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Steam News9 February 20242y ago

Heroes: Rediscovery

Greetings Yodhas! The Heroes: Rediscovery update is upon us! Get ready for significant early-game impact, improved synergy between Heroes and Units, a superior Hero levelling experience and Legendary cards that truly im

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Full Kurukshetra: Ascension update

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What changed

0 fixes18 additions21 changes7 removals
  • Gameplay
  • UI and audio
  • Balance
  • Maps
changedGreetings Yodhas!The Heroes: Rediscovery update is upon us! Get ready for significant early-game impact, improved synergy between Heroes and Units, a superior Hero levelling experience and Legendary cards that truly impress.
changedHero-Balancing And PassivesIt was fun while it lasted, but Hero damage previously allowed players to ramp up to extraordinary values, reducing the effectiveness of Unit Cards, including coveted Legendary units. Battles were often reduced to a Hero brawl, and the strategic depth of Kurukshetra: Ascension often fell by the wayside. We have now lowered Hero damage across the board while also removing the Soma cost for hero weapon attacks. Passives like ‘Rising Storm’ that buffed damage without a cap have been altered. Weapons, Cards, and Powers that provide damage buffs still exist but are now harder to obtain. While this may sound unpleasant at first glance, our testing has shown significantly greater Hero-Unit synergy and card impact. Your decks are powerful now and rightly so. We cannot wait to see what our players cook up.
changedThe Early-Game Impact“1-cost units are useless!”. We heard that feedback a lot and we agree! Hero damage and armour were too strong previously, and that brave Warrior’s damage was often blocked entirely. This was further backed by a lack of variety in low-cost units. Heroes were also able to ramp up damage very quickly in the early rounds, leaving starting Units in the dust.
removedThe Early-Game ImpactOur solution is to remove Armour from Heroes, though some like Duryodhana and Surpanakha can still receive armour buffs from different cards in the mid-game. We’ve also significantly reduced Armour gain potential from our Ranged Heroes, as Row Protection was always meant to be a key strategic element in keeping them safe.
addedHero LevellingHero Cards are back on the heroes individual progression track, with a few new ones being added along the way! These cards have also been removed from card packs, making it easier for you to snag the units you’ve been looking for. When you check your Hero track, you’ll also notice new avatars for these Hero-specific cards that you can proudly wear as a badge of honour.
addedLegendary CardsTo tackle this, we have completely overhauled Legendary Cards. They now synergize with far more properties and factions than before, along with the addition of new properties that bring depth to gameplay. We’ve been playtesting these changes and having a blast! The late-game possibilities are endless, and we’re waiting for players to break the game with their unique decks and builds.
Golden Vaanar: Soma cost45Golden Vaanar: Soma cost increased, buffSushena: Soma cost78Sushena: Soma cost increased, buffSoma cost12Soma cost increased, buffFrenzied Tail: Damage32Frenzied Tail: Damage decreased, nerf

Kurukshetra: Ascension changes

changedThe Heroes: Rediscovery update is upon us! Get ready for significant early-game impact, improved synergy between Heroes and Units, a superior Hero levelling experience and Legendary cards that truly impress.
changedIt was fun while it lasted, but Hero damage previously allowed players to ramp up to extraordinary values, reducing the effectiveness of Unit Cards, including coveted Legendary units. Battles were often reduced to a Hero brawl, and the strategic depth of Kurukshetra: Ascension often fell by the wayside. We have now lowered Hero damage across the board while also removing the Soma cost for hero weapon attacks. Passives like ‘Rising Storm’ that buffed damage without a cap have been altered. Weapons, Cards, and Powers that provide damage buffs still exist but are now harder to obtain. While this may sound unpleasant at first glance, our testing has shown significantly greater Hero-Unit synergy and card impact. Your decks are powerful now and rightly so. We cannot wait to see what our players cook up.
changed“1-cost units are useless!”. We heard that feedback a lot and we agree! Hero damage and armour were too strong previously, and that brave Warrior’s damage was often blocked entirely. This was further backed by a lack of variety in low-cost units. Heroes were also able to ramp up damage very quickly in the early rounds, leaving starting Units in the dust.
removedOur solution is to remove Armour from Heroes, though some like Duryodhana and Surpanakha can still receive armour buffs from different cards in the mid-game. We’ve also significantly reduced Armour gain potential from our Ranged Heroes, as Row Protection was always meant to be a key strategic element in keeping them safe.
addedHero Cards are back on the heroes individual progression track, with a few new ones being added along the way! These cards have also been removed from card packs, making it easier for you to snag the units you’ve been looking for. When you check your Hero track, you’ll also notice new avatars for these Hero-specific cards that you can proudly wear as a badge of honour.

