life Drain trait to Undying
  • Grave Knight - Changed Undead Bond trait to Undying
  • Keeper of Souls - Changed Life Drain trait to Undying
  • Lady Sapphira - Changed Cursed trait to Undying
  • Morthani’s Will - Changed Reinforced trait to Undying
  • Night Hag - Changed Warded trait to Undying
  • Pharos-Ra - Changed Warded trait to Undying
  • Remnant - Changed Reinforced trait to Undying
  • Revenant - Changed Avenger trait to Undying
  • Skeleros - Changed Reinforced trait to Undying
  • Skeleton - Changed Reinforced trait to Undying
  • Sunweaver - Changed Jinx trait to Undying
  • Twisted Hero - Changed Grudge trait to Undying
  • Vampire Lord - Changed Fire Spirit trait to Undying
  • Wight - Changed Fire Spirit trait to Undying
  • Wraith - Changed Undead Bond trait to Undying
  • Zombie - Changed Magic Spirit trait to Undying


** Mummified King will need a spell rework before he can gain Undying. Look for that in a future update.

Troop Refunds The following troops will be available for refund:
  • Crimson Bat
  • Dwarven Miner
  • Lady Sapphira
  • Twisted Hero
  • Vampire Lord
  • Zombie


Changes to Guild Tasks
Guild Tasks have been altered in payout to compensate for the extra gold flowing into the game from the 4x speed options as well as to accommodate the new Crafting system.

  • Early rewards have been reduced
  • Many later rewards have been increased
  • Some Gem rewards have been removed and replaced with Gem Keys
  • Diamonds (crafting materials for Legendary & Mythic troops) have been included at certain tiers
  • Overall, with about 20-25% more gold flowing in, we’ve reduced the equivalent gem-value of guild tasks by 20%


Legendary task payouts have also been altered to account for the extra gold in the economy from the 4x speed option
  • The first two “pulls” on the legendary task rewards table have been decreased in what they reward[
  • The final pull has had its value increased
  • Minor traitstones have been removed from the loot options
  • The chance for pulling Mythic and Legendary troops from Legendary tasks has not changed
  • Overall, with about 20-25% more gold flowing in, we’ve reduced the equivalent gem-value of legendary tasks by 16%

Gems of War now in Russian!

Greetings Matchers,

We are pleased to announce that Gems of War now supports the Russian language!

To celebrate, we've introduced a new kingdom, Urskaya. Located in the Northern reaches of Krystara, it is the home of the Urska, and their King, Mikhail.

Visit Baba Yaga to learn about the strange dreams that have been plaguing your sleep, punch lots of bears, take their stuff, and collect 7 new troops including: the Leshy, the Urskatyr, the Domovoi, the Vodyanoi, and Yaga's Hut, along with Baba Yaga and King Mikhail themselves! (Notice a theme? Coincidence? We think not!)

Happy matching, and удачи!

-GoW Team

Update 3.0 - Guild Wars

Greeting Matchers,

The long-awaited Guild Wars has finally arrived! There's a lot to cover, so let's get to it:

GUILD WARS
Overview
  • Players can access Guild Wars via the Guild Wars Button on the Guild Menu.


Registration
  • The top 2 ranks of guild members are the only ones able to register their guild for Guild Wars.
  • Guilds need to register for the next Guild War before the weekly changeover. If a guild doesn’t register, they are unable to join in during that Guild War. This also means that guilds can chose to opt-out of guild wars by choosing not to register.
  • Registering only requires pushing a single button on the Guild Wars landing page.
  • Registering allows only active Guilds to be in the war. This means guilds will never be matched against inactive or dead guilds.
  • Registering allows the entire week’s match making to be set up on Day 1 (which is also a rest day, the actual wars start on Day 2).


