Welcome to another Developer Update! Version 28 is now live, and with it comes a number of improvements and fixes in various areas of the game. The team has been busy laying the foundations for some awesome upcoming features, and with this update we wanted to break the usual format to instead give you all an insight into the future of Warhammer Combat Cards.
Before we begin…
Some of you will have noticed that the account linking feature that came in Version 27 has been temporarily disabled. Unfortunately we found an issue that has been affecting a small number of users and we felt it best to turn this feature off while we investigate what is going on. We will update you all once this issue has been fixed, and we apologise for the delay. In the meantime, you can send Customer Support a ticket from within the game to deal with any account issues you might have.
Right then, now to the good stuff!
Many of you have sent questions asking about whether or not we are considering particular features, so we wanted to let you all know about some of the things that are coming up over the next few months. There are some things we’re not quite ready to announce yet so there’ll be plenty more to come after all of this, but first let’s talk about the main feature in this release, which is one many of you have requested.
Improved Collection Screen
With version 28.0 you are now able to view every card, regardless of whether or not you have unlocked it. A handy rank icon on the front of the card will let you know at what rank this card can be found in ‘rank locked’ packs, and this icon even shows up on cards that you may have found early from one of the ‘rank unlocked’ Campaign packs. Now that you can see all of the cards available you can start planning your dream deck.
The Future…
So what’s coming next? Well we’ve got a number of features lined up, some of which are short-term goals while some are pretty huge updates that are a little further out but we believe will definitely be worth the wait, so without further ado, let’s get into them!
Filtering & Sorting
Coming soon will be a much-improved filtering system, allowing you to organise your cards to suit your needs and assist you in easier deck building. This should make finding cards with particular Keywords for your next Mission objective even easier, and if you’re a numbers fan you’ll be happy to know we will be introducing an option to easily see each card’s stats.
Card Balance
We’ve received numerous bits of feedback regarding card balancing and where players feel there are issues at the moment. The first part of this was to introduce new cards for some of the less populated factions that players could earn via the Mission system. These Mission rewards will go into the main card pool with a rank requirement for those who didn’t manage to win them from the Missions.
The second part is to review win rates and general feel of the cards and special rules that exist in the game. While some cards are deliberately not as strong as others so as to allow for cheaper costs and different deck building options, some cards are definitely over or under-performing. Expect news on our next balance pass in the coming weeks.
Stability Improvements
Alongside these features we are striving to ensure you have the best experience possible when playing Warhammer Combat Cards. We are working hard to eliminate errors that many of you will have seen such as the server struggles when Campaigns launch, and the dreaded ‘Battle not found’ and ‘Object reference not set to an instance of an object’ issues. These problems are as frustrating for us as they have been for you, but we are hoping to have these energy-stealing bugs eliminated as soon as possible, and we appreciate your patience while we work through them.
Skip Objectives
One of the biggest requests from players has been the ability to skip Objectives that they are struggling with, and we’re pleased to announce that this feature will be available in the next few weeks. The finer details of how the system will work will be discussed soon but know that we are listening to your requests and are looking forward to getting this feature out to you all!
Improved Deck Building
Currently your Warlords will remember the last set of Bodyguards that you assigned to them, allowing for quick swapping between Warlord in between battles. While this is a useful feature, you have been calling out for more options to create multiple decks, and we are listening. We are currently investigating the best way to handle multiple decks alongside our numerous Warlords to bring you a versatile deck building experience.
New Traits
Many of you are already using traits to great advantage, whether it’s a brutal Furious Charge pulverising your opponent’s deck or well-timed Shielded card blocking that crucial bit of damage to win you the game. Well just as you’ve gotten used to the traits already in the game, we’re bringing some more for you to get to grips with! Four more, to be exact. We will be going through the card collection already in game and assigning these new traits to cards that make sense thematically, so keep an eye out for any changes and plan your tactics accordingly! There will be even more Traits added in future updates, but for now here’s a sneak peek at the icon for one of the new Traits being added next month. Any guesses?
