Release notes

```
For Version 1.0728.35479 (Apple) and 1.0728.35476 (Android).

```

Last updated 8/8/17.

## General

* Unit XP on Wins has been replaced with Victory Caches.
	+ Players will now earn a larger variety of cards through Victory Caches.
	+ Victory Cache contents increase as you move up in Rank.

* Credits earned per win and max credits per day now increase as you move up in Rank:
	+ Credits per level by Rank: 5, 6, 8, 9, 10, 11, 12, 14, 15, 16, 17, 18, 20, 20.
	+ Max Credits per day by Rank: 100, 120, 160, 180, 200, 220, 240, 280, 300, 320, 340, 360, 400, 400.
* Card Availability is now based on Player Rank rather than Player Level.
* Players are now limited to 1000 XP gained per day and no longer gain +100 XP for wins (the XP gained is directly tied to the amount of score you earn in a Battle).
* Due to the increased time to level up profiles, Max Card Level is no longer tied directly to player level. Instead Max Card Level is now:
	+ Players Levels 1-9 = Player Level + 1
	+ Player Level 10 = 12
	+ Player Level 11 = 14
	+ Player Level 12 = 16
	+ Player Level 13 = 18
	+ Player Level 14 = 20
* Turret Level is no longer based on Profile Level and is now based on Squad Level.
	+ Squad Level 10-19 = Turret Level 1
	+ Squad Level 20-29 = Turret level 2, etc.
* Guild Objectives
	+ Players are now able to join a Guild during a Guild Objective and participate immediately if it is their first Guild during that specific Guild Objective.

## Balance Updates

### General

* Heavy Turret level 1 shields increased to 2500 from 200.
* Medium Turret level 1 health increased to 1500 from 1000.
* Medium Turret level 1 shields increased to 500 from 200.
* Medium Turret DPS vs. Humans reduced by 29%.
* Medium Turret DPS vs. Robotics increased by 40%.
* Cards now gain 5% stats per level increased from to 7.5%.
* Human units with Shields now take damage as if they were Robotic.
* Stuns now pause Depot Production.
* UI: Healthbars will now flash white if the unit is taking damage from something effective against that target (example: Arc Boomer deals more damage to Robotics so he flashes all Robotic enemy healthbars white when he deals damage to those unit types).
* UI: Dragging out a card that deals damage on impact will now preview the amount of damage it will deal directly on the target’s healthbar.
* UI: Titans and Turrets now have an off-screen indicator to display their current location.

### Pilots

#### General

* Respawn times increased from 5 seconds to 10 seconds (Intended to make Pilot kills more meaningful and to encourage more variety in the cards players use during a match).
* Pilots now have unique Attack Ranges.
* Pilot Hardpoint Capture distances updated. They are now based on Attack Ranges.
* Pilot Respawn times increased to 8 from 5.

#### Card Specific

* Arc Bruiser’s charge up time reduced to 3s from 3.6s (damage per attack reduced slightly).
* Arc Bruiser's mine Spawn Sickness reduced to 2 second from 6 seconds.
* Boomer’s level 1 health increased to 550 from 530.
* Boomer’s level 1 shield increased to 350 from 150.
* Ghost’s cloak bonus damage reduced to 2.5x from 3x.
* Gunner ramp up time reduced to 6 seconds from 8 seconds.
* Gunner’s VFX how change color when he is fully ramped.
* Grenadier DPS reduced by 25% (Attack Rate increased from .3s to .4s and Reload increased from 1.5s to 2s).
* Grunt Captain level 1 health reduced to 680 from 790.
* Grunt Captain and Spectre Captain are now bumped less frequently by the units they spawn.
* Holo Grenadier now stops 10 meters before reaching his Rally Point (Holo Decoy still runs directly to Rally Point).
* Holo Grenadier’s level 1 health increased to 325 from 225.
* Holo Grenadier’s Holo Decoy level 1 health reduced to 325 from 400.
* Pyro Bruiser level 1 health increased to 700 from 600.
* Sentry Tech now stops 7.5 meters before reaching his Rally Point (Sentry still spawns on Rally Point).
* Sentry Tech's Sentry Spawn Sickness reduced to 3 seconds from 6 seconds.
* Stim Bruiser level 1 health reduced to 520 from 600.
* Striker level 1 health reduced to 375 from 450.

