Patch Notes — 31 July 2026
Updated Jul 31, 2026
This one is mostly foundation. Two systems that had been running on scaffolding — audio and elemental counters — finally have real structure underneath them, which means from here they get refined rather than built.
Sound is the bulk of it. Almost everything that should make a noise now does: menus, spells, footsteps, war horns, victory stings, poker. A lot of those are placeholders, and a few are frankly ridiculous — that is on purpose. Having a wrong sound to replace is a far better place to be than having silence to fill, and they will be swapped out steadily from here.
The harder half was not the sounds themselves but how they share the room. Footsteps have to sit under the fighting, voices have to cut through it, and something you genuinely need to hear — a chain lightning arcing across the field — can never be buried by forty units walking. That mix is in place and still being tuned, so expect it to keep shifting for a while.
The other thread is elemental damage. Almost every counter in this game is soft: a bad matchup still trades, just badly. Elements are the one axis where a counter can be absolute, and this patch adds weaknesses to sit opposite the existing resistances and immunities. More units will pick up elemental profiles over the next few patches — the goal is a layer of hard counters with real competitive depth sitting on top of the soft-counter system underneath.
Highlights
- Elemental weaknesses — take half again as much damage from one element
- Single Player now offers Quick 1v1 and offline custom lobbies
- Units now have footsteps, with each kind of unit sounding like itself
- Menus, matches and game modes now have their own sound
- Poker cards now speak — each unit reports for duty as it is revealed
New Content
- New ability: Fire Weakness
- New ability: Ice Weakness
- New ability: Poison Weakness
- New ability: Shadow Weakness
- New ability: Acid Weakness
- New ability: Electric Weakness
- New ability: Arcane Weakness
- Spells now have distinct cast and impact effects with all-new sounds
Every spell got a visual and audio pass: casts show element-appropriate flourishes instead of a shared generic spark, curses and buffs now visibly land on their target (Polymorph pops, Hex stings, buffs shimmer), and all spell sounds were replaced with newly produced effects — including a proper heal chime, a fear wail, and necromancy that sounds like bones knitting together.
Features
Abilities
- Elemental weaknesses — take half again as much damage from one element
The mirror of elemental resistance, one per element and all the same strength. Unlike resistance there are no lesser or greater ranks, and a weakness only raises damage — it does not make a unit easier to chill, poison or shock.
Audio
- Units now have footsteps, with each kind of unit sounding like itself
Armored infantry clank, cavalry clop, golems thud, skeletons rattle, oozes squelch and flyers stay silent. Footsteps sit quietly under the battle and only play near your camera, so a marching army has weight without ever covering up combat or spell audio.
- Menus, matches and game modes now have their own sound
Victory and defeat land on an orchestral sting, an alarm bell warns you when your castle is under attack, and every army marches out to its own faction's war horn. Menus, the lobby, drafting and poker all answer back too — clicks, confirmations, turn alerts and eliminations that were silent before.
Menu
- Single Player now offers Quick 1v1 and offline custom lobbies
The Single Player menu lists Quick 1v1, Create Offline Lobby and a locked Campaign slot. Offline lobbies run entirely on your machine with no connection required, and empty seats default to an AI opponent so you can start straight away.
Poker
- Poker cards now speak — each unit reports for duty as it is revealed
When a card is dealt to you, that unit calls out the same way it does when you place its building. Because cards are revealed one per street, each new street introduces itself in a different voice.