New Warlords
Along with new Traits, we also plan to introduce new Warlord cards to make your decks more diverse and give you more ways to play the game. In order to get these Warlords ready for battle, we are working on our brand new battle system which will allow us to do a lot of interesting things with the game, including some very cool Special Rule mechanics. We will post another update in the future detailing who these Warlords are and what awesome new rules they will bring to your decks.
Ranked Mode
We are super excited to reveal to you all today that one of the next big features for Warhammer Combat Cards will be a dedicated Seasonal Ranked mode! As you wage war across numerous arenas you will win rewards for each stage you conquer, racking up Thrones (a resource some of you might recognise as the standard Imperial currency in the Warhammer 40,000 universe) as you fight other players to make your way to the top and battle it out for the coolest prizes. I won’t give away too much about what those prizes are, but they look amazing.
We’ll be revealing more information about Ranked Mode on the blog in the near future.
Player Profiles
Alongside Ranked Mode we will be introducing new Player Profiles. These will allow you to inspect other players and check out things like win-rates, favourite factions, current deck, and many other stats. It will also bring with it some other new features but we’re not ready to reveal those just yet. Watch this space…
Clans
As you will undoubtedly be aware, there has been lots of talk about the Clan feature. Lots of you are looking forward to finding a place to call home where you can chat with like-minded players, discuss strategy, donate cards to others, and more. The team are hard at work putting our Clan system together, and we look forward to getting this feature out to you all toward the end of the year.
Phew…
So as you can see, there’s a lot of things going on behind the scenes that the team are working through. We want this game to be as good as it possibly can and we’re very eager to deliver features that are in high demand as well as other things that haven’t been mentioned yet, and we appreciate you all enjoying the game while we bring these features to you.
Why not head over to our in-game forums, r/WarhammerCombatCards, and Discord for discussion and let us know what you think of the upcoming features?
You can also get in touch via our Facebook page, leaving a comment here, or mailing [email protected].
See you on the battlefield!
Is the new trait displayed above “poison”?
Looks like a death rattle mechanic to me. Which would make a lot of sense if one of the new cards is an Eversor assassin.
Thanks for sharing an outlook with the community. I have a question regarding the ranked mode.
As new players certainly will join the game and try ranked, are there any plans to have ‘seasons’ where ‘old’ cards are retired and the users only will be able to create decks with newer cards that you certainly will release in the future?
Similar to the system hearthstone has implemented, so ‘veterans’ don’t have too much of an advantage when a new season launches and new cards are released, otherwise I fear the top will be always the same players over and over.
Cheers,
Dimun
World release was August 2019 and you suggest a Card rotation already??? With less then 300 cards released? Really? How does retire any card helps right now?
Thank you for all the great work you keep doing towards making this game even better than it aready is! The announced updates sound great!
My special thanks to all the Developer Team and Designers! Great work Boyz!
Thanks, I’ll pass this on to the team.
The updates sounds great. But as a idea hace you think of changing that green bars whit number counters and assing them a valor as maybe 5 per turn on hold that bars realy don’t Help planing the next turn as you don’t know it’s worth tho pass turn.
Thanks for the suggestion. We’re not planning to change the way the Ready bars work right now, though it’s possible we’ll look at them once the next set of big features are done. In the meantime it’s possible we’ll look at how the attack boosts are displayed to make it more clear.
Will there ever be a way to battle with your friends/followers and following? And perhaps the option could be on the “clan” tab.
Hi there, while we’re planning to add the ‘basic’ clan functionality first, our future plans for the clan feature does indeed include ‘friendly battles’ against your clanmates. I can’t give an ETA on this and it’s a way off yet, with seasonal leaderboards, base clans and plenty of improvements all to come first.
Going hard at it! Much appreciated. I see that many of the issues that i had with the game will be taken care of. However there are still things I’d like to point could use some polishing. Such as:
“BATTLE” is rather borring after the daily objectives are taken care of . So perhaps adding things such as a experience bonus after X number of battles, or each battle reduces the countdown for opening chests by X would be nice.
