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Patch 0.40.0: Into the Fray patch hero art
v0.40.0

Patch 0.40.0: Into the Fray

Guild brawls fight with real rules now, and the over-budget roster gets trimmed back to size.

This one is about guild brawls. Every brawl game now rolls its own mana cap, its own rulesets, and its own allowed affinities instead of running the same plain match every time, and a stack of brawl bugs that kept fights from starting or from being watched are gone. We also trimmed eleven promoted Fighters whose stat lines had been running well ahead of what their mana pays for.

Improved

Guild Brawls Fight With Real Rules

Every game in a guild brawl now rolls its own match setup: its own mana cap, two to three rulesets, and its own set of allowed affinities. Before this patch every brawl game was the same plain, ruleset-free match, so there was nothing to draft around. Now each fray plays like a real, varied battle, and the team-building screen shows the affinity crests and ruleset chips up front so you can see exactly what you are drafting into. The picker also caps Fighter levels by the fray's own league, so a top-ranked pilot dropping into a bronze fray now drafts bronze-capped Fighters instead of their maxed roster. Everything stays fully deterministic, so the replay you get back is the fight that happened.

Fixed

Brawls Actually Start Now

Fixed a brawl that could roll into its combat round with no teams fielded, so every fray showed "Not fielded," no Battle button appeared, and no fight could ever start. Brawls now field every enrolled guild, including guilds that joined late, so matches actually begin.

Find Your Fray

The brawl phase where you claim your fray is now clearly labelled "Fray Pick," and its banner tells you to choose your fray instead of asking you to submit a team. You submit your team later, in combat, so nobody should go hunting for a team-submit button that is not due yet.

Watch Brawls In Full

The "Watch" link in the guild brawl hub now opens the full match replay in a new tab instead of a cramped inline box, and it no longer bounces you back to the brawls page while it reveals the sealed game. The reveal card also shows in exactly one place in the hub now, instead of being repeated across the page.

Your Bell Stops Flooding

A single large reward grant no longer buries your notification bell under dozens of duplicate achievement alerts. They now collapse into one entry per achievement, naming the highest tier you reached, plus a single level-up entry that shows the full range of levels you gained. What used to be well over a hundred bell entries from one claim now reads as a handful.

Your Real Hive Name Shows Up

After you connect a Hive account, your profile now shows your real Hive handle instead of a leftover temporary placeholder name. If you had already chosen a display name, that is left exactly as it was; this only replaces the placeholder ones.

Balance

The Promoted Roster Gets Trimmed

When we promoted a wave of Fighters to Epic and Legendary two patches ago, we deliberately froze their mana cost so they would not get more expensive. The catch is that their stat lines came up to epic and legendary size while their mana stayed cheap, so eleven of them ended up paying far too little for what they put on the board. This patch trims those eleven back down to what their mana actually buys. Mana is unchanged on all eleven, and no abilities change; only the top-level stat lines come down, so each one stays a playable role piece instead of an auto-include that warps a low-mana board.

Vesh, the Umbra

Vesh, the Umbra

Nerf
  • Attack 5 3
  • Health 6 4
  • Speed 5 3

A 2-mana Sneak assassin was carrying a 5-attack, 5-speed body that let it delete a backline piece before most boards had set up. Trimming its damage and speed keeps it as a cheap infiltrator without letting it one-shot the back row on turn one.

Kade-0, the Cursed

Kade-0, the Cursed

Nerf
  • Attack 5 3
  • Health 8 5

At 4 mana this Stun attacker had a tank's health and a heavy hitter's damage at once, so it locked a target down and out-traded almost anything its cost bracket could answer with. Lower attack and health keep the Stun disruption while making it a piece you can actually punish.

Helio, the First-Light

Helio, the First-Light

Nerf
  • Magic 5 3
  • Health 7 5

A 4-mana Flying magic Fighter throwing 5 magic was out-damaging pieces that cost half again as much. Bringing the magic and health down keeps it a slippery flyer without making it the default 4-drop in every divine board.

Isyl, the Star-Mantle

Isyl, the Star-Mantle

Nerf
  • Magic 5 3
  • Health 6 5

Its Stun plus 5 magic at 4 mana meant it disrupted and dealt heavy damage in the same package. Cutting the magic leaves the Stun identity intact while asking it to pick a lane instead of doing both for a bargain price.

Dolm, the Crucible

Dolm, the Crucible

Nerf
  • Attack 4 3
  • Health 8 6
  • Speed 3 2

A 5-mana Charge bruiser with 8 health hit like a tank and lived like one too. Dropping its health, damage, and speed (it now moves late rather than early) keeps the Charge threat while giving the board time to react to it.

Coro, the Verdict

Coro, the Verdict

Nerf
  • Ranged 5 3
  • Health 6 5
  • Speed 4 3

Snipe plus Return Fire on a fast 5-ranged body at 4 mana meant it punished ranged boards and picked off the backline for a pittance. Toning down its damage and speed keeps both abilities relevant without making it a must-answer 4-drop.

Aegis, the Last Frame

Aegis, the Last Frame

Nerf
  • Health 9 6
  • Armor 3 2

A 4-mana wall with 9 health, 3 armor, Void, Divine Shield, and Forcefield was nearly unkillable for its cost. Trimming the health and armor keeps it a genuinely sturdy anchor while letting a focused board actually break through it.

Bram, the Deep-Vent

Bram, the Deep-Vent

Nerf
  • Health 11 8

Even at 6 mana, an 11-health Protect wall shrugged off far more than its cost should allow and dragged games long. Eight health keeps it a real frontline anchor without making it a stall engine on its own.

Vool, the Tide-Mind

Vool, the Tide-Mind

Nerf
  • Magic 4 3
  • Health 7 5
  • Speed 5 4

Void, Stun, and Dispel is already a full control kit, and stapling 4 magic and a 7-health, fast body onto it at 6 mana made it a control piece that also won the damage race. Lowering its stats keeps the disruption central and the damage secondary.

Sirra, the Current

Sirra, the Current

Nerf
  • Ranged 5 3
  • Health 6 5
  • Speed 6 4

A 4-mana Sneak Fighter with 5 ranged and blistering 6 speed hit the backline first and hardest almost every game. Cutting its damage and speed keeps the flanking identity while giving targets a chance to act before it lands.

Vane, the Highveil

Vane, the Highveil

Nerf
  • Ranged 4 3
  • Health 7 5
  • Speed 4 3

Void, Camouflage, and Headwinds on a fast 4-ranged, 7-health body at 5 mana made it an evasive threat that was also hard to kill. Trimming the stats keeps its evasion toolkit while making it a fair trade rather than a free one.

Brawls are the most fun when every fray feels like its own fight, and now they do. More guild features are on the way. Thanks for battling through the alpha with us, and keep the replays coming.