Schedule
  • Guilds participating in a Guild War will be matched up against 6 enemy Guilds, one for each day of the war.
  • Each day in a guild war has a different color associated with it. The color for each day is static and DOESN’T change.
  • Each battle fought by a guild member (in a Guild War) earns points for their guild.
  • Each day, as you square off against a rival guild, your points are tallied, and the side with more at the end of the day wins a small reward! (See the Reward section below.)
  • How do we calculate those points? Well, wins are obviously worth more points than losses, with small bonuses for how well you win! (More on that in the Attack Tab section.)
  • Each day has a color theme for the attackers to try out. On the first day (blue day), you will get bonus points in any guild war battle for each blue troop in your team. Want to maximize your points? Then you'll need to figure out an entirely blue team to do so... but even 1 or 2 blue troops will still give you a (smaller) bonus.
  • Each day gives a player 5 battles. Players can chose whether to spend the battles each day or to wait until later in the Guild War before they start spending their battles. It doesn’t matter to the final score, but if you want to try and win the daily reward, you will need to fight on that day.
  • Players will be able to select a Defense team for each day.
    • Due to some technical limitations, we couldn't put a fully-fledged team-picker in here, but the current version will do the job for now until we can address the technical issues later in the year (more news on that AFTER Guild Wars releases though).



Attack Tab BATTLES
  • The number remaining battles is displayed in the top left corner.
  • Each set of 5 battles MUST be spent on the "next" guild in your schedule... so you play 5 battles from WAR 1, then 5 battles from WAR 2, etc... you can't jump back and forth.
  • Battles aren't lost if you don't use them... so you could wait until the final day and play all 30 battles in a row if you like!
  • Battle amount is reset at the start of a new Guild War. So, unused battles are not carried over.
    • NOTE: You cannot purchase more battles... we're not that kind of game!



THE OPPONENTS
  • Each Guild battle consist of 5 battles, which get progressively harder as you move through the battles.
  • Each opponent in a Guild battle has a different Guild War Rank. The ranks are: Paragon, Champion, Herald, Vanguard, and Soldier.
  • Each week, based on the previous week's results, all guild members are split into 5 ranks for the guild war (this is separate to the ranks of Guild Master, Lieutenant, etc... that we already have). On week 1 we'll base this on a combination of Guild Rank, Level, & Team Score. After that, it will be based on points earned during the Guild War.
  • There is 1 Paragon, up to 2 Champions, up to 4 Heralds, up to 8 Vanguard, and the rest are Soldiers. In smaller guilds, this is split up differently, and some ranks may not be present, but will be filled in as required by players from other higher or lower ranks.
  • Your first battle will be against a random Soldier. If you win, you progress to fight the Vanguard. If not, you fight a different random Soldier. The enemy rank battle order is Soldier -> Vanguard -> Herald -> Champion -> Paragon.
  • Each time you win and progress, the next battle is worth more points! You can score bonus points on top of these amounts too (remember... using the correct color in the correct WAR will give you some bonus score).
  • This continues until you have used all 5 battles in this WAR.
  • The battles are worth (in order) 50, 100, 200, 400, 750 points. You get bonus points for use of the correct color, and a tiny bonus the more troops you have alive at the end of a game. A loss is worth a small fraction of a win. Quitting or skipping a battle is worth 0 points.


SKIPPING GUILDS
  • At the bottom of the Attack screen is the option to Skip a Guild.
  • This will concede all matches against the current Guild and simply progress to the next one, then you can do so here.
  • This will use up any remaining battles left for the current Guild battle.
  • Skipping a Guild is not reversible, so players will receive a prompt & be warned when they try to do so.


Results Tab
  • The Results Tabs displays the results for every Guild member. This will include the number of Wins and Losses they had for each day, their Guild Sentinels contributions, and the total amount of points earned so far. (Your own row will be highlighted in gold so you can pick yourself out amongst your guild mates.)
  • A similar screen will be available for the previous week's results (which guilds will be able to view as a popup from the RANKINGS TAB).
  • At the end of the Guild War, players are assigned a new Rank (Paragon, Champion, Herald, etc...) based on how they ranked with points.