Look for more news on updates to the ‘normal’ battles in a blog post soon!
Don’t call it clans call them chapters. Excited to see more Phoenix lords and Maybe primarchs coming soon as warbosses?
Thanks for the feedback. I’m not sure we’ll call them Chapters as we want to stay away from getting too faction specific. At the minute we’re leaning towards just calling them clans as that’s the simplest option!
We do have more Phoenix Lords planned, but we aren’t currently looking at Primarchs or other Lords of War. If we want to start include expensive and powerful units like that then we may use them in the clan versus clan feature we’re planning on adding in the future.
Sounds amazing, can’t wait. My guess for the trait above is also poison – maybe it works out as an ongoing, damage per turn thing.
Looking forward to ranked!
Nice guess! Look for a blog post on the new traits very soon.
Hello developers,
I am quite grateful to have found out about this game today. I see so much room for potential in this game and I would love to provide developers with a continuous stream of ideas for improvement. First off, a very simple and yet effective way to expand the current game is to add more cards – both warlords and bodyguards. Many Warhammer 40K fans love Space Marines. Given the hundreds of chapters available in the lore, it is important to add chapter-specific cards. For example, we currently have a Primaris Reiver card for the Ultramarines; create the same reiver card for all the chapters such as Blood Angels, Imperial Fists, Raven Guard, and so on. A Blood Angels fan would want a deck filled with Blood Angels cards.
As someone who truly believes that this game can become an even bigger hit in the future, I want to be an ongoing fan/freelance partner(?) for the developers at Flaregames. I could provide many lore-inspired development features, feedback on game mechanics, and UI suggestions, just to name a few.
If you think my contributions can be of benefit, feel free to contact me via email!
Thanks for the offer of help – I’ll chat with the guys here about it.
Re. your suggestion of making (as an example) a Primaris Reiver for each Chapter, we’re worried about flooding the game with identical cards which all work in exactly the same way, just have different artwork. If we wanted to go down this route we’d have to implement some kind of system where you could change the art on a card, and that’s not something we’re planning right now. The downside is that players have to create mixed Chapter decks, but we’re slowing moving towards having enough cards that you have enough options to make thematic decks.
Hello devs,
just a culprit I have – there is no explanation or tutorial on how much a blip of green ‘ready’ adds or red readying removes from an enemy meter. Sometimes I’d need to know whether I need to drop the 19 dmg unit as I have e.g. 100% bonus dmg to kill an opposite enemy or the harder hitting one. Currently it’s hit and miss and I lost matches by a scrap cause I inflicted 3 dmg less than I expected resulting in a vendetta hit etc.
So please either add an explanation or (what I personally like the best) display the ‘modified’ dmg numbers on cards that we are ready to deploy after one was destroyed. So we could see what damage numbers we could expect to inflict on the enemy cards.
Thanks
Dimun
Thanks for the feedback. The idea of showing each card’s modified attack stats when they’re waiting to be deployed is an interesting one, and something we’ve never considered. I’ll pass your suggestion on to the team to discuss.
I’ll second this suggestion. It would remove the “I hope this 19 attack is going to be enough” and replace it with a better tactical experience. If not, at least consider allowing access the cards already deployed so we can see their boosted stats. I think y’all are doing great. Thanks!
I think the trait is horror which will affect other cards’ ability to damage the bearer of this trait. Since we alteady have “Shield” I think this card will redirect incoming fire or protect its bearer from melee or freeze the opposing card in fear
Interesting ideas. You’re half right and have mentioned functionality that we’re planning to use in another, future trait. Good guess!
Good job! Nice game! I wait for seem tanks and other vehicles on card un this Game! Good job for all personal worker!!! Thank you very mucho! Waiting for more actualizations!!!
Thanks for the suggestion, and we are indeed looking at beginning to add more vehicles to the game, though the difficulty is how powerful (and therefore high points cost) a lot of these would be in Combat Cards.
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