Home > Blog > Patch 1.0.6 Arrives!

At long last, Gems of War 1.0.6 has arrived on Steam, the App Store, and now Google Play! We know it’s been a long wait, so thank you for your patience as we get this one across the finish line. Along with Gems of War now being available to Android users, it’s also in multiple languages. Speak French, Italian, German or Spanish? You can now play Gems of War in your native tongue! Or if you know any of these as a second language, impress your friends by switching the game’s language and translating everything. Trust us, everyone will think you’re awesome if you do this at parties!

Anyhow, here’s everything new in this update:

New Feature: Treasure Hunting
Treasure Hunting IconOur new Treasure Hunting game is immediately unlocked as part of this update, and can be found in Zhul’Kari. You’ll need to track down some treasure maps first which can be gotten from cascades and guild tasks. They’ll also be available in the store starting next week. Once you have them, you’ll be able to start hunting for treasures and start compounding them to make more valuable loot. Get cracking!
New Kingdom: Maugrim Woods
Maugrim Woods ShieldThe clouds have cleared and Maugrim woods is unlocked! The Wargare are rioting and a young crimson cloaked woman is on a quest for vengeance. Travel through the dense growth of Maugrim Woods and find out what’s causing the disturbance.
New Troops: Maugrim Wood Forces
Along with unlocking Maugrim Woods, the inhabitants will stand alongside you in battle. Explore exciting tactics with new spells and a new status effect, Hunter’s Mark, delivering double skull match damage to enemies.
 
New Feature: Troop Types
A new dynamic comes to Gems of War with Troop Types and Bonuses. Initially you’ll be seeing the Dragon, Daemon, Undead, Elemental, Fey, and Beast types, along with various weapons and spells dealing bonus damage to them. Get ready to rethink that team of yours!
UI Improvements
UI UpdatesWith more hardcore tactics comes a need for more information. This update introduces Detailed UI Mode which allows you to see exact stats Mana requirements, charge progress, boost ratios, and more! You can turn it on in the settings menu.
Gameplay Changes
Gameplay ChangesWe’ve received a slew of feedback since we launched 1.0.5, and we’ve implemented a bunch of gameplay changes in response to what you have been saying.
 

What’s changed?

  • *We’ve had to roll this change back as it’s had some unexpected consequences. Exploding Gems continue to work as they did in 1.0.5 now. Exploded Gems will now only give 70% of their Mana Charge to troops rather than 100%. This should take away the mass charging and turn chaining that we were seeing with 100%.
  • *Status Effects now wear off after a maximum of 10 turns, with an ever increasing chance to wear off the longer it’s been applied.
  • *We’ve done some behind the scenes magic that will reduce the chance of your enemies getting crazy lucky with gem cascades. Don’t feel your tank is useless now, as a lot of damage can still come your way, but we feel the change will reduce that feeling of sudden punishment.
  • *Disenchant Thresholds have been introduced! This allows you to set an amount per troop that you’d like to keep even when using the ‘Disenchant All Extra Copies’ function. Want to get rid of all your Peasants but still run a team of four Brian the Luckys? Of course you do, and now you can! .
New Packs: Heroic and Kingdom
New PacksAfter the positive reception to the Starter Pack, we’ll be adding two more as part of this update! Once you hit level 20, you’ll be able to unlock the ‘Heroic Pack’, which among other things includes a Prismatic weapon for your hero. Up from there at level 50 is the Kingdom Pack, which in response to some requests from players, will allow you to get Legendary cards in theme with the weeks event. Both packs include a lot of other stuff, so check them out when they go live!
Bug Fixes!
BugsA new update means new bug fixes!
Some of the bigger stuff we’ve resolved this update includes…

  • *Resolved an issue where massive skull match damage could ripple through the entire team unintentionally, killing multiple enemies.
  • *Resolved an issue where a player could get multiple extra turns from troops that already gave an extra turn.
  • *Attack buffs will now cleanse entangle, allowing troops to actually make use of their attack buff, instead of flailing helplessly while the rest of the team points and laughs.
  • *Resolved an issue where spell icons might not display if a troop is attacking with skull damage and completing a Mana charge up at the same time.

70 Comments ON " Patch 1.0.6 Arrives! "
  • alt_example

    Zarrick13 June 17, 2015 at 02:35 - Reply

    What are these packs, exactly, and where do you find them at anyway?

    • alt_example

      CrowdedWorlds June 17, 2015 at 02:43 - Reply

      They’re coming soon, we’ll post all about it when its live!

