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This week we are adding a lot of reworks as well as balancing and performance changes. We’d like to make the game as friendly to the players as we can. Next patch will bring many changes to the Character Creation System to unleash the potential of players' imagination and throw off the shackles of mundane currency. Coming back to this patch, we want to introduce a New Competitive World Order! Keep reading to learn more.

NEW Content:
  • Ranked Unleashed - Rankeds are now available anytime, they are not bounded by Happy Hours anymore!
  • Ranked - Bring Your Best - You can bring up to 4 Bishops to you ranked team, though they can’t be too similar to each other. Restrictions: max 1 same Ability and max 3 same Cards, compared to any other Apostle in the Band.
  • Melee Weapons are bigger by 15%. Many players complained that they would like to play Melee Fighters, but they have problems with hitting with those little knives… so we made all the Melee Weapons bigger and we will eye, if it helps the situation.

Apostle Changes:
  • Kalder - matching it to the current changes in the cards. Kalder can now choose whether to go down the path of frequent ranged shooting or a powerful short-range shotgun.
  • Fang - character was not very popular through high skill cap. The change in Icicle allows us to improve his skill set to focus on melee damage and retire range missiles.

Card Changes:
  • Warlock [REWORK] - This card did not offer many creation options, while its (7) was overpowered and toxic with short CD Abilities. We gave it a new powerful and unique skill (7) and multiple ways to achieve this power:
    (passive) Each Ability usage grants 5 Warlock Stacks (up to 45). Each Warlock Stack gives +1% Ability Damage. Reaching Maximum Stacks makes Apostle to Surfeit for 4 seconds - after this time all Stacks are lost.
    (⅕) Ability usage grants +1 Warlock Stack (max 5 times).
    (2) Melee Hit grants 9 Warlock Stack.
    (3) Range Hit grants 9 Warlock Stack.
    (4) Using Ability during Surfeit increases its Duration by 40% of the Ability's Max Cooldown.
    (5) Apostle's damage is Irresistible during Surfeit.
    (7) Reaching Surfeit gives each Ability additional 1 Usage stack (up to 9 stacks).
  • Champion [REWORK] - The Skillset of this card was outdated and did not offer many options for development, while it supported the ability to achieve massive damage without the difficulty that other cards required.:
    (new mini passive) Each point on this Card increases Melee and Range Weapon Size.
    (3) Range Hit increases Melee Damage by 25% for 3 seconds.
    (3) Melee Hit increases Range Damage by 25% for 3 seconds.
    (5) Melee and Range Hit gives a stack of Preparation for 3 seconds (max 5 stacks). Each stack increases Attack and Throw Speed by 5%.
    (7) 150% of Bonus Melee/Range Damage is added respectively to Free Range/Melee Hits as additional damage.
  • Fire [CHANGED] (4):
    before: “Using Ability gives resistance to Fire (can NOT be burnt and receives 50% less Fire damage) for 3 seconds.”
    now: “Using Ability gives Fireproof (can NOT be burnt and receives 25% less Fire damage) with tripled effectiveness for self Fire Damage for 3 seconds.”
  • Water (4):
    decreased Shield to Heal ration: 75% -> 60%.
  • Wizard:
    fixed issue with getting first stack with first Ability use.
  • Wizard (4) We change bug into the feature:
    (NEW) Using Ability gives a Wizardry Stacks if it is NOT in a sequence.
  • Witchcraft (2) (3):
    increased the Witchcraft on hit: Witchcraft 20 -> Witchcraft 40.
  • Flinger (3):
    decreased max stacks: 4 -> 3.
  • Mage:
    decreased Ability Cost Reduction: 25% -> 15%
  • Mage (1):
    changed Ability Cost Reduction to flat Stamina.
  • Caster (4) this Skill was too versatile and we wanted to narrow it down to the builds which are using combinations of High Cooldown Abilities.:
    changed: 20% of Max Cooldown -> 25% of Current Cooldown
  • Focus (4):
    decreased Stamina gain: 10 -> 7.
  • Focus (5):
    increased Free Ability time: 6 -> 10 seconds.
  • Healer (4):
    changed to: “Using Ability heals Apostle for HP equal to 50% of the Ability Cooldown.”
  • Healer (5):
    self Healing doesn’t trigger the Skill anymore.
  • Elf (1) - decreased Ability Cost Reduction per point: 4% -> 2%.
  • Elementalist (4):
    changed: 12% missing Stamina -> 10% current Stamina.

Ability Changes:
  • Power Shot [REWORKED] - This Ability was not very fun to play and needed too high skill cap for a basic Ability. What is more, it was really helpful with creating toxic builds… We hope that the new approach will bring many benefits to the game :):
    before: “Power Shot - Apostle shoots Power Shot which speeds up and deals 7.5 to first enemy Apostle. Power Shot hit reduces the cooldown of this Ability by 1 second.”
    now: ”Power Gatling - Apostle shoots series of 10 Power Shots which speeds up and deals up to 3 Damage depending on the distance traveled.”
    Cooldown increased 2.5 -> 6.5 seconds.
    Stamina Cost increased 25 -> 40.
  • Water Gun [REWORKED] - We would like to give Water Gun some more flexibility, than only a short range shotgun.:
    before: “Apostle shoots 5 Water Drops. Each Drop deals 5 damage and slows for 2 seconds.”
    now: “Apostle shoots 5 Water Drops. Each Drop deals 7 damage and slows for 2 seconds. If the target has been hit recently with a Water Drop, the Damage is reduced by 75%, but the Slow is increased by 5%.”
  • Icicle [REWORKED] - What we didn't like was that Icicle had a big problem to work properly alone and needed a very small Cooldown, which supported the creation of toxic builds. The new approach solves those issues and brings the fresh shine to the Ability.
    before: “Icicle - Apostle shoots Icicle which deals 8 damage and inflicts 35 Freeze on enemy Apostle.”
    now: “Icicles - Apostle shoots a series of 3 Icicles, each deals 7 damage and inflicts 25 Freeze on enemy Apostle.”
  • Glorious Charge - We wanted to move Glorious out of the spot, where only stacking resistances is making the Ability viable.:
    changed “doubling resistance” to “+30% additively Resistances”.
    level up (1) changed from: “+0.5 Melee/Range Resistance” to: “+10% Resistances”.
  • Death Wind:
    Ability duration decreased by 10%.
    Size decreased by 6%.
  • Fire Ring:
    Initial Hit can be applied once.
    Increased initial Hit damage: 12 -> 16.
    decreased overtime damage: 12 -> 8.

Changes & Bug Fixes:
  • Loading time - We’ve changed some objects loading to decrease the time you spend in the Loading Screen. We managed to shorten the loading time by 60%! We will keep working on that to make the Loading Screens as short as they could be.
  • Any Fireproof passive (like in Fire Born or Hyper Hydration) blocks 25% Fire Damage instead of 50%.
  • Fighter & Warband Pages can now be unlocked with Orders.
  • Altar - Ability Cost value changed from 15% to 10%.
  • AI - bots respect invisibility much more.
  • AI - bots get more human-like algorithms for choosing targets.
  • AI - bots will be able to dodge missiles and projectiles more efficiently.
  • AI - bots can choose defensive Level Ups, if they decide that it will help them against many Enemies.

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