Greetings Yodhas!

The Heroes: Rediscovery update is upon us! Get ready for significant early-game impact, improved synergy between Heroes and Units, a superior Hero levelling experience and Legendary cards that truly impress.

Hero-Balancing And Passives

It was fun while it lasted, but Hero damage previously allowed players to ramp up to extraordinary values, reducing the effectiveness of Unit Cards, including coveted Legendary units. Battles were often reduced to a Hero brawl, and the strategic depth of Kurukshetra: Ascension often fell by the wayside. We have now lowered Hero damage across the board while also removing the Soma cost for hero weapon attacks. Passives like ‘Rising Storm’ that buffed damage without a cap have been altered. Weapons, Cards, and Powers that provide damage buffs still exist but are now harder to obtain. While this may sound unpleasant at first glance, our testing has shown significantly greater Hero-Unit synergy and card impact. Your decks are powerful now and rightly so. We cannot wait to see what our players cook up.

The Early-Game Impact

“1-cost units are useless!”. We heard that feedback a lot and we agree! Hero damage and armour were too strong previously, and that brave Warrior’s damage was often blocked entirely. This was further backed by a lack of variety in low-cost units. Heroes were also able to ramp up damage very quickly in the early rounds, leaving starting Units in the dust.

Our solution is to remove Armour from Heroes, though some like Duryodhana and Surpanakha can still receive armour buffs from different cards in the mid-game. We’ve also significantly reduced Armour gain potential from our Ranged Heroes, as Row Protection was always meant to be a key strategic element in keeping them safe.

Finally, the starting player now begins with 2 Soma! Something our player base has been waiting to hear for a while. This opens up strategic depth right from round one, while also allowing low-cost units to influence the battle!

Hero Levelling

Hero cards weren’t being used to their full potential, with player feedback pointing to a difficulty in obtaining them being the root cause. Getting locked out of grabbing a specific Hero card just wasn't fun and limiting a Hero's true potential.

Hero Cards are back on the heroes individual progression track, with a few new ones being added along the way! These cards have also been removed from card packs, making it easier for you to snag the units you’ve been looking for. When you check your Hero track, you’ll also notice new avatars for these Hero-specific cards that you can proudly wear as a badge of honour.

Legendary Cards

Legendary Cards were powerful but often lacked utility or synergy with other units. Some were exceedingly dominant, while others saw far less use. We want players to be able to build decks around any Legendary in their inventory, instead of having to wait endlessly for that specific card.

To tackle this, we have completely overhauled Legendary Cards. They now synergize with far more properties and factions than before, along with the addition of new properties that bring depth to gameplay. We’ve been playtesting these changes and having a blast! The late-game possibilities are endless, and we’re waiting for players to break the game with their unique decks and builds.

Now, let’s move on to discussing each hero and how we’re innovating their gameplay to new heights!

Arjuna

Arjuna’s might and prowess on the battlefield came from his bow, and of course the many Astras in his arsenal, we want our hero to reflect that. Along with other adjustments, Arjuna has a new passive, Gifted.

New Passive, Gifted

Draw a card when you cast a spell.

Base Stats

1 Damage, 0 Armour, 20 Health New Cards:

Brihannala

New Spell Card, Charm an enemy with 3 Health or less.

Ulupi

New Legendary Unit, Passive: All poison attacks reduce damage by 3.

Cards reworked:

Shock Archer

Is now a neutral card. Health increased to 3 from 2.

Savyasachi

Damage reduced to 2 from 3.

