October 29, 2026 - Minor Bug & Balance Update

Additional Quality of Life Updates

  • Prominence, Arena, and Tropical Team Brawl have been removed from the 1v1 matchmaking map pool

    • Veto amount for 1v1 matchmaking changed to 5 (from 6)

  • Changed spawn positions for Road to Destruction map to be only <1> and <4> in 1v1 matchmaking (for Player 1 and Player 2, respectively)

  • Changed spawn positions for Dammed Strait map to be only <1> and <4> in 1v1 matchmaking (for Player 1 and Player 2, respectively)

Balance Updates

We are continuing to look at the ins and outs of each faction matchup and make adjustments accordingly.

All Engineer units (Engineer, Technician, Ambassador) are now able to repair air units

Allowing engineer units to repair air units should create interesting situations both on the front line and between fights, making air combat more interesting and varied.

Veti

Currently, the Veti have some powerful early pushes they can make, and we are increasing some needed Veti unit sight ranges to improve situational awareness, while slightly reducing some key components of these pushes. We are slightly improving some Veti units that are underperforming, such as the Messenger and Gorgon.

Consecrated Replenishment

Units that benefit from Consecrated Replenishment, such as the Warden and War Ender, are getting a survivability boost while Consecrated.

  • Consecrated Replenishment healing increased to 35 per tick (from 25)

Caretaker

The Caretaker is a key component of both the Veti economy and an anchor (pun intended) for their front line in many aggressive plays. This slight decrease in movement speed should regulate both economic timing and the timing of these powerful strategies.

  • Movement speed decreased to 400 (from 425)

Acolyte

Acolytes are slightly overperforming in their role as anti-tank infantry, particularly in the early game. This slight cost increase should marginally reduce Acolyte numbers in pushes.

  • Cost increased to 310 (from 300)

Subjugator

The sight range of the Subjugator has increased to provide parity with other factions’ T1 faster vehicles.

  • Sight range increased to 4500 (from 4000)

Messenger

The Messenger is underperforming, particularly in the early game when Consecration is harder to apply consistently. We hope that this ammo increase will make them easier to use for harassment, and their performance in the early game and as flying AA will be more consistent.

  • Ammo increased to 10 (from 8)

Tempest Ward

The Tempest Ward is a versatile and powerful support power that is used all game long to either win fights outright or dictate engagements with the enemy. It is being reduced in effectiveness and slightly increased in cost to adjust how it is used and make it feel a bit less onerous to combat.

  • Cost increased to 2000 (from 1500)

  • Reduces the movement speed of the buffed unit by 60% (from 50%)

  • Tempest Charge will accrue at a rate of 1 every 3.5 seconds (from 1 every 3 seconds)

Gravity Manipulators

The delay before this support power activates has been somewhat frustrating.

  • Delay before activation decreased to 3 seconds (from 4 seconds)

Corral

We hope this improves Veti T3 tech timings somewhat. We’ll continue to evaluate, as we would like to see Corral units utilized more often in matches.

  • Cost decreased to 2900 (from 3000)

  • Build time decreased to 41 seconds (from 42)

Constellation

Constellations are a somewhat annoying threat in many matchups, but are particularly frustrating to deal with in Veti mirrors and when massed.

  • Cost increased to 1700 (from 1600)

  • Health decreased to 700 (from 730)

  • Range decreased to 4100 (from 4200)

  • Movement speed reduced to 900 (from 925)

Host Tower

Defensive-oriented players have felt that the Host Tower’s vision radius is too short to properly use to hold off enemy aggression. We are increasing it to improve its function as a long-range AA and anti-tank defense.

  • Vision range increased to 5500 (from 5000)

Gorgon

Further changes may be coming to the Gorgon, but we are still evaluating. For the time being, we feel this slight speed bump may improve their core role.

  • Movement speed increased to 630 (from 600) - (to 819 when Consecrated, from 780 when Consecrated)

Global Defense Force (GDF)

The GDF struggled in the previous patch. We are looking to push skill-based improvements to the GDF, encouraging more pre-planning and skillful usage of unit abilities and combat prowess. We are also looking to continue to increase GDF Doctrine and tech build diversity

Engineer

We continue to seek to improve the value proposition of Guard Towers.

