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Änderungsprotokoll

Patch 0.35.0: Void Salvage

Patch 0.35 is all about opening things up. The headline is Void Chests, a new daily reward you fill just by playing and then crack open in a full Salvage Scanner ceremony. The tournament pages got a ground up redesign into clean, scannable lists with a rebuilt bracket view, a wave of combat...

Patch 0.35 is all about opening things up. The headline is Void Chests, a new daily reward you fill just by playing and then crack open in a full Salvage Scanner ceremony. The tournament pages got a ground up redesign into clean, scannable lists with a rebuilt bracket view, a wave of combat abilities now behave exactly the way their text promises, and eleven Fighters got a balance pass.

New

Void Chests: a new daily reward, cracked open in a cinematic ceremony

Meet Salvage, your new daily reward loop. Just by playing you fill up the Void Salvage meter on your Play page, and every filled tier unlocks a Void Chest waiting to be opened. Cracking one runs the full Salvage Scanner ceremony: the chest classifies, the scanner locks on, and your rewards reveal one beat at a time, with a jackpot hold for the big pulls.

Unlocked more than one? Open them all in a single batch. Miss a day? Your unopened chests carry forward across the reset instead of vanishing. Not sure how any of it works? A built in guide walks you through the tiers and the odds. And every open produces a shareable results page with a one click Hive or X share button, so you can show off the pull that made your week.

Tournaments, fully redesigned

The tournament pages got rebuilt from the ground up. The index is now a set of clean, scannable compact lists that tell you at a glance what is running, what is upcoming, and what you can still enter, each with a single clear action. The bracket view was rebuilt to show every stage of a multi stage event as its own panel you can page back through, with both trees of a double elimination bracket visible at once instead of hidden behind a tab. Signed in, a Your Matches strip surfaces exactly the games you still owe a team for.

Card abilities explained on hover in your collection

Hover any card in your collection and a popover now spells out what each of its abilities actually does, no click and no trip to the card page required. Reading a new Fighter's kit is finally a glance instead of a detour.

Improved

Tournament fairness and clarity

A batch of tournament refinements landed alongside the redesign. The Rewards tab now shows the full prize ladder, the tier split and the exact card and cosmetic prize for every rank, so you can see what you are playing for. A game's mana cap and rulesets stay hidden on your submit rail until you have filed your own team, so nobody scouts the constraints before committing. Hybrid brackets render correctly through their group phase, and tournament qualification now counts only your energy charged ranked games so a match you played for free never nudges your standing.

German copy polish

For our German players, we unified some drifting terminology: Collection Power is now consistently Sammelmacht, the Commander term is now Kommandant throughout, and the new Salvage feature reads naturally in German.

Fixed

Combat abilities now do exactly what they say

A wave of ability corrections so the board matches the text. Heat Seeking goes back to normal targeting once an enemy has no armor left to seek. Priority Target Alpha correctly aims at the highest health enemy for every Fighter. Overrun fires a single follow up instead of chaining into a runaway loop. Phase Cloak now counters the backline targeting abilities it was meant to. Open Season and the full board rulesets honor the front slot waiver. And Command Jamming's description was corrected to match what it actually does.

Replay fixes

A few replays were telling a slightly wrong story. Mass Equilibrium and Dying Star now update the health pills and bars the moment they change a Fighter's health, and the battle log resolves every Fighter to its current card name so a renamed card reads correctly in old replays.

Play and interface fixes

Smaller papercuts, smoothed. Starting a normal match is now blocked while a tournament game is still waiting on your team, so you cannot accidentally queue past a pairing you owe. Lazy loaded images in the Leagues, Leaderboard, and guide panels now actually load instead of staying blank, and a handful of focus and layout glitches around modals and the wallet chip were cleaned up.

Balance

Balance pass: one over-tuned tank reined in, ten dead Fighters revived

A warm model diagnosed, founder directed balance pass. One badly over-tuned reach tank comes back down to earth, and ten Fighters that had been sitting unused for far too long get the durability or punch they needed to justify a slot. Mana costs were left untouched; every lever was sim tested first.

