v12.00 Hotfixes
This post will be updated with November hotfixes, with the most recent at the top.
Balance
Crawling Catapult
Damage: 140 --> 145
Wandering Trebuchet
Damage: 360 --> 373
Slightly underperforming.
Redraw (classic-only)
Redraw gold cost increased by 30% on average
In classic, masterminds like Redraw that give you easier access to certain units and combos are too strong.
Double Lock-In (classic-only)
Now disabled
Double Lock-In is heavily nerfed (-2 income and -50 gold) but still causes issues with build variety, so we’re disabling it from classic.
Recommended Fighter Value
Increased slightly to account for mercenary buffs in recent patches
Balance Watchlist
Saboteur
Fixes & Tweaks
- Saboteur: Fixed takeover bots mistakenly being able to upgrade King when the player had picked Saboteur. Similar fix for Embargo.
- Classic: Fixed an issue where the Classic voting screen was auto-closed too quickly in some cases (PvE and TD modes)
- Mini & Wumbo: Fixed matches not being canceled if players didn't build/train workers on the first wave
- Matchmaking: Slightly improved some Classic matchmaking cases (now better compensates for season reset when considering ranked rating)
- Megamind: Improved Megamind graphics (and no longer lags the game)
- Megamind: Fixed a rare bug where you could trick the UI into allowing you to redo your Megamind roll if you rolled Lock-In or Double Lock-In
- Stability: Fixed some long-standing cases of the lobby locking up and players failing to connect (until Dani or I intervene)
Mini & Wumbo
- Fixed various bugs
- Removed Titan, since most units didn't have enough room to display all the spells
- Disabled Champion, since it wasn't compatible
Balance
Crawling Catapult
- Health: 2100 --> 1800
- Damage: 132 --> 140
- Projectile speed increased by 20%
- Fixed a bug where it wasn't properly classified as a tier 6 unit
Wandering Trebuchet
- Health: 5410 --> 4630
- Damage: 340 --> 360
- Projectile speed increased by 20%
Solidifying their identity as DPS units
Fixes
- Mini & Wumbo: Fixed a major bug where reconnecting after the starting wave didn't prompt you to select a Mastermind
- Mini & Wumbo: Fixed a bug where gold costs were displaying incorrectly on the starting wave
- Mini & Wumbo: Fixed a rare bug where selecting Lock-In during a very small time window resulted in your rolls staying as your original rolls
- 1v1: Fixed a bug where you couldn't -ff in the battle phase
- 1v1: Fixed a bug where Spread the Wealth mistakenly showed up
- 1v1: Fixed a bug where if both players played Chaos, they got the same rolls
- Giga Mercs: Fixed a bug where reconnecting mistakenly restricted you to hiring 8x of each mercenary type
Hotfix 3 (v12.00.3)
(January 13)Balance
Crawling Catapult
Damage: 140 --> 145
Wandering Trebuchet
Damage: 360 --> 373
Slightly underperforming.
Redraw (classic-only)
Redraw gold cost increased by 30% on average
In classic, masterminds like Redraw that give you easier access to certain units and combos are too strong.
Double Lock-In (classic-only)
Now disabled
Double Lock-In is heavily nerfed (-2 income and -50 gold) but still causes issues with build variety, so we’re disabling it from classic.
Recommended Fighter Value
Increased slightly to account for mercenary buffs in recent patches
Balance Watchlist
Saboteur
Fixes & Tweaks
- Saboteur: Fixed takeover bots mistakenly being able to upgrade King when the player had picked Saboteur. Similar fix for Embargo.
- Classic: Fixed an issue where the Classic voting screen was auto-closed too quickly in some cases (PvE and TD modes)
- Mini & Wumbo: Fixed matches not being canceled if players didn't build/train workers on the first wave
- Matchmaking: Slightly improved some Classic matchmaking cases (now better compensates for season reset when considering ranked rating)
- Megamind: Improved Megamind graphics (and no longer lags the game)
- Megamind: Fixed a rare bug where you could trick the UI into allowing you to redo your Megamind roll if you rolled Lock-In or Double Lock-In
- Stability: Fixed some long-standing cases of the lobby locking up and players failing to connect (until Dani or I intervene)
Hotfix 2 (v12.00.2)
(January 8)Mini & Wumbo
- Fixed various bugs
- Removed Titan, since most units didn't have enough room to display all the spells
- Disabled Champion, since it wasn't compatible
Hotfix 1 (v12.00.1)
(January 7)Balance
Crawling Catapult
- Health: 2100 --> 1800
- Damage: 132 --> 140
- Projectile speed increased by 20%
- Fixed a bug where it wasn't properly classified as a tier 6 unit
Wandering Trebuchet
- Health: 5410 --> 4630
- Damage: 340 --> 360
- Projectile speed increased by 20%
Solidifying their identity as DPS units
Fixes
- Mini & Wumbo: Fixed a major bug where reconnecting after the starting wave didn't prompt you to select a Mastermind
- Mini & Wumbo: Fixed a bug where gold costs were displaying incorrectly on the starting wave
- Mini & Wumbo: Fixed a rare bug where selecting Lock-In during a very small time window resulted in your rolls staying as your original rolls
- 1v1: Fixed a bug where you couldn't -ff in the battle phase
- 1v1: Fixed a bug where Spread the Wealth mistakenly showed up
- 1v1: Fixed a bug where if both players played Chaos, they got the same rolls
- Giga Mercs: Fixed a bug where reconnecting mistakenly restricted you to hiring 8x of each mercenary type