  • Guard Tower Intel Cost decreased to 3 (from 5)

Field Scout

The Marking Mine is a versatile tool, both dealing mild damage and serving as an early warning system and an early source of Marking. This increase in damage should help give the GDF an edge in infantry fights and when setting up defensive positions on the map.

  • Marking Mine damage increased to 40 (from 30)

  • Marking Mine cooldown increased to 25 seconds (from 20 seconds)

Laser Turret

Impressions are varied on the GDF Laser Turret, but this range increase should help hold some Dynasty and Veti pushes, and defend Harvesters from some harass strategies.

  • Range increased to 3300 (from 3200)

Queller

While the Specialist Pod supported a wide variety of strategies, the Riot Pod mostly supported a single aggressive push gameplay style. Swapping the Queller with the Comms Rig’s new Structure Disruptor Pulse ability should allow Riot Pod players to experiment with new strategies.

  • Now unlocked from the Riot Pod (from Specialist Pod)

Comms Rig

While the Specialist Pod supported a wide variety of strategies, the Riot Pod mostly supported a single aggressive push gameplay style. Swapping the Queller with the Comms Rig’s new Structure Disruptor Pulse ability should allow Riot Pod players to experiment with new strategies.

  • Structure Disruptor Pulse Ability now unlocked from the Specialist Pod (from Riot Pod)

  • Structure Disruptor Pulse Ability cooldown decreased to 6 seconds (from 15 seconds)

Shieldmaiden

The Shieldmaiden remains a vital anti-aircraft defense, but as a part of a skill-forward balance approach, we are seeking to increase its overall utility rather than just raw combat stats. This increase should make Shieldmaidens more valuable at keeping GDF vehicles alive in combat situations.

  • Repair Turret repair increased to 50 per tick (from 45)

Scrambler

Scramblers and Trebuchets are underperforming other T3 units. These changes should increase the tactical value of this unit while pushing more skill-based play.

  • Tempest Chaff damage increased to 270 (from 230)

  • Tempest Chaff is now ground-targeted (as opposed to being launched at a specific unit or structure)

Trebuchet

Not only was the Tempest Pod seen as more desirable than the Drone Pod, but the Data Core itself was seen as more of a stepping stone to late-game GDF tech. Also, the Trebuchet has underperformed compared to other T3 vehicles, and a new, quicker timing should give players more options for integrating them into armies.

  • Cost reduced to 2100 (from 2200)

  • Movement speed increased to 480 (from 450)

  • Now unlocked by Data Core (from Tempest Pod)

Hijacker

GDF Elite Specialists are not chosen particularly often. Additionally, many players struggle to get appropriate use out of the Hijacker. Some mild buffs should make it a bit easier to use successfully.

  • Health increased to 500 (from 490)

  • Movement speed increased to 575 (from 550)

  • Damage increased to 200 (from 180)

  • Range increased to 3500 (from 3300)

Drone Assassin

Some love for our chunky damage dealer.

  • Assassin Drone health increased to 450 (from 400)

  • Assassin Drone Sacrifice damage increased to 800 (from 650)

Ambush Protocols Doctrine

The most chosen Tier 6 GDF Doctrine by far is Regional Networking. Ambush Protocols may get additional changes in the future, but for the time being, it’s getting a slight performance boost.

  • Comms bonus increased to 25% (from 20%) for a total 38% move and attack speed increase (from 36%)

Logistic Networks Doctrine

As with Ambush Protocols, we are pushing this Doctrine a bit further to help build up Mobility as a distinct play style with its own benefits.

  • Unit cost reduction increased to 20% (from 15%)

Tempest Dynasty (DYN)

Overall, the Dynasty feels powerful in the hands of a player who understands its strengths and weaknesses well. We are mostly looking to polish the edges of their playstyle, so to speak, tweaking the late-game economy and some underperforming units.

