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Patch 1 is Here: Read the Full Changelog

by Patricia Mazzei on 10/6/2026

Generals,

Patch 1 is live. It focuses on the points where almost all of you agreed: more gold on Casual, faster leveling for heroes and spells, fewer stars to unlock content, and fixes for the stages and towers that caused the most friction.

Patch 1 is now live on Steam and mobile!

Steam:Live
iOS:Live
Android:Live
Google Play Pass:Live

Below you'll find every change with its exact values, plus a short note on why we made it.

At a glance

  • Casual: you earn 20% more gold per enemy.
  • Heroes need 40% less XP to reach level 10.
  • Spells need 25% less XP to reach their top level.
  • 15 unlocks need fewer stars on Steam. Drakkan is reduced from 80 to 54.
  • New tower spots near the exit on stages 7 and 10, and gentler early waves on stage 3.
  • Royal Catapult, Dwarven Culverin and Ironbark Treant are cheaper and hit harder.
  • Rhodes and Rain of Fire get buffs.
  • Fixed Bolin's Mine Field behavior.
  • Classic Rush: cheaper skills, and every upgrade available on Impossible.
  • More than 50 bug fixes.

Economy

  • BuffCasual: you earn 20% more gold per enemy (×1.2, rounded per enemy). Enemies worth 2 gold (Crow, Spiderling, Skeleton) are unaffected and pay the same as before.
  • ChangeNormal, Veteran and Impossible are unchanged.


Why
Running short on gold was one of the most frequent complaints on Casual. Casual is the way in for players who want to enjoy the story and the stages, so it gets more gold to build with.

Progression

Hero XP

Total XP needed to reach each level. Level 10 now takes 40% less.

Before AfterChange
Lv 2
 
1,000
 
1,000
—
Lv 3
 
4,500
 
4,000
−11%
Lv 4
 
10,500
 
8,500
−19%
Lv 5
 
19,000
 
15,000
−21%
Lv 6
 
30,000
 
22,000
−27%
Lv 7
 
45,000
 
30,000
−33%
Lv 8
 
64,000
 
40,000
−38%
Lv 9
 
88,000
 
52,000
−41%
Lv 10
 
120,000
 
72,000
−40%


Why
Heroes played only through the campaign were finishing it around level 8. The new curve aims for level 10 by the end of the campaign, including the heroes you unlock along the way, so trying a new hero doesn't mean falling behind.

Spell XP

Total XP needed to reach each level. The top level now takes 25% less.

Before AfterChange
Lv 2
 
6,000
 
6,000
—
Lv 3
 
16,000
 
16,000
—
Lv 4
 
36,000
 
32,000
−11%
Lv 5
 
72,000
 
56,000
−22%
Lv 6
 
120,000
 
90,000
−25%
  • BuffSpell XP multiplier in game modes: Iron ×1.5, Blitz ×1.25.
  • FixSpell Rush: spell XP multiplier set to ×1.1.


Why
Spells follow the same idea as heroes: the ones you unlock later catch up faster.

Star unlocks on Steam

15 unlocks now need fewer stars. Listed in unlock order.

Unlock Before ★ After ★ Change
Malik 28 26 −2
Gold Prospectors 30 28 −2
Rhodes 40 32 −8
Ignus 58 38 −20
Alchemist Shack 46 40 −6
Gnome's Shop 48 46 −2
Illiana 66 48 −18
Gemina 54 53 −1
Drakkan 80 54 −26
Thunder Zapper 62 57 −5
Sentry Watchtower 64 58 −6
Wintersong's Wrath 68 59 −9
Oni 70 60 −10
Aspect of Sol 72 62 −10
Ashbite 84 64 −20
  • ChangeImpossible difficulty now unlocks after completing stage 18 in Campaign, on any save slot.


Why
Finishing the campaign with 3 stars on every stage (54 stars) now unlocks everything up to Drakkan. The last few unlocks, Ashbite included, stay as goals for players who take on the extra modes.

Stages

Stage 3 Campaign

  • ChangeEased some of the toughest waves, mainly early ones with too many Crows or Shadow Blades.
  • ChangeAdjusted enemy mix and pacing in other waves to keep total gold income about the same.

Stage 7 All modes

  • BuffAdded 1 tower spot near the exit: 11→12 spots.

Stage 8

  • BuffAdjusted the path grid so it's easier to block enemies with Reinforcements.