Snipe

Soma Cost increased to 4 from 3.

Gandiva

Now increases Heroes base damage by +2. No longer makes Arjuna Counter-Immune.

Execute

Soma cost reduced to 2 from 3.

Lightning Bolt

Damage reduced to 4 from 5.

Satyaki

Now gives Guard to all Legendary Units.

Abhimanyu

Now buffs the health of all other Humans by +3.

Shivas Doom

Soma cost reduced to 8 from 10.

Chakra

Now increases Heroes base damage by +1. No longer has Concealed Weapon. Soma cost reduced to 2 from 3.

Airavat

Soma cost increased to 9 from 8. Health increased to 9 from 7. Now gains +1 damage for each enemy Stunned during the game and is Spell Immune.

Elite Army

Soma cost reduced to 2. Now draws a Legendary card from your deck and reduces its cost by 2.

Indra's Shot

Soma cost reduced to 1 from 3.

Focused Shot

Damage reduced to 3 from 4. Soma cost reduced to 2 from 4. Can now only attack the enemy Hero.

Divine Student

Increased Soma cost reduction of spells from 1 to 2.

Divine Double

Changed to Rapid Assault: If a Spell kills an enemy, create a free copy in hand Devadatta Conch: Now gives +2 damage to all Ranged Units for one turn.

Eager Students

Changed to Flawless: Arjuna becomes counter-immune.

Guard Me Changed to Piercing Attacks

All allies have Pierces.

Removed Cards:

Lightning Tips, Discharge, Piercing Arrows, Manavastra and Vritra’s Bane.

Sugriva

Sugriva was perhaps capable of the highest damage ramp-up, with the Shikari Gada and Tribe making his playstyle very one-dimensional and focused only on Hero to Hero attacks, we’re tackling that by adjusting his passive along with a few other tweaks.

New Passive, Flanks: Sugriva now Flanks.

Base Stats: 2 Attack, 0 Armour, 30 Health.

Cards reworked:

Angada

Now deals 4 damage and has 4 Health. Soma cost reduced by 1 per Vaanar deployed.

Nila

Gains +2 dmg/ +2 Health when opponent casts a spell. Damage and Health increased by 1.

Nala

Weapons cost -2 Soma.

Golden Vaanar

Soma cost increased to 5 from 4.

Sushena

Soma cost increased to 8 from 7. Now Silences all enemy Units on Deploy.

Sanjeevani changed to

Grant a Unit +3 Health. Soma cost increased to 2 from 1.

Hanuman's Aid

Heal all friendly Units fully; Vaanars and Beasts gain Self-Revive.

Frenzied Tail

Damage reduced to 2 from 3.

Rama's Shot

Now deals piercing damage equal to your current Soma.

Forest Cover

Now also has draws a card.

Shikari Gada

Now increases Heroes base damage by +1. Ability removed. Now Poisons.

Kaumodaki

Now increases Heroes base damage by +2.

Flaming Sabotage renamed to Sabotage

Now has Draw 2 cards.

Forest Mantra

Cost reduction increased to -2 from -1.

Camouflage changed to Healer's Grove

All healing increased by 2.

Removed Cards: Leap, Mighty Leap and Surya’s Blessing.

Bhishma

Bhishma, in his previous avatar, was too dependent on the opponent deploying units to build damage, not just limiting his own playstyle, but also the opponents. His new passive allows him freedom to attack anyone on the battlefield without fear of retaliation!

New Passive, Pitamah: Bhishma is now counter immune.

Base Stats: 1 Damage, 0 Armour, 20 Health

New Cards:

Ganga's Disciple

New Legendary Unit, +2 to all healing effects.

Sarala

New Legendary Unit, On Deploy: Charm any Unit till death; Charms last 1 turn longer.

Sentinel

New Legendary Unit, Guards and Spell-Immune.

Pauravi

New Legendary Unit, Ranged units cost -2 Soma.

Cards reworked

Kankastra

Now only smashes 1 armour.

Bhishma's Boon

Soma cost reduced to 2. Health buff increased from 4 to 5.

