Team augments and faction synergies
A strategy-layer update: teams now make meaningful pre-fight investment choices before the first unit moves.
Major features
- Team augments are live. Each team starts with 6 augment points to customize its strategy.
- Placement upgrades improve board control with enhanced formation options.
- Armor upgrades boost unit durability, reaching up to +21% armor.
- Might upgrades strengthen melee combat, reaching up to +27% attack.
- Sniper upgrades improve ranged pressure, reaching up to +24% attack and +70% range.
- Movement upgrades increase tactical mobility, reaching up to +2 movement steps.
Faction synergies
- Life teams can unlock Supply Boost for stronger battle starts and Morale for army-wide power.
- Chaos teams gain mobility bonuses and Break on Attack chances that can disable enemy abilities.
- Might teams extend aura range and amplify stack-ability power.
- Nature teams improve board control with additional placement and add armor for flying units.
Placement and balance
- Placement was simplified around upgradeable wide formations.
- Synergy effects now scale with same-faction unit counts: 2, 4, and 6 units for levels 1, 2, and 3.
- The augment-point system creates clearer resource allocation decisions before battle.
- Placement upgrades are now tied into augments instead of living as a separate tactical layer.
Choose augments carefully, stack faction bonuses deliberately, and the battlefield opens up in new ways.