The Battle Lab opens: build both teams yourself, set the rules, and run up to 100 battles at once. Brawl wins now count for three times as much, Genesis packs and Cache Fighters get limited print runs, WARPATH Premium is back to KRED only, and a long list of fixes lands across brawl picks, the leaderboard, team pickers and replays.
New
The Battle Lab opens
The Battle Lab now lets you build both sides of a battle. Pick a commander and Fighters for Side A and for Side B, then choose the league, mana cap, rules, allowed affinities and card pool yourself. Use every card in the game, or only the ones in your collection. Want to replay a real match with a twist? Press Open in Lab on any finished match and both lineups load exactly as they fought.
When your setup is ready, press Get price and choose how many battles to run. Each battle costs 1 SGC or 1 KRED, and one order can hold up to 100 battles. From 10 battles up, the whole order costs 10% less, rounded up once, so 10 battles cost 9 and 100 cost 90. Your runs play out privately, and every result waits for you in Lab history with the full replay, free to rewatch for 30 days after the order settles. Battles keep running if you close the page. If some battles fail to run, you only pay for the ones that completed, at your order's discount rate and rounded up, and the difference comes back to you.
The old free test battle against a fixed opponent is retired: every Lab battle is now a run you set up and pay for. A note for KRED payers: every KRED you spend in the Lab is matched by an SGC debit on the Lab's own treasury account. That is an in-app debit sink for our books, not an on-chain burn or a buyback, and it never touches any player's SGC.
You can find the Lab in the Play menu, on the new Battle Lab card on the Play page, and behind the Open in Lab button on your match history and replays.
Genesis packs and Cache Fighters get limited print runs
Genesis Card Packs now have a fixed print run of 1,000,000 packs, and the Shop shows how many are left. Packs you already own always open, and packs we promised you through claims or the Charter are set aside in advance, so they are always delivered.
Every Fighter in the Genesis Cache now has its own print run too: 6,000 copies for a common, 3,000 for a rare, 1,400 for an epic and 300 for a legendary. If a Cache ever draws a Fighter that is out of print, it draws another Fighter of the same rarity instead, and the Cache shows how many of its Fighters are still in print. Right now every one of them is.
Weekly limits for KRED card top ups
Buying KRED with a card now has a weekly limit that grows with your purchase history. Every account starts at $500 per 7 days, and the limit rises to $1,500 and then $5,000 as your earlier card purchases settle. You can see your limit, what you have used and when room frees up in the Buy panel, and ask for a higher limit right there. Paying with HIVE is not affected.
Improved
Animations tab, grouped by category
The Animations tab in your Signal Deck now sorts animation skins into four groups: Strikes, Support, Status and Defenses, with a row of jump buttons at the top to reach any group fast. Eight new categories join Melee, Magic, Ranged and Heal: Death, Revive, Buff, Stun, Poison, Dodge, Aegis Break and Armor Break. A category where you own no skin folds down to one compact line, and the tab counter now shows how many skins you own. Until you own a skin, every category plays its default animation.
Card art is ready when your draft opens
While you sit on the Play page or wait in the queue, the game now quietly loads the card art for your league's team picker in the background. When the draft opens, the cards are already there instead of filling in one by one. It holds back on data-saver and very slow connections.
Fixed
Mythic frays offer Commanders again
Players who did not own a Mythic-foil Commander saw an empty Commander list in Mythic frays, could not lock in a team, and lost the game when the timer ran out. Mythic frays now offer the full Mythic Commander and Fighter pool to everyone. Reloading the brawl team picker after changing a filter no longer lands on a "not found" page, and if a fray ever has no Commander for you, the picker now says so plainly.
Brawl teams need a Commander and a Fighter
A brawl team now needs a Commander and at least one Fighter to lock in. If the pick timer runs out before that, the game counts as given up and the picker takes you back to your guild's Brawl tab instead of stalling on a team that could never play.
Past seasons on the leaderboard show everyone
Picking a past season on the leaderboard now lists every pilot who played that season in the league, not only those who reached the match quota, and the Record column shows real wins and losses. Pilots who finished below the quota show their match count, with a tooltip that explains it. Those tooltips now also open on hover on the live board.
WARPATH Premium is KRED only
WARPATH Premium is bought with KRED only, 10,000 KRED for the whole pass. An SGC option had crept back into the buy window after open alpha began. It is gone again, and the economy pages now say KRED. If you already unlocked Premium with SGC, you keep it.
The Back button works in team pickers
In the Ranked, Brawl and Tournament team pickers, the browser Back button steps back through your filter changes one at a time again, instead of getting stuck after one step. An ability filter brought back this way now stays applied.
Magic hits land on the damage number
Magic attacks in replays now strike exactly when the damage number appears, at every replay speed. Before, the lightning discharge only lined up at one speed setting and could hit early or late at the others, including the default speed. Pausing or scrubbing a replay in the middle of a magic, ranged or heal effect also no longer flashes the hit on the frozen frame before it has happened.
Poison finishing blows are visible
In replays, when a poison tick finishes off the last Fighter on a team, you now see that Fighter take the tick and its damage number before it falls. Before, its card had already disappeared, so the finishing blow played on an empty slot.
Maren Lu shows her rarity badge
Maren Lu's card now shows its Common rarity badge. Her Slipstream ability medallion used to sit on top of it, on the card and in the hover preview.
Signal Deck reads cleaner
The line that lists your unsaved cosmetic changes now wraps onto extra lines instead of cutting names off, so you can read every change before you press Apply. On phones in German, the Signal Deck tab row no longer runs past the right edge of the screen.
Balance
Brawl wins are worth three times as much
Brawl series points are rescaled so a guild that plays well reads like one. Before, a single missed fray wiped out three series wins. Now it costs exactly one.
- Series win: 1 -> 3 points
- Series draw: 0.5 -> 1.5 points
- Series loss: 0 -> 0 points
- Missed fray: -3 -> -3 points
A guild that went 8 wins, 4 losses and 6 draws with 3 missed frays used to finish on 2 points and now finishes on 24. Crown and Merit still pay out by your final place in the pod, and the Projected Points band on your guild's Brawl tab uses the new values. Points from past brawls are not recalculated. Brawl points also show half points everywhere now, like 7.5 instead of 7, and in German they use a decimal comma, including the tier history.
Behind the scenes, 58 more commits landed this patch that you will not see directly: more animation skin work, a sturdier replay engine, steadier servers, and a lot of testing and tooling. That makes 88 commits in this release. Thanks for playing the alpha and sending us your replays, and go break something in the Lab.
Frequently asked
What changed in Patch 0.48.0?
The Battle Lab opens with two custom teams and paid runs, brawl series wins are worth 3 points, WARPATH Premium is KRED only again, and many fixes land for brawl picks, the leaderboard, team pickers and replays.
How much does a Battle Lab battle cost?
1 SGC or 1 KRED per battle. An order of 10 or more battles costs 10% less, rounded up once, and one order holds up to 100 battles. Rewatching your results is free for 30 days.
How many points is a brawl series win worth now?
A series win is worth 3 points, a draw 1.5 and a loss 0. A missed fray still costs 3 points.