4.7, 4.7.5 & 4.8 Patch Notes (Nintendo Switch)
- We have introduced 6 new Guild tasks, Epic Guild tasks. These Epic Guild tasks are separate from the existing Guild tasks, and will not be replacing them.
- Epic tasks will cost more than the base Guild Tasks, and give rewards in line with Legendary Tasks (i.e. for every 1,000,000 Gold spent on Epic Tasks, you should receive the equivalent rewards to a single Legendary Task). They will also include resources specifically of use to mid-and-end-game players, including access to the much-sought-after Deeds (via Writs – see below for an explanation). The rewards, and costs of Epic Tasks have had their numbers tweaked during development after consultation with, and feedback from, the community (thanks, everyone!).
- When an Epic Task tree is completed it will give a Skill point bonus identical to a base Guild Task of the same color.
- Blue Epic Task – 4 Armor
- Green Epic Task – 4 Life
- Red Epic Task – 3 Attack
- Yellow Epic Task – 4 Life
- Purple Epic Task – 2 Magic
- Brown Epic Task – 4 Armor
- The Guild Task list is now slidable so players can navigate between all the 12 different Tasks. The game will default the list to the first non-completed task in the list (similar to Challenges), to make it easier for Guilds to see which Tasks have not yet been completed.
- Epic Tasks have a flair so they are easy to identify from base Guild Tasks.
- Guilds will be able to set the priority across all 12 Tasks in the Guild Admin menu.
- Guilds will need to complete all 12 Guild Task Trees to reach Legendary Tasks.
- Writs are a new resource that players can collect which can be used to craft Deeds.
- Players can earn Writs from completing the Green Epic Guild Task or completing the Writ Adventure Task (which will appear randomly in the Adventure Board – it is an Ultra-Rare task).
- Players will find 7 new recipes in the Soulforge for using their Writs to craft any of the six different colored Deeds or an Imperial Deed. These recipes will also require Souls, and Jewels (the Jewel required changes depending which type of Deed the player is crafting).
- We have increased the player Guild Seal cap from 1,500 to 2,000.
- When a player uses an Orb of Clans or Major Orb of Clans, it will now raise the player’s Guild Seal cap based on the amount the Orb of Clan gives (similar to how purchasing Guild Shop bundles would raise a player’s Guild Seal cap).
- We have also changed the Seal Reward for “Perfect Arena Run” to “Complete a Delve” (this applies to a Delve of any level).
- We have made some changes to Delves to help players who are on high Delve levels go back to do a lower-level Delve (see General below).
- Arena is getting a rework in a future update, so we have removed the Arena Run task in preparation for this.
The Nintendo Switch will now have Guild Purchases available!
- Switch players will now have access to:
- The Guild Hero Bundle:
- 10,000 Gold
- 1 Orb of Clans
- 4 Guild Gifts
- The Guild Champion Bundle:
- 200 Gems
- 25,000 Gold
- 2 Orb of Clans
- 7 Guild Gifts
- The Guild Elite Bundle:
- 1 Pet Gnome Bait
- 500 Gems
- 60,000 Gold
- 4 Orb of Clans
- 15 Guild Gifts
- Pet Gnome Bait is a new collectible that will guarantee the Player receives a Pet Gnome in their next PvP battle. It does not need to be activated – it automatically baits a Pet Gnome in the very next PvP Battle.
- The Pet Gnome encountered by using Pet Gnome Bait cannot run away, so player’s don’t have to worry about him disappearing (he’s called the Baited Pet Gnome).
- If a Pet Rescue is triggered while another Guild Member is fighting their Baited Pet Gnome, then the Pet Gnome bait is not consumed. The Baited Pet Gnome must trigger a Pet Rescue before it will be consumed.
- If an existing Pet Rescue is already running before the player can play a PvP battle, the Baited Pet Gnome will not appear, and the bait will not be consumed.
- Any Pet Gnome Bait a player owns will stack so if a player is unable to use it one week they will not miss out on the Pet Gnome Bait if they purchase the pack again.
- We have added new Guild unlockables for Guilds to earn. These rewards include:
- New Backgrounds
- New Shield Patterns
- New Shield Emblems
- The Guild Help Menu has been updated to improve clarity for information on each page.
- We have added 6 new Guild Guardians for players to collect.