    • alt_example

      next October 7, 2015 at 05:10 - Reply

      j

  • alt_example

    Gilmamesh June 17, 2015 at 02:50 - Reply

    Al fin llegó y en español!

    • alt_example

      CrowdedWorlds June 17, 2015 at 03:43 - Reply

      Diviértete en Gems of War!
      (My Spanish is Google Translate 😛 )

  • alt_example

    ogunther June 17, 2015 at 03:09 - Reply

    This all looks great! 🙂

    Quick question: Treasure Maps, are they supposed to be purchasable in the store yet or is that coming in the future?

    • alt_example

      CrowdedWorlds June 17, 2015 at 03:24 - Reply

      Updated the blog to clarify. They’ll come to the store as part of next weeks PVP reset, but they’re available from cascades starting today!

  • alt_example

    Thendain June 17, 2015 at 03:12 - Reply

    So far it looks Great! love the fact that all the mana costs are on everything now. Time to rethink several weapons and their usefulness. Same with critters!

    • alt_example

      CrowdedWorlds June 17, 2015 at 03:25 - Reply

      Awesome to hear, hope it helps you become a Gems of War master!!!

  • alt_example

    OMAN June 17, 2015 at 03:21 - Reply

    I got my first Treasure Map just now. The mini game is fun, but I will truly miss the Gem payout. I would suggest a scale back on the requirements to get Keys in Treasure Hunt. A “Vault” should be at least an Ion Key, since it can not be moved.

    • alt_example

      kzintiwife June 17, 2015 at 17:31 - Reply

      I was wondering about the gems as well. I got lucky and got a 9 cascade (that used to give a second gem) and i didn’t get a gem and i didn’t get another map either.

  • alt_example

    Shimrra_3 June 17, 2015 at 03:25 - Reply

    Not even kidding, first thing I noticed was that the exclamation mark (!) to defend was on the invade button. Silly 😛

    That aside… kingdom is unlockable, troops are in the troop list, dual weapons are NOT (only on the site, look awesome though), treasure hunt is in Zhul’Kari but I don’t see a way to get maps yet (might be the next guild quest though). Prepared to bet all of those new weapons unlock for me the next time I level up.

    Can confirm the extra extra turns bug is gone. Exploders at 70% needs more time to be sure but I don’t know why it wouldn’t be.

    Also, I think we’re all curious as to exact what that legendary’s ability does.

    • alt_example

      CrowdedWorlds June 17, 2015 at 03:30 - Reply

      Ha yep, unfortunately that bug slipped in. Perhaps it’ll make everyone assume they need to be invading all the time! That’d be interesting…

      You can treasure maps today from cascades, with more options like store purchases coming.

      Are you referring to Kerberos? Consume = Kill them and steal all their stats. 😛 How’s that for a legendary ability!

    • alt_example

      Shimrra_3 June 17, 2015 at 03:32 - Reply

      If that includes magic, this scares me – seeing as unlike Black Beast, he actually has a nuke attached to this.

  • alt_example

    Shimrra_3 June 17, 2015 at 03:31 - Reply

    AND the disenchant threshold is present and works! I don’t think that’s in the notes but it should be, this is huge for those of us who hoard or at least want to keep an extra or two of certain troops. Sweet.

    • alt_example

      CrowdedWorlds June 17, 2015 at 03:42 - Reply

      I just added it in, glad you dig it!

  • alt_example

    Tenacious B June 17, 2015 at 03:44 - Reply

    Unfortunately, the Android version doesn’t seem to be working for me (see the Android Support Forum for details). Otherwise, I’d say you could remove the “Coming Soon” banner from the front page!

  • alt_example

    Darkness June 17, 2015 at 06:11 - Reply

    So this weekend the new kingdom be available, but right now the troops from Maugrim Woods are already in the chests?

    I’m just wondering if I already can use my saved up keys to try and get the new troops today?

    I did see the exclamation mark at the invade button, so naturally I did an invade already, so that part of your strategy does seem to be working… 😉

    • alt_example

      Nimhain June 17, 2015 at 06:15 - Reply

      Maugrim Woods is already available.

      Yes, you can get Maugrim Wood troops out of chests now.

      • alt_example

        Darkness June 17, 2015 at 06:20 - Reply

        Thanks Nimhain. 🙂

        In that case you guys might want to clarify this section of the announcenment:

        “New Kingdom: Maugrim Woods
        This weekend the clouds will clear and Maugrim woods will be unlocked! The Wargare are rioting and a young crimson cloaked woman is on a quest for vengeance. Travel through the dense growth of Maugrim Woods and find out what’s causing the disturbance.”