Sentinels Tab
  • There are 4 Sentinels in Guild Wars (one for each Skill: Attack, Life, Armor, & Magic), and your guild can interact with them to gain some bonuses in Guild War battles.
  • These bonuses will apply for both offense & defense.
  • Each Sentinel has 5 levels giving:
    • A direct bonus to YOUR troops for Guild Wars battles (your own personal bonuses can be up to +5 for Attack & Magic, and +10 for Armor & Life.)
    • A teeny tiny bonus to all players in the Guild who are of higher rank than YOU! (Those little extras from players on lower ranks can effectively add +25%/+50%/+75%/+100% to Vanguards/Heralds/Champions/Paragons if every member of the guild fully upgrades their Sentinels.)
  • Each of these levels has a cost associated with it... for example, ATTACK:
    • Level 1: 100 Glory
    • Level 2: 500 Glory
    • Level 3: 10 Gems
    • Level 4: 25 Gems
    • Level 5: 50 Gems
  • Other Sentinels cost different types of currency (Gold for Armor & Life, and Souls for Magic). But the final 3 levels always cost a few Gems. For top end Guilds, it's a pretty good investment, as the top Guild Wars prizes each week contain a nice profit to be made in Gems, and up to 100 copies of the exclusive Guild Wars troop!


Rankings Tab
  • Guilds are sorted into brackets of 10 guilds. For the first week, we'll sort teams into groups of 10 initially (and, no we're NOT going to tell you exactly how, or we know some of you will try to game the system!). It's as fair as we can manage... If you look at the trophy rankings, it's going to be roughly like that, sd believe. (It's not based ONLY on trophies though!)
  • Guilds will be displayed on the leaderboard in their bracket and current order (based on current amount of points earned). However, you won’t be able to place higher than top of your bracket, or lower than the bottom.
  • The 6 other guilds you will be matched with will all come from your bracket.
  • If you finish near the top of your bracket, it’s LIKELY (but not 100% certain) you will move up the following week, perhaps even more than one bracket. Similarly, if you finish near the bottom you may move down. This all depends on how well you do during the week, and how well the other guilds of similar ranking do too!
  • As previously mentioned, players will be able to access their guild’s results from the previous Guild War. This includes results, rankings & rewards, so you can check the performance of all your Guildmates, and see the rewards you earned.
  • You will be able to see daily rewards earned by your guild and the current Guild Wars ranking rewards. (More on this below).


Rewards DAILY REWARDS
  • Each day’s winner (for the daily Guild War) will receive 50 Seals each (that count for your Guild, but do NOT count towards your cap), and a 24 hour 50% XP buff.


UNIQUE GUILD WARS TROOPS
  • Guild Wars will reward new Troops, which (currently) will ONLY be available from Guild Wars.
  • The number of copies of the troop will depend on your guild’s rank on the leaderboard when the Guild War ends. So, the Guilds who finish near the top of the table will receive a LOT more.
  • Ultimately, we have planned one Guild War troop for each Kingdom in the game, but with 3.0, we'll only be introducing the first 6 of these new troops (all commons, and will have similar stats & power & level-up requirements to the Guild Guardians found in the Guild Chest).
  • We're also looking at adding old Guild Wars troops to the Guild Chests whenever we release NEW Guild Wars troops (which will be every 3-6 months). So, if you're not getting enough from the Guild Wars, we'll be devising a way that you can still get your hands on them at a reasonable rate.


New Spell Effects
Storms
Storms are a board affect that lasts 8 Turns (4 for each side). Storms increase the chance of gems dropping depending on the color of the storm. There are 7 different types of storms, one for each gem type:
  • Blue: Icestorm
  • Green: Leafstorm
  • Red: Firestorm
  • Yellow: Lightstorm
  • Purple: Darkstorm
  • Brown: Duststorm
  • Skulls: Bonestorm


Dispel
Dispel will remove any positive status effects like Barrier or Enchant on enemy troops (like a reverse Cleanse).


