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Patch 0.35.0: Void Salvage Patch-Heldengrafik
v0.35.0

Patch 0.35.0: Void Salvage

Fill the meter. Crack the chest. Claim the void.

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.

Neu

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.

Verbessert

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.

Behoben

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.

Umbra Initiate

Umbra Initiate

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.

Deep-Vent Bulwark

Deep-Vent Bulwark

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.