Balance
Arcanists
- Animated Armor
- Abilities: +Acid Weakness
- Arcane Assassin
- Abilities: +Shadow Weakness
- Arcane Blade
- Abilities: +Shadow Weakness
- Arcane Ooze
- Abilities: +Shadow Weakness
- Arcane Warrior
- Abilities: +Shadow Weakness
- Fire Ooze
- Abilities: +Ice Weakness
- Greater Arcane Ooze
- Abilities: +Shadow Weakness
- Greater Fire Ooze
- Abilities: +Ice Weakness
- Greater Icey Ooze
- Abilities: +Fire Weakness
- Greater Shadow Ooze
- Abilities: +Arcane Weakness
- Icey Ooze
- Abilities: +Fire Weakness
- Ooze King
- Abilities: +Arcane Resistance, Shadow Resistance, Acid Resistance, Fire Resistance, Ice Resistance, Poison Resistance, Electric Resistance
- Shadow Ooze
- Abilities: +Arcane Weakness
Exemplaris
- Arbiter
- Abilities: +Shadow Weakness
- Cleric
- Class Caster → Infantry
- Abilities: +Lesser Shadow Resistance
- Exemplar
- Abilities: +Shadow Resistance
- High Priest
- Max Health 225 → 300 +33.3%
- Abilities: +Shadow Weakness
- Priest
- Max Health 50 → 130 +160%
- Abilities: +Shadow Weakness
- Purifier
- Abilities: +Shadow Weakness
- Templar
- Abilities: +Lesser Shadow Resistance
Graveborn
- Cryomancer
- Abilities: +Fire Weakness
- Passives: −Ice Resist
- Fire Archer
- Abilities: +Lesser Fire Resistance, Ice Weakness
- Ice Archer
- Abilities: +Lesser Ice Resistance, Fire Weakness
- Poison Archer
- Abilities: +Lesser Poison Resistance
- Pyromancer
- Abilities: +Ice Weakness
- Passives: −Fire Resist
- Shadow Archer
- Abilities: +Lesser Shadow Resistance, Arcane Weakness
- Shadowmancer
- Abilities: +Arcane Weakness
- Passives: −Shadow Resist
- Vampire
- Abilities: +Fire Weakness
- Vampire Lord
- Abilities: +Fire Weakness
- Venomancer
- Passives: −Poison Resist
Grovewardens
- Assassin
- Max Health 100 → 225 +125%
- Attack Damage 160 → 200 +25%
- Flame Mushroom
- Abilities: +Lesser Fire Resistance, Ice Weakness
- Forest Guardian
- Abilities: +Fire Weakness
- Forest Spirit
- Abilities: +Fire Weakness
- Green Dragon
- Abilities: +Poison Resistance
- Ice Mushroom
- Abilities: +Lesser Ice Resistance, Fire Weakness
- Poison Mushroom
- Abilities: +Lesser Poison Resistance
- Rogue
- Max Health 50 → 100 +100%
- Shadow Mushroom
- Abilities: +Lesser Shadow Resistance, Arcane Weakness
- Storm Mushroom
- Abilities: +Lesser Electric Resistance
- Stormbow
- Damage Element (none) → Electric
Warclans
- Flamethrower
- Attack Damage 6 → 4 -33.3%
- Red Dragon
- Damage Element (none) → Fire
- Rider
- Max Health 500 → 550 +10%
- Attack Damage 14 → 16 +14.3%
- Trapper
- Max Health 650 → 700 +7.7%
- Attack Damage 16 → 18 +12.5%
- Witchdoctor
- Abilities: +Lesser Poison Resistance
Bug Fixes
Abilities
- Frost Nova's burst is now visible to all players, not just the host
The detonation effect only rendered on the host's machine; remote players saw the damage land with no visual.
- Totem summoners no longer all plant their totems at the same moment
A line of Mystics, Shamans or Witchdoctors that charged in together used to summon every totem on the same instant, and stayed locked in step for the rest of the match. Each caster now hesitates a little on its own before calling its totem.
Buildings
- Spell effects cast by buildings and towers now render for everyone
Channeled clouds, beams and ground effects from building-cast abilities were silently skipped — the damage worked but no one saw the effect on any machine.
Performance
- Less mid-match stutter the first time statuses and building spells appear
Status icons, the Bloodlust hand flames, the Miasma Spire's cloud and several spell effects loaded mid-match on first use; they're now warmed during the pre-match loading screen.