### Titans

#### General

* Doomed State hitpoint amount is now equal to the Titan’s health + shields (previously had a consistent value of 200 at level 1).
* Core Titans now only charge their Core Abilities when they attack. Previously it was based on how much damage they were dealing and taking.
* Core Ion charges in 5 attacks.
* Core Ogre charges in 4 attacks.
* Core Scorch charges in 2 attacks.

#### Card Specific

* Arc Ronin and Ronin gained +200 health and lost 200 shields at level 1.
* Arc Ronin’s attack is now a charge up.
* Arc Ronin attack rate increased to 3.3 seconds from 2.5 seconds.
* Atlas and Nuke Atlas gained 300 shields and lost 300 health at level 1.
* Core Ion level 1 health reduced to 1050 from 1100.
* Core Ion level 1 shields increased to 500 from 200.
* Core Ion and Ion attack ranges reduced from 25 to 22.5.
* Core Ion now slows the movement speed of enemies hit by his core ability.
* Core Ogre level 1 shields increased to 1000 from 200.
* Core Ogre level 1 health reduced to 1800 from 2600.
* Core Ogre Shield Core amount increased to 2000 from 1500.
* Core Scorch core ability damage vs. humans increased from 850 to 900.
* Core Scorch core ability damage vs. robotics increased from 850 to 450.
* Ion, Smoke Stryder, and Stryder gained +50 shields and lost 50 health.
* Ogre gained 550 shields and lost 550 health at level 1.
* Mortar Ogre cost reduced to 5 from 6.
* Mortar Ogre level 1 shields increased to 750 from 200.
* Mortar Ogre level 1 health reduced to 1400 from 1950.
* Nuke Atlas cost reduced to 5 from 6.
* Nuke Atlas will now stop to fight Titans and Reapers.
* Nuke Atlas can no longer Dash.
* Nuke Atlas now has a Doomed State but stops attacking and moving while Doomed.
* Nuke Atlas now deals the same global damage as the Nuke Burn Card.
* Smoke Stryder now causes less knockback on deploy.
* Smoke Stryder’s Electric Smoke now deals 50% more damage to robotics and 50% less to Humans.
* Smoke Stryder will now delay deploying Electric Smoke until Rally Point arrival.

### Burn Cards

#### General

* Drop Pods cause less knockback on deployment.

#### Card Specific

* Arcfall's level 1 damage vs. Humans reduced to 67 from 86.
* Arcfall's level 1 damage vs. Robotics reduced to 200 from 225.
* Arc Mine and Mine no longer bump.
* Arc Mine and Mine no longer take damage from Unit AoE Effects.
* Arc Mine and Mine Spawn Sickness reduced to 4 seconds from 6 seconds.
* Arc Sentry gained 200 shields and lost 200 health.
* Barrage damage vs. robotics reduce by 25%.
* Blast Depot now spawns 6 Blast Spectres, up from 5.
* Blast Depot now spawns Blast Spectres with 1 second of Spawn Sickness, down from 6 seconds.
* Blast Depot and Spectre Depot no longer have shields (health increased to compensate).
* Blast Spectre level 1 health reduced to 175 from 200.
* Blast Spectre Cost reduced to 2 from 3.
* Blast Spectre damage reduced by 25%.
* Heavy Grunt health increased to 135 from 100.
* Heavy Grunt shield reduced to 135 from 200.
* Missile level 1 damage vs. Humans increased to 150 from 125.
* Missile level 1 damage vs. Robotics reduced to 75 from 125.
* Personal Shields now works on Holo Decoy.
* Reaper jumps 33% faster.
* Rocket Grunt level 1 health increased to 135 from 100.