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Update: New Units, Balance, Improvements & Bug Fixes

We will have a server maintenance to deploy bug fixes, new units, improvements and so on. The maintenance is expected to last for 2 hours, and starts at:

01:00 PDT June 22
08:00 GMT June 22
16:00 GMT+8 June 22

Jump Jet Infantry

As the cheapest unit with active ability, the Jump Jet Infantry will go up in the air after being activated, and attack enemy ground units. He attacks from the air in early game. So take care of your Kamikaze pets, commanders!

Multirole Motorcycle

The Multirole Motorcycle is excellent at anti-air & ground. After being upgraded, his true damage can overwhelm some front-row units.

Iron Guardian

He is stronger against the air force, and has higher attack damage compared with the Silver Guardian, making the Iron Guardian the air defense of the best cost performance in early game.

Sawblade Shield Slave

With the Sawblade Shield Slaves, countering units spam is never a problem. Units of low armor won’t stand a single blow. The Sawblade Shield Slave himself has higher HP and armor, thus can survive much longer on the battlefield. Even if they are confronting enemy force with high armor, Sawblade Shield Slaves can smash them when coordinating with Commander Skills.

Chan Master

The Panda returns! It is still the Master you are familiar with. Besides, the Chi Orb it generates will inflict AOE damage to enemy’s both air and ground units on the path.

Raging Minotaur

The Yaoguai gets another meat shield! As the Raging Minotaur won’t be impacted too much by the ranged attack, it can charge into the enemy troop to launch attack. As long as its shield is crushed, the Raging Minotaur will fall into fury.

The adjustments on the balance of Art of War: Red Tides are always based on tremendous battle data from players. We also refer to players’ feedback. Such work is a long-lasting process, and needs sufficient time to test so as to guarantee that the adjustments are effective and reasonable. Therefore, commanders, please bear with us our regular balance adjustments, because these work is intended to provide you with more strategies and tactics, and better game experience.

The Terran

“We have been always keeping a close eye on extra economy left in the final battle due to the population restriction. The Terran may be the race that is affected the most. However, it is still unreasonable that the Asterion deals much higher damage to ground units than to air units.”

Units

Upgrade adjustments:
Lv1: No change
Lv2: No change
Lv3: Explosion deals 250% damage to biological units

Attack reduced from 9 to 8, defense reduced from 5 to 4, and corrected the ability description

Attack reduced from 7 to 6, defense reduced from 6 to 5, and corrected the ability description

Defense reduced from 3 to 2, and increased explosive damage after upgrade
Upgrade adjustments
Lv1: No change
Lv2: Inflicts 200% explosive damage to nearby enemy units upon dying
Lv3: Inflicts 400% explosive damage to nearby enemy units upon dying

Active ability only deals 50% damage to buildings

Range increased from 11 to 14

HP increased from 70 to 100, and range increased from 11 to 13

Asterion
Anti-ground attack speed decreased from 1.2s to 2s

Anti-ground attack speed decreased from 1.2s to 2s

Commander Skill

Full Alert
Duration increased from 5s to 9s

The Atlac

“The Atlac win ratio in Ranked 3V3 & 1V1 involving those high-ranking players is apparently much higher than that of the two other races, this is because of their strong mid game troop composition due to the low Transformation cost. Also, some Atlac units can bypass the turret without even being upgraded, which pushes the battle into garbage time and welcomes their victory rapidly. What’s more, our dev team are disgusted about overpowered units. Yeah, that’s the Azure Dragon. Right, we’ve also noticed that the Turtle Cub is not that powerful as an advanced unit.”

Units

Range reduced from 16 to 14

Attack increased from 12 to 18
Upgrade adjustments:
Lv1: Attack +5%
Lv2: Attack +11%
Lv3: Attack +16%

Initial duration of the Thunder Orb extended from 3s to 5s
Upgrade adjustments:
Lv1: No change
Lv2: Duration of the Thunder Orb extended to 8s
Lv3: No change

Attack speed increased from 2s to 1.3s, attack reduced from 38 to 30, range reduced from 26 to 22, and unable to petrify enemies before upgrading
Upgrade adjustments:
Lv1: Attack +6%
Lv2: Each attack petrify enemies for 2s
Lv3: Range increased to 26

Anti-air damage reduced from 100 to 50

Commander Skill

Kunlun
Initial cost increased from 800 to 1000

Quantum Propulsion
Besides increasing movement speed, permanently cloak the selected units, but no longer increase their attack

Transformation

Cost 20% of the transformed unit’s cost, so:
The cost of the Vajras—the Arhats increased to 340 each
The cost of the Turtles—the Dragons increased to 500 each
The cost of the Shield Slaves—the Templars increased to 220 each

The Yaoguai

“We are really into the quite changeable Yaoguai units, however, the output efficiency of air-to-air units are worrying, and the Toads and the Bear are quite powerful. Also, the Panda Monk and the Raging Bonekite are less used in battles compared to other Yaoguai units, and we are thinking about the issue.”

Units

The Gazer will release the eyeball right below, and the eyeball’s detecting range is enlarged from 40 to 55

HP increased from 120 to 160

Attack speed increased from 1.5s to 1.3s, and the upgrade increases its attack speed
Upgrade adjustments:
Lv1: Attack speed +8%
Lv2: Attack speed +16%
Lv3: Attack speed +25%

Attack increased from 40 to 90, and it will be strong against mechanical units after being upgraded
Upgrade adjustments:
Lv1: No change
Lv2: No change
Lv3: Deals 250% damage to mechanical units

HP reduced from 230 to 180

Units available to banning changed to all those owned by the two teams, instead of all those in two teams’ deck slots (excluding detectors)
E.g. Players all own the Great Whale, but if none of the team in a battle put the Great Whale in their deck slots, it will still be available when banning units. It guarantees fair play in Ranked 1V1.

  1. Fixed a known issue that might cause the failure of logging in with Steam.
  2. Fixed the bug of notifications in battle not changing.
  3. Fixed the interactive problem and display bugs in Clan.
  4. Fixed the purchase problem (#209).
  5. Fixed the bug of the Mine being unable to upgrade to level 3 after being reconnected to the server.
  6. Fixed the bug of no BMG in the final battle.
  7. Corrected the wrong description of the Yaoguai unit Crimson Ratman’s Armor-piercing Spear that in fact deals 17 damage.
  8. Corrected the wrong description of the Yaoguai unit Kamikaze Beetle’s from being strong against biological to strong against mechanical.
  1. New 3D emotes available. Players are able to use them in battles! Players who don’t want to be disturbed can mute opponents’ emotes in Settings.
  2. Optimized the matchmaking in ranked game to shorten the matchmaking time for high-ranking players.
  3. Players competing in the ranked game for the first time is able to be invited by players of Bronze and Silver to a premade team.
  4. In Army Setup—Skin screen, click Paint button and the button is then changed to Painted.
  5. Improved the descriptions for the Terran Mass Production, Atlac Transformation and Yaoguai Immolation.

Commanders, thanks for your support. The faster you can offer feedback, the quicker we can respond to various bugs and problems. We will continue to collect your opinions and advice, so again, please don’t hesitate to share them with us below!

See you on the battlefield,
The Art of War: Red Tides Team