Dynasty Guard

The Guard actually isn’t in a terrible place, but they find themselves overshadowed by many other Dynasty units.

  • Cost decreased to 140 (from 150)

Technician

The Technician’s unique feature, Minelaying, is seen as one of the weaker ones among Engineer units. We’re hoping a cooldown decrease might improve the usability of this ability.

  • Minelaying cost decreased to 10 seconds (from 30)

  • Minelaying cost increased to 400 (from 300)

Missile Turret

Missile Turrets are not widely regarded as optimal defenses. We are giving them a little love.

  • Delay between attacks decreased to 3.3 seconds (from 3.5 seconds)

  • Range increased to 3300 (from 3200)

Sensor Array

Similar to the Missile Turret, we aim to improve the value proposition of the Sensor Array.

  • Range increased to 3400 (from 3300)

  • Delay between attacks decreased to 2.3 seconds (from 2.5 seconds)

Line Officer

Adjusting where he stands relative to closer-ranged infantry again.

  • Range increased to 2100 (from 2000)

Excavator Platform

In spite of some player concerns at the beginning of the last patch, we don’t feel like the Excavator Platform provides enough staying power in the late game. We’re tweaking its income again slightly.

  • Income increased to 2400 per minute (from 2000 per minute)

Frontline Construction Doctrine

While the other 2 Dynasty endgame Doctrines have their useful niches, Frontline Construction remains underutilized comparatively. We’re giving it a moderate bump in the hopes of seeing more late-game turret pushes being viable as a game closer.

  • Cost reduction for MCV and Salvage Van increased to 30% (from 25%)

  • Movement speed increase for MCV and Salvage Van increased to 30% (from 25%)

  • Build radius increased to 2.5x (from 1.75x)

Bug Fixes

General Gameplay

  • Fixed an issue where Veti units had incorrect attack priorities 

  • Fixed an issue with the Warden being able to attack under Communication Jammer and EMP Grenade debuffs

  • Fixed an issue where the Tempest Sphere couldn’t reliably attack walls

  • Fixed an issue where the Ignitor’s Napalm Grenade ability could be used without spending resources

  • Fixed an issue where the Veti Relocate Support power could be used without a cooldown and cost

  • Fixed an issue where some previously received status effects could be reactivated after the Subjugation debuff ended

  • Fixed an issue where the VFX and SFX of the Enlightened’s Sacrifice ability were triggered before the Enlightened was actually sacrificed

Campaign

  • Fixed an issue where the timer widget wasn’t displayed in the last objective in the 11th DYN mission

  • Fixed an issue where the Veti weren’t attacking the player’s base after the “Deploy MCV at the GDF base” main objective in the 11th DYN mission

  • Fixed an issue where the Salvage Center couldn’t change its mode from Salvage to Repair in campaign missions

  • Fixed an issue where destroying the Data Core wouldn’t result in a failure in the 2nd Veti mission

  • Fixed an issue where 2 Dominance Arcs appeared instead of 1 after loading the first autosave in the 4th Veti mission

  • Fixed an issue where “Disable the comms array” side objective could be completed automatically if the player didn’t complete it upon finishing the 7th Veti mission

UI

  • Fixed an issue where rankings for previous seasons weren’t displayed if players opened any other player profile

  • Fixed an issue where ESC menu buttons could disappear if the pause menu opened during the HUD reveal animation in Veti campaign missions

  • Fixed an issue with the superweapon card appearing before the rest of the HUD in the 8th Veti mission

  • Fixed an issue where players had to double-click the Confirm/Cancel buttons to confirm the action when entering a password-protected multiplayer lobby

  • Fixed an issue where several selected Construction Yards in the Defenses tab were reset if the player changed to any other tab

  • Fixed an issue where a Spectator couldn’t have a reconnection pop-up window in a match with “pause and continue” post-disconnection behavior

  • Various localization bug fixes

Crashes

  • Fixed various crashes happening in Skirmish matches

    • NOTE: Skirmish save games created in early-mid 2025 will still cause the game to crash due to the absence of new skirmish bot features added later in development



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