        That is what confused me about the kingdoms availability today? Or are wednesdays part of the weekend in Australia? 😉

        • alt_example

          CrowdedWorlds June 17, 2015 at 06:47 - Reply

          The original plan when this was written was that it was going to be a big weekend event. After all the delays we decided to just set it live today. I’ve updated the above to reflect this! 😛

  • alt_example

    Carnex help! June 17, 2015 at 06:42 - Reply

    The amount of damage carnex does to an enemy no longer coincides with the amount of skulls it destroys on the board like it used to before the massive patch! For example, if the board has 7 skulls, all 7 will explode… but the enemy will seemingly randomly only lose 4 to 5 (max 6) shield/life points. Was this an intentional change?

    • alt_example

      Fifth June 17, 2015 at 07:16 - Reply

      I wonder if that might be related to the
      “70% of exploded mana” coding? I’d imagine that a bug, if that’s the case. Dmg from skulls exploded being reduced as a byproduct of the patch. Correct me if I’m wrong 😛

    • alt_example

      Nimhain June 17, 2015 at 07:25 - Reply

      Skull gems shouldn’t be count among Exploded Mana reduction.

      We’ll have a look into this. In the mean time send in a ticket to support (if you haven’t already) so we can keep you updated.

    • alt_example

      Shimrra_3 June 17, 2015 at 07:47 - Reply

      I was wondering how this would work myself, to be honest. Probably should still be 1 damage per skull, Carnex would sort of suck otherwise.

      • alt_example

        Sirrian June 17, 2015 at 08:04 - Reply

        Issue found and fixed… kind of…

        The 70% reduction was being applied across the board to mana AND skulls.

        For now we’ve changed this behavior back to the way it was in 1.0.5, with 100% effect. We’ve fixed the bug in the client codebase, but it won’t be available until 1.0.7 unfortunately.

        • alt_example

          Carnex help! June 17, 2015 at 08:41 - Reply

          Thanks for looking into the issue! That was quick! Appreciate it

        • alt_example

          Eyris6 June 17, 2015 at 14:08 - Reply

          Does this mean the mana is still 100% then?

  • alt_example

    Taka June 17, 2015 at 11:26 - Reply

    Hey!

    I just wanted to leave a big thank-you for translating the whole game to German!
    My dad got a steam account for father’s day and we installed Gems of War instantly. Unfortunately he’s not really good in English so it was hard to understand what each card does. Translating it to German will help him have even more fun!
    Thank you so much!

    Taka

  • alt_example

    radeon June 17, 2015 at 11:31 - Reply

    THX GUYS, MY GAME WAS TOTALLY RESTARTED, what now ? playing from begin ? NO, i want back my progress.

  • alt_example

    Ogunther June 17, 2015 at 11:37 - Reply

    Radeon, if you haven’t already, make sure you open a support ticket with your account info (don’t post that here) so they can fix that for you.

  • alt_example

    Litchio June 17, 2015 at 12:05 - Reply

    Ranger’s skill is wrong translated to german.
    1. “Deal” is an english word
    2. “gespalten” isn’t the right translation
    3. It’s not understandable… Does the skill mean: “Deal 6 damage to target enemy and 6 damage randomly split over the enemys”?
    If yes; this translation would be better :
    “Fügt einem Gegner 6 Schaden zu und 6
    Schaden werden zufällig auf die gegner verteilt.”.

    Sry for my bad english.

    • alt_example

      Litchio June 17, 2015 at 12:12 - Reply

      I’ve found another mistake (in german translation):
      FIre and Ice:
      “Umgehen” and “geben […] für” are wrong
      better would be:
      “Fügt allen Feinden 5 Schaden zu und gibt allen Verbündeten 2 Leben.”

  • alt_example

    Kalieri June 17, 2015 at 12:15 - Reply

    Can you clarify the massive skull damage bug fix? For example, if you are using Sheggra and she creates a board full of skulls that have four distinct matches of three. Before that would have done 28 points of damage as four separate attacks, meaning that if the first three enemies only had 26 points of health between them, they would have all died. Does the bug fix now mean that all 28 points would be applied against the first enemy only?

    • alt_example

      Shimrra_3 June 17, 2015 at 13:53 - Reply

      Skulls appearing as you described should be working the same as before. The bug arose when skulls were created or dropped (but not manually matched) in formations that would cause critical strikes (5 or more).

      The game then basically counted the skulls wrong and hit way more times than it should have done. I think cross/plus patterns of 5 skulls hit four times.

