Marshals,
Update 0.12.1 is now available for Crown Marshal.
This update increases shared team Health in 2v2, adjusts Indomitable Will and Archer Garrison, and fixes several issues involving 2v2 party matchmaking, ranked 2v2 settlement, teammate modification inspection, building facing, and melee attacks against moving targets.
Balance Changes
2v2 Team Health
Shared Health for each 2v2 team has been increased from:
5,000 → 6,000
Team Health bars and victory checks now use the new 6,000 Health value.
1v1 Health remains unchanged at 4,000.
Pikeman: Indomitable Will
Reduced Indomitable Will's last-stand duration after taking lethal damage from:
2.5 seconds → 2 seconds
Its in-battle installation cost remains 150 Energy.
Arrow Tower: Archer Garrison
Increased Archer Garrison's reinforcement interval from:
10 seconds → 12 seconds
Each activation still deploys 2 Archers.
Its in-battle installation cost remains 100 Energy.
Fixes and Improvements
Canceling 2v2 Premade Matchmaking
Fixed a 2v2 party member's Cancel Matchmaking button toggling their own ready state instead of canceling the party's search.
Now:
- The host can cancel matchmaking.
- The guest can also cancel matchmaking using the same button.
- Canceling the search keeps the existing party room intact.
Ranked 2v2 Match Settlement
Fixed ranked 2v2 settlement results failing to return correctly after a match.
All four players now properly receive:
- Experience
- Valor
- Rating
- Quest progress
Official 1v1 and 2v2 continue to use the same shared public Rating.
2v2 Teammate Modification Inspection
Fixed available modification routes not appearing when inspecting a teammate's group during 2v2 deployment.
You can now inspect, in read-only form, the options actually carried by that deployed unit type in the current match, including:
- Available modification choices
- Active modification routes
The following private information remains hidden:
- Undeployed unit types
- Energy
- Cards
- Store information
Building Facing
Fixed buildings such as Arrow Towers flipping their entire body when switching to a target on the opposite side.
Buildings now keep their deployed facing.
Projectiles continue to track their targets normally.
Melee Chase and Attack Hits
Fixed melee units repeatedly missing moving targets when those targets continued moving during the attack windup.
Now, once a melee attack begins from legal range:
- The attack will hit when the windup finishes if the target is still alive and attackable.
- The attack still misses if the target dies before the hit resolves.
- The attack still misses if the target becomes unattackable before the hit resolves.
Thank you for your continued support and feedback.
See you on the battlefield, Marshals!