Cheat Death

Soma cost reduced to 6 from 7.

Apsara

Renamed to Court Apsasra: Charm threshold increased to 5 health from 4. Health increased to 6 from 5.

Gangaputra

Soma cost increased to 6 from 5.

River of Arrows

Soma cost increased to 8 from 7.

Pushpa Dhanu

Now increases Heroes base damage by +1.

On attack

Reduces enemy damage by 2.

Kaundinya

Now increases Heroes base damage by +2. Is no longer counter-immune. Soma cost reduced from 7 to 6.

Freezing Arrow

Renamed to Ice Arrow.

Ganga's Embrace

Health buff reduced from 5 to 3. Soma cost reduced to 2 from 3.

Commander

Unit cost reduction is now -1 per turn instead of -2.

Healing Waters

Healing reduced to 2 from 4.

Deep Freeze

No longer increases damage on frozen enemies. Now frozen enemies are stunned when damaged.

White Warrior changed to Spirit Warrior

Bhishma gains lifesteal.

Cleanse changed to Daze

Target has -2 Damage this turn.

Ranged Dominance

Damage increase reduced to +2 damage from +4 damage.

Note

With this passive players won't be able to deploy melee Units as was intended earlier. (This might be changed in the upcoming balance patch.)

Pitamaha changed to Devavrata

Bhishma becomes Spell-Immune.

Removed Cards

Scarlet Streams, Praswapastra, Divine Light, Ayurveda, Resolve, Flash Flood, Ice Weapons and Icy Breath.

Duryodhana

With lower soma cost units receiving significant tweaks, Duryodhana’s current passive puts him in a great place as we’ve balanced the Balachita as well. Previously Balachita’s damage bonus when an ally died lasted the entire match, we’ve adjusted this to only last during the turn the unit dies. This balance change still adds value to the playstyle of sacrificing units to buff Duryodhana, while also keeping him in tune with the new update.

Base Stats: 2 Damage, 0 Armour, 25 Health

New Cards:

Mir: New Unit, Assassinates.

Cards Reworked:

Balarama's Rage

Does not break armour anymore. Now causes your opponent to discard all Spell cards in their hand.

Blitz

Damage reduced to 2 from 3.

Durmukha

Health increased to 5 from 4.

Dushasana

Armour increased to 2 from 1. Health increased to 6 from 5. Soma cost increased to 6 from 5. No longer gains health when an ally dies.

Envy

Soma cost increased to 2 from 1.

Vikarna

Damage increased to 4 from 3. No longer gains damage on losing health. Now has Commands.

Laxman

Now has Poisons.

Vengeful Archer

Damage increased to 6 from 4.

Ekasha

Now increases Heroes base damage by +2. No longer has Smashes 2.

Balachita

Now increases Heroes base damage by +1. Damage gained when an ally dies now lasts only for that turn.

Susharma

Is now a neutral card. Damage increased to 5 from 4. Health increased to 6 from 5.

Gandhari's Blessing

Armour gain reduced to +1 from +2.

Royal Armoury

Is now a neutral card. Soma cost reduced to 2 from 3.

Protection

Is now a neutral card. Soma cost reduced to 2 from 5. Health gain increased to +5 from +4.

Alambusha

Now has 4 Damage, 2 Armour and 3 Health. Soma cost reduced to 5 from 7. No longer has Guards. Now has Disruptor.

Revenge

Soma cost increased to 5. Can now damage any target. Costs 1 less soma for each ally that died this turn.

Kaurava Numbers changed to Reinforcements

Deploy 1 Kaurava Brothers end of turn.

Blitzkrieg

Now First Strike applies to units costing 5 or less.

Battle-Ready

Armour grant reduced to 1 from 2.

Reinforced Steel changed to Supply Lines

When you draw a card, gain 3 health.

Turtle Formation

Now grants all Units +1 Armour on Deploy.

Vengeance changed to Ethereal Army

Deployed units gain Ephemeral for 2 turns, but lose other properties.

Removed Cards:

Whirlwind, Bodyguard, and Scavenger.

