At least some of the runins are now available in the shop. We are working right now on the update with the events where all runins will drop.
A big thing that you all hopefully won’t even notice was an infrastructure update for Android users, to comply with Google’s newest technical requirements. All you should see, if you see anything, is a smoother experience.
We’ve stopped Mossbow from landing critical hits on things that don’t have heads, as well as unmatched creatures.
We’ve fixed a couple of bugs that affected walls when you merged Gnawbark and Sunblade. Those critters are going to be somewhat more powerful now. Let me know what you think.
Vinebeard used to attack Sunblade walls behind baseline, and hit the baseline. We’ve fixed that.
Hero Arena adjustment, ahoy! This does not apply to Legend, GM3, or GM2. We’ve left those alone for now. For GM1 and lower: The matchmaker will now try to offer you the option of at least one person within 30% of your power rating, in addition to your ranking. This should give you a better chance of a win. Please note the “try” - if you’re very high up in your league, there’s a chance the system won’t be able to make a lower level match. It’s the price of being awesome.
Our first take at leaderboard rewards for the Hero Challenge are in, AND we’ve changed the Hero Challenge milestones to make it easier to get rewards. See what you think.
We relaxed the restrictions for Bounty and Bounty Mob modes for the Epic, Legendary, and Mythical tracks. You may now use creatures from within three tiers of the title - for example, the Legendary track now allows Rare, Epic, and Legendary creatures. Our newer players who have just gotten their first high level creature should have better access now.
We also slightly raised the villain’s level in the early bounties on each track. But while we were at it, we addressed a bug in bounty mobs - enemy level was too high in all bounty mobs, causing crazy ballistas and enemy side rocks. This has been fixed.
Gloomfang’s had a bit of love. At Rank 1, we changed a merge gem to a grow gem. She also now has higher luck on her Night Bite - a better chance to grow more from that.
Underworld bug fixes: There’s now a higher "Max Creatures Captured" value in Underworld, meaning that the player won't fail as easily. Also fixed a bug where Hamo would start stealing HP from the player instead of sacrificing units when close to the "Max Creatures Captured" value. Will now capture creatures to the Max limit, then start stealing player HP instead.
We’ve done a quick pass on rewards, and we thank you all so much for the feedback and the bug reports:
Free chests/daily quest chests will now contain a wider variety of stuff.
Underworld rewards are very much improved, especially if you look at mode currency. I can’t give an exact amount since the amount will depend on how far you’ve progressed in each chamber, but I’m pretty excited.
Treasure Hunt rewards have been adjusted so Mythical pays out higher than Legendary.
Guild Dungeon chests got a good shaking. We fixed the error that caused a lower season’s end rank to be worth more. We’ve added the special, non-farmable runes and minerals to the chests you get from the second playthrough. And the boss chests now contain gems and currency (note that the overall value of those boss chests should be the same).
Gold amounts in the Grand key chest will be more variable over a wider range.
As always: Solgard is a living world. We’re already hard at work on the next update, with special events, another round of reward adjustments, and more. Thanks for sticking with us - now let’s kick some ice!
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