Code-Silenced Crusader

Code-Silenced Crusader

Schwächung
  • Health 13 9
  • Attack 6 4

Crusader had drifted into an over-tuned reach-tank: a durable Fighter that could sit in the back rank, strike over the front line, and simply outlast whatever it faced. Rounds of health and melee inflation left it too hard to kill for the pressure it put out, so it warped matches into attrition it won by default. Pulling its health back to 9 and its swing to 4 keeps the reach-tank role intact but makes it a Fighter you can actually answer, instead of a wall that ended games on its own.

Registry-Less Runner

Registry-Less Runner

Stärkung
  • Health 1 3
  • Attack 1 2

The Runner is the cheapest melee body in the pool, but at 1 health and 1 attack it was a Fighter nobody ever fielded: it died to the first hit and chipped for nothing on the way out. Lifting it to 3 health and a 2 attack gives this little melee body enough survivability and bite to justify a slot, so a cheap aggressive line finally has a real cog to spend on.

Station Rat

Station Rat

Stärkung
  • Health 1 3
  • Attack 1 2

Station Rat is a cheap ranged chip Fighter, but a 1-health, 1-attack body evaporated before it fired and barely dented anything when it did. Bumping it to 3 health and a 2 ranged shot lets the Rat survive a round and put out damage worth paying for, so a low-cost backline finally has a filler that earns its place on the board.

Vesh, the Umbra

Vesh, the Umbra

Stärkung
  • Health 2 4

The Initiate is meant to be a sneaky melee striker that slips past the front and hits the back, but at 2 health it died the moment anything looked at it and never got to act. Doubling its health to 4 lets this glass sneaker actually reach the board and land its strike, which is the only way its whole reason for existing ever comes online.

Rim-Walker Sharpshooter

Rim-Walker Sharpshooter

Stärkung
  • Health 3 5

The Sharpshooter is a glass ranged sniper built to pick off back-line targets, but at 3 health it was knocked out before it could fire a meaningful shot. Two extra health lets it weather the opening exchange and stay on the board long enough to actually snipe, turning a dead pick into a sniper you can build a line around.

Bram, the Deep-Vent

Bram, the Deep-Vent

Stärkung
  • Health 7 9
  • Armor 1 2

Bulwark is supposed to be the wall the rest of your team hides behind, but with only 7 health and 1 armor it folded too fast to protect anyone. The extra health and armor point make this Fighter the durable front-line body its protect kit was designed around, so it can soak the alpha strike and let the Fighters behind it do their work.

Ommen, the Deep-Rooted

Ommen, the Deep-Rooted

Stärkung
  • Health 10 13

The Forager is a sustain body that wants to sit in the fight and keep the team topped up, but it kept dying before its healing could swing a match. Health is exactly the right lever for a Fighter whose whole value is staying alive to sustain, so lifting it to 13 lets the Forager actually reach the point where its healing matters instead of falling over first.

Vulgan, the Belt-King

Vulgan, the Belt-King

Stärkung
  • Attack 3 5

At its mana this armored Fighter was a threatless tank: durable enough to stand there, but hitting so softly the enemy could safely ignore it and focus everyone else. Raising its swing to 5 gives the Smith a real threat, so opponents have to respect it instead of walking past a tank that could never punish them.

Sable, the Closer

Sable, the Closer

Stärkung
  • Health 7 9

The Closer is a back-line finisher that slips in to erase a key target, but it was dying before it could close the deal. Two more health lets this finisher survive the round it takes to get in position and land the kill, so the Fighter built to end fights actually lives long enough to do it.

Rell, the Ender

Rell, the Ender

Stärkung
  • Health 10 12

The Capeless One is a signature anti-tank finisher whose payoff comes late, once the board has thinned down to the one target its kit deletes. It kept dying before that moment arrived. The extra health lets this Fighter outlast the opening and reach the finish it was designed for, keeping its identity intact while giving it the staying power to deliver on it.

Oloman, the Manta

Oloman, the Manta

Stärkung
  • Health 7 9
  • Attack 3 4

The Magus is the anti-heal carrier: its affliction is what shuts down enemy sustain, but it was the first Fighter to die and its debuff went with it. More health keeps the carrier on the board long enough to keep afflictions landing, and the extra melee gives it the pressure to force the hits that apply them, so the counter to healing teams can actually do its job.

More tournament and Salvage polish is already in flight. Thanks for playing the alpha and for keeping the replays coming.

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