Stage 10 Campaign

  • BuffAdded 1 tower spot near the exit.
  • BuffUnblocked one of the back-line tower spots.

Stages 11, 15 and 16

  • FixAdjusted the grid near the exits so enemies can be attacked while they're still visible on the path.


Why
Some of stage 3's early waves put too much pressure on you for that point in the campaign, and stage 10 had a high defeat and restart rate. The new spots near the exits on stages 7 and 10 give you room for a last line of defense.

Towers

Royal Catapult

  Lv 1 Lv 2 Lv 3 Lv 4
Cost 110 170160 240220 310290
Damage 12–1814–20 30–4432–45 52–78 80–120

Total cost to Lv 4: 830→780

  • BuffSecure the Area cost: 150 / 100 / 100→120 / 100 / 100
  • NerfBlazing Ball cooldown: 30→35

Dwarven Culverin

  Lv 1 Lv 2 Lv 3 Lv 4
Cost 130 170180 260240 340310
Damage 9–1310–14 21–3025–33 41–5545–59 66–8670–90

Total cost to Lv 4: 900→860. Level 2 costs 10 more; levels 3 and 4 cost less.

  • BuffSulfur Blast damage: 66–86 / 108–148 / 156–218→70–90 / 115–155 / 165–225
  • BuffSharp Pellets armor reduction per hit: 3% / 5% / 7%→4% / 6% / 8%
  • NerfFiery Fumes now triggers every 6→7 attacks.

Ironbark Treant

  Lv 1 Lv 2 Lv 3 Lv 4
Cost 140 180 240230 320300
Damage 6–98–12 14–2119–29 26–3933–50 40–6050–75

Total cost to Lv 4: 880→850

  • BuffNature's Hand cost: 300 / 100 / 100→200 / 100 / 100
  • BuffGnarly Roots cost: 180 / 100 / 100→150 / 100 / 100
  • BuffHay Fever cost: 150 / 150 / 150→150 / 100 / 100
  • FixNature's Hand no longer fails when its target is gone.
  • FixFixed its idle animation loops.


Why
These towers cost too much to build up for what they delivered. Upgrades are cheaper and damage is higher at every level. Blazing Ball and Fiery Fumes trigger a little less often to keep their overall power in check.

Heroes

Gerald

  • BuffInspire Courage can now be used while Gerald is fighting in melee.
  • FixFixed his helmet's position.
  • FixTutorial: adjusted the drag check when moving Gerald.

Bolin

  • ChangeMine Field now lays its mines well ahead of Bolin on the path, toward incoming enemies, instead of around or behind him.
  • ChangeMine Field isn't used when an enemy is already close.
  • FixSmoke Mortar now hits the foremost enemy.
  • FixSmoke Mortar is no longer used during cinematics.

Rhodes

  • BuffMovement speed: 32→40
  • BuffHealth: +20 at every level (180→200 at level 1, 405→425 at level 10).
  • BuffSunbeam cooldown: 10 / 9 / 8→8 / 7 / 6
  • BuffSunbeam damage: 28–42 / 40–60→32–48 / 56–84
  • ChangeXP per Sunbeam cast: 10 / 20 / 30→8 / 15 / 21
  • BuffTwisting Top I and II damage per tick: 10–15 / 10–15 / 12–18→12–18 / 12–18 / 16–24

Spells

Rain of Fire

  • BuffMeteor damage: 30–45→36–54
  • BuffMeteor radius: 60→70
  • BuffUnstable Core damage: 20–25→24–36
  • NerfEngulfing Flames slow: 50%→60%
  • FixMeteors always land on the path, and now cast a growing shadow as they fall.


Why
Rain of Fire should reliably wipe out a group of Shadow Archers, even on Veteran.

Classic rush

  • BuffImpossible: towers have all their upgrades active, regardless of the stage.
  • BuffLower skill costs:
Skill Before After Total
Poison ArrowsRangers Hideout 250 / 250 / 250 250 / 200 / 200 −100
Wrath of the ForestRangers Hideout 300 / 150 / 150 250 / 150 / 150 −50
Shrapnel ShotMusketeer Garrison 300 / 300 / 300 250 / 250 / 250 −150
Shield of ValorHoly Order 250 200 −50
Holy StrikeHoly Order 220 / 150 / 150 200 / 125 / 125 −70
Death RayArcane Wizard 350 / 200 / 200 300 / 150 / 150 −150
PolymorphSorcerer Mage 300 / 150 / 150 250 / 100 / 100 −150
Dragonbreath Launcher500mm Big Bertha 250 / 100 / 100 200 / 100 / 100 −50
Cluster Launcher500mm Big Bertha 250 / 150 / 150 200 / 150 / 150 −50
Supercharged BoltTesla x104 250 / 250 200 / 200 −100

Bug fixes

Fixes for Gerald, Bolin, Ironbark Treant and Rain of Fire are listed in their own sections above.