- These new Guardians are:
- Treachery
- Persistence
- Ferocity
- Finesse
- Cunning
- Defiance
- With the release of the new Guild Guardians we have made some changes to how Guild Guardians appear in Guild Chests. Players now only need to have a Guardian at Mythic rarity with 4 copies of it, and then that Guardian will no longer appear in Guild Chests.
We’ve been listening to your feedback and have implemented 2 changes to Guild Wars to improve them.
- We have made a change so that the Guild score every day will use the top 27 Guild Members’ scores (if there are more than 27 in the Guild). This means that big Guilds who have up to 3 members absent during Guild Wars don’t feel punished for this (we understand that real life happens sometimes).
- We are giving rewards for Guilds who come first in their Bracket – they will earn 50 Gems (this is separate from rewards earned from the Guild War Leaderboard). This bonus will be given to Brackets 2 and below (this means Brackets 2, 3, 4, 5, 6, etc.).
These changes will apply to the first Guild Wars after the update releases.
We have made some changes to Trophies, so they are more a measure of a player’s activity and players don’t feel like they need to play only PvP & Event matches to meet any Guild requirements.
- PvP (both Ranked and Casual) and Arena will continue to earn the same amount of Trophies and are unchanged.
- All of the Live Events in the game (e.g. Raid Boss, Guild Wars, Invasion, Bounty, Class Trials etc.) will give 2 Trophies.
- Explore will give Trophies based on the difficulty played
- Difficulty 1 – 4: 1 Trophies
- Difficulty 5 – 8: 2 Trophies
- Difficulty 9 – 12: 3 Trophies
- Challenges will give Trophies based on the Tier being completed
- Tier I – IV: 1 Trophies
- Tier V – VIII: 2 Trophies
- Tier IX – X: 3 Trophies
- Other battles will give 1 Trophy (this includes Quests, Dungeons, Adventures, etc).
- Test battles (aka battles to test Defence teams, or for fun against friends), will not give any Trophies.
- We have added a new type of Adventure Task: Special Adventures.
- These Special Adventures tasks are custom Adventures that we can create for special events (such as Easter, Halloween, Luther’s Birthday, etc.)
- When they appear, they will replace only one of the 3 daily Adventures (the leftmost adventure slot).
- These Adventure’s will be marked as different with a red heading (instead of the rarity-colored heading), but otherwise they will function the same as a normal Adventure.
We have added new spell and trait effects that will create dual-colored storms. These storms will increase the chance to spawn of either of the 2 Color Gems.
E.g. If there is a Blue/ Purple Storm currently running, whenever a new Gems drop in, it will have a higher chance of a Blue or Purple. However it may summon more blue than purple or more Purple than Blue (as both Blue and Purple have the same chance to be created).
You will start to see this new effect in future troops.
As this is the Nintendo Switch, it will still be some time until Invasion and Raid Bosses reach a point where all Kingdoms and Troop Types have had a turn. However, in time the Switch will move onto our new World Event system like our other platforms. This new Event system will slowly replace the existing events (except for Guild Wars), and that will allow us to expand on the Krystara story in a new way. This new system has been designed to allow us more flexibility in how we create and run events, so we can try to keep events feeling more fresh and diverse.
New events, in some ways, have a similar structure to Invasions, Raid Bosses, and Towers of Doom. But they also have some unique attributes, listed below:
- Scoring: New events will have new ways of scoring. They may score off of items dropped by your enemies, specific troops or troop types killed, colored gems matched, or even 4-or-5’s of-a-kind that you match; every event will be different. And will clearly explain the scoring method.
- Story: All Events now have a small lore story viewable on the Overview screen. This story will be tied into the theme of the Event and will explain what the event is about.
- Battles: Battles will now happen on a World Map view (inside the Event Screen… you don’t have to actually go to the main World Map). Different types and difficulties of battles in the event will be shown there with different icons. This allows a lot of flexibility with battles able to appear multiple times, or with certain weightings, as you play.
- Team Restrictions: These new Event Battles will continue to have restrictions on what Troops may be used, but we have expanded this so that Troop Roles can now be included, and that we can have more than 1 restriction of each type in place.
- (e.g Having an Orc and Goblin restriction allows for both Orcs and Goblin troops to be used in a team).
- Weapon Restrictions: These are now also included in Team Restrictions but only for the new World Events, so if you are limited to Troops from a Kingdom, or of a certain color, that also applies to the Weapon used by your Hero.