      I’m also fairly sure that this applied to other gems – its just not as easy to tell since you wouldn’t typically have a pool of more than 20-30 of one mana color to fill at once, and generating patterns of gems in this fashion tends to create a lot of gems. Whereas chewing through some 90hp and wiping out the entire enemy team with something that only hits for 8 or 9 damage is a bit more obvious.

  • alt_example

    sogdiev June 17, 2015 at 13:04 - Reply

    What about game speed and battle animations? 🙂

  • alt_example

    Stoneweaver June 17, 2015 at 13:23 - Reply

    Any word on the issue with Android? Really looking forward to it!

  • alt_example

    Andrew June 17, 2015 at 15:46 - Reply

    Anyone who had problems loading on Android, please try it again. We think we may have fixed the issue.

  • alt_example

    Tamitee June 17, 2015 at 17:19 - Reply

    I think that the treshhold explanation needs to be a little clearer for the over-enthusiastic like myself. I misunderstood the threshold to be set for all cards, not just the card I was disenchanting. Yeah, I now have 4 walls, and only one of everything else.

    • alt_example

      Shimrra_3 June 17, 2015 at 20:05 - Reply

      Send an email to support to see about rolling stuff back or something. (Is what they’d say if I weren’t beating them to it.)

  • alt_example

    Scha June 17, 2015 at 17:53 - Reply

    Huuummm… About the “skull fix”… it’s not. Well… there isn’t the “multi kill” bug when skulls make critical hit but now, if I use the Keeper of Souls, convert so that there is 4 matches of 3 skull, with the first troop of mine at 12 attack, the first enemy troop with 13 HP (no shield), I was expecting that the 2 first skull matches kill the first enemy trop then the 2 remaining skull matches damage the second ennemy… and not all skull match go to the first enemy.

    The bug that hit more than once had to be corrected, but this example shows that the fix brought another bug.

    • alt_example

      Darkness June 18, 2015 at 07:05 - Reply

      I saw exactly the same thing just now. I got a cluster of skulls 2×3, which should´ve given 2 matches of 3 skulls, yielding a 16 damage attack (my top guy had 8 attack), but only gave a 8 damage attack.

      So it seems like the bugfix indeed created another bug.

  • alt_example

    Lionheart June 17, 2015 at 19:52 - Reply

    Hello !

    Well, good job with this new update, i can’t quit this game without a tear when i must go to work….

    But (Ther’s always a ‘but’), since this update, my game is in french (Yeah, i’m french, sorry for my bad english ^^).

    I admit that i understand better english than your french translation !

    If you want, i can help you to find the bugs and improve the translation 😉

    Regards
    Lionheart.

  • alt_example

    kzintiwife June 18, 2015 at 05:10 - Reply

    On the gems – we replaced the 7th cascade with the map – correct?

    did you take away the reward for the 9th cascade as well? I had gotten an additional gem from the 9th before. I had one today (yeah!) and didn’t get anything on the 9th (boo 🙂 )

  • alt_example

    Sirdidymos June 18, 2015 at 12:14 - Reply

    The game was unstable before this update, but now I can’t even finish a single battle. The game shuts down before the battle is over. Ios operating on an iPad air. Hope this issue is fixed soon…

  • alt_example

    joko June 18, 2015 at 20:29 - Reply

    I’ve just tried Android version and i’m still stucked on name input crash. That’s à shame i want to play so hard…

    PS: may i have my lvl 154 account on steam and Android?

  • alt_example

    Lilly June 18, 2015 at 22:35 - Reply

    I’ve had a couple issues in the past, not sure if they were part of the bug fixes or not and they have not occured in the last 2 days. I was getting both my character and enemy player characters occasionally appearing naked when using a charged mana weapon attack, and also having the game crash if I decline more than 2-3 PvP matches in a row. It may be cowardly, but when I am level 100 and I get 4 foes in a row that are level 140+, I reroll. I am not that lucky. And as guild leader, it looks bad if I lose too many in a row. 🙁 one other thing, is there any chance the Arena will go back to letting us pick troops? The random thing sucks. ‘Give us 1000 gold and we’ll give you 3 crappy troops whose abilities don’t work together at all!’

    • alt_example

      Tamitee June 18, 2015 at 23:02 - Reply

      Interesting you say that about the arena. I”ve only played it with the blind deck, and I love it. You have the opportunity to pick your deck for pvp, and for challenges and for quests. The blind deck is fun (for me) because 1: I get to play with cards I don’t already have, 2: I get to see what cards are out there I might get, and 3: blind decks offer a challenge with arena giving out generous rewards for taking the challenge. I am hoping they will add a treasure map to the arena or pvp rewards somewhere, but that is just because I am really enjoying those, and can only usually chain 3-4 at a time.