Stages

  • Stage 1: adjusted the timing of the King's shot and added its missing sound.
  • Stage 4: Steve no longer appears in modes where he shouldn't.
  • Stage 4: the Minecraft decal is hidden when easter eggs are turned off.
  • Stage 6: broom enemies no longer disappear after being stunned.
  • Stage 7: horses no longer use the same flag for two different objectives.
  • Stage 7: a horseman no longer triggers the next one before the soldier reaches the tent.
  • Stage 7: fixed a bug that let you buy more than 3 soldiers.
  • Stage 8: the stage now ends when the boss is defeated, without waiting for wave 15 to finish.
  • Stage 8: fixed path logic that could leave the stage in an invalid state.
  • Stage 8: enlarged the pointer for the stage's special tower.
  • Stage 11: fixed the phases of the eye decorations in game modes.
  • Stage 12: fixed the draw order between the vase and enemies climbing the cliff.
  • Stage 13: the boss's shield now goes away when the boss dies.
  • Stage 15: the swamp now starts corrupted in every mode except Campaign.
  • Stage 15: fixed the position of Lord Blackburn's health bar in his last transformation.
  • Stage 16: now starts corrupted in every mode except Campaign.
  • Stage 18: projectiles now hit Denas in the right spot.
  • Stage 18: restored the movement sounds of Denas' soldiers, synced his basic attack sound, and Mighty Slash now plays the correct sound.
  • Stage 18: corrected the ambient sound and added the victory animation sound.
  • Map: the stage 18 animation now plays after victory.

Heroes, towers and spells

  • Arcane Forger: no longer uses its second skill on spots enemies can't walk on.
  • Archer tower: its second skill's effect now carries over correctly when the tower is upgraded.
  • Connor: moving him no longer interrupts his ultimate.
  • Cursed Crossbows: the ultimate no longer loses its bleed and poison immunity.
  • Gemina and Illiana: their ultimates now detect enemies along the path more reliably.
  • Gnome's Shop: can now be summoned on terrain that's valid for flying units; adjusted its taunt volume.
  • Ignus: fixed a bug that could permanently raise his movement speed if he walked before flying.
  • Royal Edict: upgrading a tower just as the buff ends no longer permanently lowers that tower's damage.
  • Royal Edict and Light Priestess: fixed a rare timing issue with their effects.

Enemies

  • Troll Crusher: its cooldown now resets after use, and its attack is slightly delayed after being stunned.
  • Frost Brute: instant-kill effects now check correctly when it gains or loses armor.
  • Gargoyle: no longer becomes invulnerable after being polymorphed.
  • Necromancer: skeleton summoning now resets correctly after being stunned.
  • Troll Jumper: fixed effects not being applied or removed correctly, and its shadow animation restarting.
  • Troll ice patches are now drawn further back in the scene.
  • Adjusted where hits and effects land on several enemies, including the Rider Goblin and enemies facing the camera, and the position of the sniper mark.

Gameplay and progression

  • Spells can no longer be cast after a stage is won. This let you earn XP after the game had already saved.
  • Spell buttons no longer show XP progress for spells that don't earn XP.
  • Play Pass: fixed a rare case where the hero and spell order changed in the middle of a stage.
  • Explosive damage modifiers are now calculated correctly.
  • Freeze effects now wear off correctly.
  • Fixed cases where some high-priority effects weren't applied or removed correctly.

Interface, visuals and audio

  • Fixed a rare zoom error in stages and on the map.
  • Selecting wave flags now focuses the first flag.
  • Fixed visual issues on the level select and victory/defeat screens.
  • Fixed idle animation glitches on several units.
  • Holding Alt on the splash screen no longer skips the intro.
  • Added sound variations in the Armory and a voice-over for the stage 14 building; adjusted several sound effect volumes and the Tower Room click sound.
  • Text fixes, including Lethal Focus and the gold info on items.

Thank you for every review, comment and bug report. We'll keep reading and adjusting.

See you on the battlefield,

The Ironhide Team

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