Bheem

Bheem’s units and army now reflect his “savage” nature a little better. His spells and units have been balanced and tweaked to focus on buffing and building better synergy between the Rakshasa and Beast factions when playing Bheem. So now is the time to go wild on the battlefield!

Base Stats: 2 Damage, 0 Armour, 20 Health.

New Cards:

War Paint

New Spell, Grant a Unit +2 Damage.

Beastmaster

New Unit, When you cast a spell, summon a 1-4 cost Beast.

Hidimbi

New Unit, When a friendly Rakshasa dies, spawn a copy.

Cards reworked:

Mace Throw

Now smashes only 1 armour.

Battle Stomp

Now damages all Units. Soma cost reduced to 2 from 4.

Vrigodharam

Now increases Heroes base damage by +3.

Roar

Soma cost increased to 9 from 8. Now All enemy units return to deck and Bheem gains +1 Health per enemy.

Sutasoma

Damage increased to 5 from 4. No longer has Smash.

New passive

Allies with Charge also gain Living Shield.

Ghatotkacha

Damage increased to 8 from 7. Health increased to 9 from 8. Ability has been removed. Now costs -1 for each dead Unit this turn.

Modaki

Now increases Heroes base damage by +1. No longer gains +2 Health on a kill. Soma cost reduced to 3 from 4.

Two-handed Stance

Soma cost reduced to 5 from 6.

Unfettered

Removed the weapon cost component as it is now redundant. Soma cost reduced to 5 from 7.

Call of the Wild

Now Summons a random Beast or Rakshasa unit. Soma cost increased to 5 from 4.

Paundra Conch

Now all Rakshasas and Beasts gain +3 Health. Soma cost reduced to 3 from 5.

Hard Punch changed to Energise

Power Upgrade: Gain +2 Health.

Savage changed to Passive

Bheem gains +1 Health when a friendly dies.

Bhimasena changed to Passive

Spawned units gain Living Shield.

Death March changed to Passive

All friendly units gain Swift.

Removed Cards:

Charge and Alpha.

Surpanakha

Surpanakha’s ability to ramp up her damage was truly a terror on the battlefield, but integral to her core playstyle. To combat this we’ve made a few adjustments to when she can increase her damage, without lowering the numbers significantly. We’ve also worked on making strategic player choices during Night Mode integral to unlocking her full potential.

Base Stats: 1 Damage, 0 Armour, 25 Health.

Cards Reworked:

Dushana

Now gives your Hero Feeds.

Scale Armour

Soma cost increased to 3 from 1.

Demonic Shriek

Damage increased to 3 from 2.

Blood Sacrifice

Soma cost reduced to 0 from 2.

Blood Feast

Soma cost reduced to 5 from 6.

Minor Charm renamed to Quick Charm

Soma cost increased to 3 from 2.

Betrayal changed to

A random card from the opponent's hand is discarded. Soma cost increased to 2 from 0.

Charm

Soma cost increased to 6 from 5.

Subahu

Now Grants Mirage to all Allied Units. No longer has Feeds. Soma cost reduced to 7 from 8.

Lash Out

Soma cost reduced to 5 from 6.

Assassinate

Kill any enemy unit; If you have an assassin, costs -3 soma. Soma cost increased to 7 from 5.

Blood Rain

Now also Buffs the health of rakshasa Units by 2. Soma cost reduced to 3 from 4.

Art of Seduction changed to Trickery

A random card is discarded from the opponent's hand Stay A While: Charms now last one turn longer.

Meenakshi

Units with Mirage have Charge.

Selfish Drain

Drain amount reduced to 1 from 2. Soma cost reduced to 1 from 2.

Removed Cards:

Lover’s Spat, Convert, Claws and Experiment.

We will put out a full changelog for neutral cards soon. We are also monitoring feedback extensively over the next two weeks, and balancing further to keep the game fresh and fun! We thank you for your patience in waiting for this large update, and the insights we’ve received to help us make these changes.

If you’d like to get involved with our community and look for early updates, here are our links: Discord, Instagram, and YouTube.

See you on the battlefield! Studio Sirah

Source

Steam News / 9 February 2024

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