New Challenge mapset "Origins" & "Dream Challenge Pt 1"
Harvest Season Token Campaign, with main rewards being Daryl's Assault Rifle and Kingdom Shield
New game mechanic: Push
Changes to Chainsaw: Primary attack changed from single target to a normal 3-space arc. Charge point requirement reduced from 3 to 2. Charge attack changed to "Whirlwind" - a 360° attack around hitting all enemies around the survivor. No longer generates threat.
Changes to Shane's Buckshot: Charge attack is no longer blocked by Metalhead Walkers.
Changes to Speargun: Both the normal and charge attack shoot through Metalhead Walkers.
Hero change: T-Dog's LT Beat Em Up now adds an extra attack on top of the Punish trait, instead of stacking damage.
Hero change: Glenn's LT Lucky Dumpster now stacks with other traits that grant extra action points, so activating Swift Strike/ Tactical/ Cold-Blooded no longer disables the extra move and attack from Glenn's leader trait.
Hero Change: Alpha's LT Cold-Blooded now allows her to move 1 space further than before.
Changes to Fast Walkers:
Fast Walkers no longer cause bleeding on attacks. Instead, they are now able to retaliate survivor attacks. The retaliate applies to any attack made during the player's turn, including Prowl attacks - the retaliate attack will stop the survivor if it results in a struggle. To make them more distinguishable, they now wear shorts with a yellow stripe unlike any other walker.
Fast Walker overview: Retaliates attacks from adjacent spaces (1 per turn), Moves 3 spaces, Has 20% less HP than a normal walker
Council Update: The new council level increases the max level of the Workshop and Training Grounds. The maximum level of survivors and equipment is now 28 and 31, respectively. Additionally, a Radio Tent upgrade to level 12 is now available at player level 72 - generates a free 3-Star Radio Call every 7 days.
Building upgrade timers and costs are reduced
Survivor and Equipment upgrade timers reduced
Badge Rerolling introduced
Guild Co-leader introduced
Change to guild leader: Guild Leaders who are inactive for over 14 days will be automatically demoted down to Member. Leadership will then be passed on to the Co-leader with the most stars acquired in the guild. If there are no Co-leaders present, then a person would be chosen from the Elders, then Members (if there are no elders) with the same rules.
Changes to GW:
Three defending teams can be assigned
Infused weapons introduced. They act and function like regular traits, therefore they are affected by Lucky. Infused weapons are available exclusively from the Guild Shop.
Red gas can be used to retry failed GW missions.
Missions rebalancing:
Mission objectives are more streamlined and simplified in order to avoid particularly difficult combinations.
Optimizing enemy generation to avoid excessive enemy spawn.
Adding a new mission objective: Kill The Tough Walker (Kill Boss and Exit)
Fast Walker can now be found in GW missions
Each terrain (Junkyard, Forest, Sanctuary) is assigned a pool of Walker types that can appear. (Clarification: If Spiked Walkers are not in the pool of walker types for Forest, they cannot appear in any Forest maps)
1- / 2- / 3- star equipment drops are removed from missions of level 18 and higher (Except equipment scavenge missions)
Piercing trait values increased from 10%/20%/30% to 20%/30%/40%
Aaron, Alpha, Beta, T-Dog, and Shane Tokens are now added to the standard Radio Call list, as well as daily quests, token crates (Challenge), and the Trade Goods Shop token selection
Aaron Tokens replaced by Alpha Tokens in the Distance Hard mode
Change to Bayonet Musket: Primary attack changed from single target to a piercing attack that can hit up to 3 enemies (like the Kingdom Spear). Charge Attack damage scaled up to match that of other scout weapons.
New Tools: Blast Grenade, Flare & Gore
Black Market introduced
DistanceNightmare mode introduced
unlocks at CL 25 - Nightmare Mode, that starts from level 25 to 52, and features improved rewards, such as Tools, Alt-hero tokens, latest hero tokens, legendary components, and more.
The general difficulty of Normal and Hard modes are decreased: Normal Mode: Unlocks at CL 8 instead of 12 and starts at difficulty 6 instead of 10 and Hard Mode: Unlocks at CL 15 instead of 18 and starts at difficulty 15 instead of 18
Distance can now be boosted
Badge reroll changed: Set/Slot rerolls: Previous results are now restricted until all of the options have been cycled through. After that, the restrictions are reset. Bonus Condition rerolls: Previous 10 results are continuously restricted.
Tools have been added to Daily Quests as a guaranteed reward (A quest with a Tool as a reward will be available everyday)
Infused Armors available in the Guild Shop
20% VP Penalty for retrying failed missions using Guild Wars Gas
Sector Bonus displayed on Guild Wars scoreboard
Improved combat text popups for increased visibility
Max difficulty of the Master Mission raised to 54 (regular missions are still capped at 50)
Shooter class is getting buffs to their movement range and attack damage. The end result is that their regular damage will be nearly as high as that of the scouts, while movement range and charge attack damage will be the same.
Season Token Campaign "Mortal Blossom" with main rewards being Assassin Bow and Princess
GW changes:
Soft Tier Reset
We're currently testing certain changes to the Guild Wars map. The first half of this season (2 wars) will have the same map, and changes will be introduced after the mid-season break. A separate announcement outlining these changes will be released later this week.
Challenge Nightmare Rounds introduced. Challenge will now end at round 80.
Bug fix where traits of weapons bought for Supplies in the Black Market were not randomized.
Bug fix where the values of badges boosted by having a full set would display incorrectly.
Added a confirmation popup for Black Market purchases
GW battles that end in draws will give a 25% bonus
Leaders (only) can unregister players from Guild Wars battle slots.
Sectors on the Guild Wars map that contain at least one completed mission, have an indicator on top of them.
New event: All Regular Survivors Charged
The zoom level of the GW map no longer resets when you enter a sector
Infused and Special Functionality weapons now have visible indicators in the workshop.
Fixed issue where the game would sometimes allow players to enter Guild Wars missions before the guild has fully loaded. This change should hopefully reduce the number of cases where completed missions do not show as completed. We will continue looking into other causes behind similar cases.
Fixed issue where more walkers would spawn than indicated on the threat counter in Guild Wars missions
Fixed the interaction between blast grenades and explosive barrels causing your own survivors to be stunned indefinitely or until the game is restarted
Fixed Lucky Dumpster not activating when Glenn interacts with a Gore Barrel
Fixed bugs where a pushed enemy does not get attacked via the Revenge trait
Fixed occasional cases where leaderless guilds are unable to appoint a Leader
Fixed a visualization issue with Sasha's Leader Trait, where combat text "Charged" pops up without any actual charge points being added