- Event Medals: New Events will have new special Event Medals, Badges and Tokens. These can be earnt from some Reward Stages and will also be available in the Event Shop. These Medals will be good for the event they are given in, and at the end of that event will convert to Medals, Badges and Tokens of Seasons, (a new Medal in this update) so you can use them to gain Elite Levels on your Troops. Event Medals may have 1 of 3 different powers:
- Skull Damage – This will improve the skull damage done by all Troops in an event
- Spell Damage- This will improve the spell damage done by Troops in a Event. (Only spell damage, buff spells should not be affected).
- Skull and Spell Damage – This will improve both Skull and Spell damage of Troops in an Event.
- No Event-Specific Troops each week: These new Medals will replace Event Troops in the Shop, but we may still occasionally have new Troops and Weapons available in the Event Shop for players to collect.
- Progress Rewards: Players will continue to earn Rewards based on their progress in an event, though now this progress may either be tied to their Guild (similar to Raid Boss or Invasion), or on their own progress (similar to Bounty). This will change from event to event.
- Access Events from the Guild Popup: You can continue to access these new events from the Guild Popup as you did before with Invasions. The Guild Popup has had some minor changes though to show you the next set of upcoming events in the order they will appear (top to bottom). Guild Wars isn’t going anywhere though (never fear!) so that will always appear in the popup ready for Guild Leaders to register in off weeks.
- Leaderboards: These will continue to behave the same as before, with identical rewards to previous Leaderboards. Different events may choose to rank solo or guild performance in here though, so it’s worth keeping an eye on the leaderboard in these events to see if you need to mobilize your Guildmates!
New Events will replace Invasions later in the year, but when that happens Invasions won’t be going away. (more on that below).
We have made some improvements to the Medal System:
- Existing Tokens, Badges, and Medals have had a graphic update. This is so they match our new Event Medals, and the new Medal of Seasons.
- The Medal of Cedric has been renamed to the Medal of Orpheus. We made this change as we felt this name better suited the Medal’s bonus.
- The Medal Menu has had a graphic update to improve player navigation.
- Players will be able to enter the new menu and look at all their Tokens at once (making it easier for players to see their current token progress in between playing Explores).
- Badges and Medals will live in a vertical scrolling list, so it is easier for players to select what Medals or Badges they would like to use.
- We have added support for players to have up to 3 Medal Loadouts that they can switch between. This allows them to have medal loadouts for events or farming that may be different from their normal medal setup.
- Players will need to change which medal loadout they are using from the Medal screen.
- We investigated several ideas of players being able to switch between medal loadouts, that included both the team setup or pre-battle menus, however we were left unhappy with how this turned out, as it made those 2 screens too confusing and complicated (especially for newer players).
- We will be looking into an alternative means for players to switch between medal loadouts in a future update (most likely from the World Map menu), so players don’t have to go into the medal menu every time they wish to change loadouts.
- The Medal of Seasons is a new Epic rarity Medal (same rarity as Event Medals).
- Unlike other Medals (like Medal of Yasmine or Medal of Anu), the Medal of Seasons cannot be earned from Explore chests, they are earned from Event Medals when an event ends. Any leftover Tokens, Badges or Medals from an event when it ends will convert into a Token/ Badge/ Medal of Seasons.
As mentioned above, later in the year Weekly Invasions will be replaced with the new Event System, but Invasions will be staying around in a slightly altered format. Invasions will be moving to a weekend 3-day format, and will probably take place about every 5-6 weeks.
We have included below everything you need to know about Invasion as a weekend event:
- Invasions will continue to be a guild event, and accessed from the Guild Popup menu.
- Leaderboard rewards will not be changing.
- Towers required for Reward Tiers have been lowered (as players have less time for the event than before).
- Invasion Shop Tier prices will remain the same for the moment.
- Invasions will reward the same Invasion troops as have been previously released, but may continue to give new weapons or social collectibles (depending on the event).
Reflect vs. Stripping Armor
We’ve noticed that Reflect is currently reflecting back damage when a spell strips all Armor off any Enemy (like Grave Knight or Mang). We’ve made some changes so that these spells that strip all Armor from a troop will no longer trigger Reflect. Any damage that happens after the Armor strip (in cases like Grave Knight) will still trigger Reflect.
These changes will not apply to any spells that just decreases an amount of Armor (like the Nymph or Bone Dragon).
Tian Yi
- We have changed his spell damage from normal splash damage to heavy splash damage, so he will do a little more damage to the adjacent Enemies.