Troop Balance Changes
  • Summoning a Troop type or Kingdom type (upcoming event troop), will not summon the Summoner. E.g., Kruarg can’t summon another Kruag. This also affects transforming troops like Baby Dragon (no more Baby Dragons transforming into Baby Dragons).
  • Flying trait has been renamed to nimble. This allows us to put Entangle immunity on more troops, especially those without wings.


Abynissia Spell Change:
Mana cost reduced from 24 to 22

Bone Dragon Spell Change:
Spell now strips up to a max of 25
Skull boost ratio reduced from 1:3 to 1:4
Skull boost is based on Armor destroyed.
Base Skulls created increased from 8 to 9
Mana cost increased from 14 to 15

Carnex
Spell Change:
Skull explosion now a flat number 10
Armor gain now scales off Magic
Base Armor gain changed from 8 to 3

Dokkalfar Spell Change:
Damage now scales with magic, as well as summon level.
No longer gains Magic at Levels 2, 5, 6, 9, 11, 12, 14, 17, 19
Base damage decreased from 10 to 4
Mana cost reduced from 13 to 11

DRACOS 1337 Traits Change:
Mech Bond > Armored > Technomancy to Mech Bond > Impervious > Technomancy
Spell Change:
Mana cost reduced from 17 to 15

Ghiralee Spell Change:
Damage now scales with magic, as well as random skill point steal.
Base damage decreased from 10 to 1
Mana cost reduced from 14 to 13

Gloom Leaf Traits Change:
Defender > Huge > Thorns to Huge > Impervious > Thorns
Spell Change:
Attack Steal increased from 2 to 4
Mana cost reduced from 17 to 16

Goblin King Spell Change:
Spell changed to summon a random Goblin troop.
Mana cost reduced from 16 to 14
Base life gain increased from 5 to 8

Ketras Spell Change:
Mana Cost reduced from 24 to 22

Marsh Raptor Spell Change:
Damage, now gains x4 boost from Blue Allies (to synergize with Water Link)
Change bonus on enemy kill from Attack + Magic buff to Create X Blue Gems if the enemy dies.

Plague Traits Change:
Aspect of Plague effect increased from 2 to 3
Spell Change:
Spell now also poisons all enemies

Roc Traits Change:
Nimble > Grudge > Arcane to Nimble > Grudge > Armored
Spell Change:
Skill point buff to Attack and Life now scales with Magic.
Now gains Magic at levels

Shadowblade Spell Change:
Base damage increased from 1 to 3

Tankbot 2000 Spell Change:
Armor steal now scales off magic.

War Traits Change from:
Pyromania > Armor Piercing > Aspect of War to Armor Piercing > Infernal Armor > Aspect of War
Spell Change:
Now gains an extra turn if he kills the enemy.
Mana cost reduced from 24 to 22

Where is Gar’Nok’s buff?
Grosh-Nak is high on our list for a Kingdom rework, so we’re going to leave Gar’Nok until we tackle Grosh-Nak.

General
  • New splash image on the Loading Screen
  • All players will receive a new troop for Khetar, Necrezza in the mail, as a thank you for supporting the game through to 3.0. Necrezza will not be found in chests for 3-4 weeks (like an event troop).


Troop Refund

The following troops will be available for refunds until the 10th April 7am GMT:
  • Bone Dragon
  • DRACOS 1337
  • Gloom Leaf
  • Marsh Raptor
  • Roc


Major Bug Fixes
  • Fixed display issue where troops that have a magic scaling effect, as well as summoning effect, have their magic effect capped at 20 (due to troop level cap of 20 on the summons).
  • Fixed a bug where Enchanted help pop up was displaying as Entangled
  • Fixed the Text bracket that was appearing on the Growth Pack menu
  • Fixed a bug where summoning spells were not working correctly during Summon events, if players didn’t start with 4 troops
  • Fixed a bug on Android where the device wouldn’t sleep if the game was open.


Known Issues
  • Dispel Spell effect doesn’t display help text.
  • Some troops display an empty help box when looking at their spell where the boost should be.



As always, we welcome your feedback and would love to have you join the conversation at: community.gemsofwar.com

Happy Matching,

-GoW Team