    • alt_example

      kzintiwife June 19, 2015 at 22:14 - Reply

      on the other hand, it only takes 2 wins to more than break even (gold from matching making the over break even) – the trophies are good because it helps the guild get higher.

  • alt_example

    duckfart June 19, 2015 at 00:29 - Reply

    I think a player should get a bonus if they complete an arena with zero losses.
    And the blind deck for arena is sweet

    • alt_example

      kzintiwife June 19, 2015 at 02:49 - Reply

      hm maybe a treasure map for going 8-0? that would be neat.

      • alt_example

        trebron June 19, 2015 at 13:29 - Reply

        I think that would be cool as well.

        The only bad thing with arena mode that I can see is an annoying bug (in my opinion). It is when loading the other opponent, if I get an connection issue, after it finally loads, it shows up as 1 loss even though I haven’t lost a match yet.

  • alt_example

    Richard June 20, 2015 at 13:23 - Reply

    Would like to be able to set a disenchant threshold of zero!

    • alt_example

      Ogunther June 20, 2015 at 13:57 - Reply

      Why would you want this? You never could use more than 4 of any one card.

      • alt_example

        kzintiwife June 22, 2015 at 03:20 - Reply

        i think that would mean he wants 0 of them, so it would remove those that only had 1.

        • alt_example

          ogunther June 22, 2015 at 21:10 - Reply

          That does make more sense but I still don’t know why you’d want to have zero of any card lol. 🙂

          • alt_example

            Richard June 28, 2015 at 14:07 -

            Simple – troops I never want to use. too many clicks to get those souls back.

  • alt_example

    vempajor June 20, 2015 at 14:52 - Reply

    When I’ve seen the “Disenchant Thresholds” feature I said: wow this is the best update so far! I never understood how isn’t that feature in the game since the first release.
    Then I realised it is not really working what I thought / was waiting for.
    Thing is I want to lock (keep) 4 cards of everything. (Doesn’t sounds too difficult imho.) It is still not possible to set that in the game. You must set the “keep 4” on your troops 1 by 1. You need to do it on all of them manually, PLUS after you getting new troops you will need to check ALL of your troop list (ouch!) again, every time(!!), to be sure all of them are set to the 4 treshold.
    This means you are not saving any time, it’s slow like the old method when disenchanting them 1 by 1…
    So, sadly it is not really that good feature I was expecting. Dang. 🙁

    • alt_example

      kzintiwife June 22, 2015 at 03:21 - Reply

      i put all my current troops at lvl 2 so that if i got a new one, i would note it and then just go that one and fix it.

      • alt_example

        vempajor June 23, 2015 at 00:13 - Reply

        Hmm, I should do that too. Thanks for the good idea!

  • alt_example

    Denise June 20, 2015 at 19:04 - Reply

    So, if Maugrim Woods is open, why can’t I find it? Do you have to reach a particular level before it opens?s

    • alt_example

      Nimhain June 22, 2015 at 01:32 - Reply

      To unlock Maugrim Woods you have to be at least level 25 and own Ghul’vania or Pan’s Vale.

  • alt_example

    Liz.J.620 July 14, 2015 at 23:07 - Reply

    AHHHH Disenchant Threshold!?!??!

    I set it to 4 (thinking it would keep 4 of everything) and hit “Disenchant extra copies of ALL troops” again thinking it would keep 4 of everything, and sell the rest… NOW I HAVE 1 of everything!!!!

    Am I not understanding how this works!?!?!?!

  • alt_example

    gaelix July 23, 2015 at 07:54 - Reply

    bonjour,
    merci pour les traductions (pas toujours parfaites et donc parfois rigolotes).
    ce serait vraiment “chouette”si on pouvait choisir qui combattre ou faire des matchs inter guilde en direct…
    peut-on connaitre la guilde d’oigne de nos adversaires?

  • alt_example

    Juan Lopez July 23, 2015 at 11:53 - Reply

    Hey ppl can sum one help me.? Ive been looking for this game for my android galaxy prevail LTE , i kno theres sumtime a way to download the odds * data and the apk files, i would really luv to play this game. So anyone out there please help me… thankz

  • alt_example

    Tim Bernard August 12, 2015 at 16:02 - Reply

    How do I get the new update?
    Im really love the game and play it a lot.

  • alt_example

    next October 7, 2015 at 02:43 - Reply

    fsfs

  • alt_example

    propulsion xbox one November 16, 2015 at 19:17 - Reply

    les cartes au trésor requise et recu ne s affiche pas , impossible de partir a la chasse au trésor sur xbox one….

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