- He now gains Magic a levels 8, 17, 19.
- His base spell damage has increased from 5 to 7.
- We’ve increased the Magic steal on his legendary trait, Monkey Magic, from 1 to 2.
Queen Moonclaw
- We have fixed an issue where Queen Moonclaw’s spell was boosting off non-green Troops.
Infernus
- We have changed Infernus’ spell to retarget his 2nd splash damage if the target was killed during the 1st splash damage.
Nightshade
We wanted to bring Nightshade’s spell cost in line with the Dandy Lion who has a similar style spell.
- Mana cost reduced from 12 to 10
Crazed Troll
To keep our Trolls following a similar design, Crazed Troll’s troop types will be updated to match the other Trolls.
- Troop Type is now Elemental/ Giant
Ultra-Rare Weapons
Just as we did a balance pass over the Common and Rare weapons back in the 4.5 Update, we have given a balance pass over the Ultra-Rare weapons. Dagger of the Void
- Base damage increased from 5 to 8
Falchion of Kings
- Base damage increased from 6 to 8
- Mana cost reduced from 11 to 9
Glaive of Storms
- Base damage increased from 3 to 6
- Mana cost reduced from 12 to 10
Khopesh of Misery
- Base damage increased from 4 to 8
Blade of Justice
- Base damage increased from 4 to 8
Crossbow of Exile
- Base damage increased from 2 to 5
- Mana cost reduced from 12 to 11
Javelin of War
- Base damage increased from 3 to 7
Bow of Betrayal
- Base damage increased from 4 to 7
Halberd of Might
- Base damage increased from 7 to 12
Mace of Malice
- Base damage increased from 3 to 6
- Mana cost reduced from 12 to 10
Axe of Chaos
- Base damage increased from 5 to 8
- Mana cost reduced from 12 to 9
Scythe of Corruption
- Base damage increased from 1 to 2
- Mana cost reduced from 15 to 13
Lance of the Divinity
- Base damage increased from 5 to 9
Staff of the Magus
- Base damage increased from 6 to 8
Celestial Staff
- Base damage increased from 4 to 7
- With the change to Guild Seal Tasks, we’ve made a small change to Delves so that once a player passes Delve Level 60, the lowest of the 3 Delve difficulties will no longer be higher than Delve Level 50. This means you no longer need to keep one Delve under-levelled.
- To address an exploit in Casual PVP, we have changed the Gold calculations so that Players will earn less Gold when fighting against Players whose Team score is much weaker than theirs (2000+ lower).
- We have made some timing changes so players are less likely to click through an Orb of Chaos opening, causing some players to miss seeing what they received.
- We’ve added a help popup to the Faction menu, this popup will display the faction’s Banner (allowing players to see what colors the faction uses), and the Faction Pet.
- We have made a change to the Guild Roster menu, so that after viewing a member’s profile, the game will return to that same spot in the Guild Roster.
- We have added a small highlight to a Player’s Guild when viewing the Guild League so Players are able to quickly find their Guild in the list.
- When selecting Gem Mastery after levelling up, the screen will now display the Player’s new level.
- We’ve added a confirmation popup into the Soulforge to warn players if they are about to craft a Mythic or Legendary (at Mythic rarity) that they already own.
- We have fixed an issue where the Doomed Tome weapons were not giving Magic correctly when there was a Doom troop on the Enemy team.
- We have fixed an issue where the Gold Key icon would display in Treasure Hunt when giving rewards for Red Chests or higher at the end of the game.
- We have fixed a display issue where the Mastery icons were appearing too large on their colored orbs on Hero Class Info Menu.
- We have fixed an issue where the Suncrest shield was scaling incorrectly on the Stormcaller Class Menu.
- We have fixed an issue where troops freshly summoned (like Harpy), could trigger their traits, the same turn as being summoned.
- We have fixed an issue where on death summon traits could trigger on multiple copies of the troop (like Infernal King), instead just the troop that was killed.
- We have fixed an issue where Spells that eliminate all Armor (like Mang or Fleshripper) vs. Reflected Troops, reflect the Armor removed as Lethal Damage. This fix does not affect Spells that only eliminate part of the Armor (like Bone Dragon or Golem), nor will it stop reflecting lethal damage effects (like Assassinate or Bullseye traits).
- We have fixed an issue where Guild Roster amounts were not updating immediately.
- We have fixed several other minor Bugs.